Neverwinter Nights чит-файл №2

This file was brought to AG.RU by Andy (aka Erenow) from "www.sorcerers.net".

The newest version of this FAQ will always be available at
www.gamefaqs.com
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www.cheatportal.com
www.cheathappens.com
www.cheatplanet.com
www.cheatcc.com

A. NOTES/TIPS
Just a few things to keep in mind:

-Make sure to update frequently. There will be regular bug fixes no doubt about
it, so make sure you always have the newest version of the game.

-Change your settings, you can change controls, display, anything at all.

-REST OFTEN, I cannot stress this enough. By resting you get skills back that
you already used, and also complete restoration of HP. You can do this anywhere
as long as your not near an enemy(s)

-Save often! You'll hate yourself if you run into a trap or die unexpectadly and
your last save was hours ago. Rest and save are the most important things you
can do!

-Use your map often, even if you have it at smallest, you have the important
locations on there, and can also add your own

-Talk to your merc's, set up thier tactics the way you want them to be. Although
you cannot buy items or equipment for your merc's, they do automatically level
when you do, and upgrade weapons and armor automatically free of charge!

-Read books, alot of time they will have tips or hints or a special use, notes
especially, mostly books will teach you more about the history of this world,
and might help you later on in your journey.

-Persuasion is one of the most useful skills in the game. It allows you to
access quests you wouldn't be able to, ,enter places you wouldn't be allowed to
without paying, and make people give extra rewards for quests.

-Set hotkeys! This is most important for spellcasters and especially important
in multiplayer games. For item's you can drag them onto the hotkey, and for
anything and everything(and i mean everything) else just right click on the
hotkey slot. Right click to remove a hotkey as well. Hold shift or ctrl for
another bar of hotkey possibilities!

-When you level up you can check and see the amount of HP you will gain, and if
you want more cancel and go through it again, until you find the max amount of
hp gained for the level.(Thanks to Hauie!)

-When you get stuck in a part of the game CHECK YOUR JOURNAL, I cannot stress
this enough, the quests that you have there will tell you what you have to do
better then I can, so please DO NOT EMAIL me about not being able to get into
Luskan or not being able to do something else.

-If your a Mage or Wizard, using spells is the best way to unlock and disarm a
chest. Especially with spells such as Fireball that can destroy 3-5 chests at a
time without triggering a trap!

-For a fighter, a room full of enemys and a boss can be the hardest thing in the
world to do. Best way to do this is to lure them out of the original room and go
to a doorway, where only one or two monsters can attack you at once through the
doorway, also make sure you put your cleric(you should have a cleric if your a
fighter type)to heal you at 75% hp before doing it, so she'll start healing you
at 75, and chances are it'll be under 50% when she actually gets the spell off.

-For more tips when you are loading read the tips that they give you, sometimes
they are obvious tips, but sometimes they can really help

Note from Sorial:
The damage done to your character has nothing to do with your armor class. Armor
class only dictates how easily you can be hit using a d20 roll (20 sided dice).
Keep in mind that having an armor class above 20 does not mean you can’t be hit
- a natural 20 (unmodified 20) always hits no matter what your armor class. The
higher level an opponent is, the more likely they are to be able to hit you.
Also, the quicker or stronger they are, the more likely they are to be able to
hit you. Right-clicking on the opponent will also tell you if their attack rolls
are increased, and give you an idea of your impending doom. Once the attack roll
is made and results in a hit, THEN is when damage is rolled and modified by any
equipment you might have that absorbs that damage type, etc.

B. CONTROLS.
The controls in this game are really unique, and you can easily look and see
what the controls are, or change them, so I'll just list some of the major
hotkeys.

The arrows move the camera around, and zoom in and out, and * on numberpad
changes the views of camera.
I Inventory M Map
V Quick chat P Player list
J Journal O Options
B Spells [ Previous Inventory Tab
R Rest ] Next Inventory Tab

These are the defaults, and you can easily change or look for the complete list
of moves in the options menu.

C-CHARACTER CREATION

The staff at Bioware made making a character incredibly easy. First off you have
to pick weather you want to make a character of your own or choose from one of
their pre-made ones. I made one for myself.

Next you choose your gender, easy choice.
Now you choose your race. Each race (with the exception of humans) have bonuses
and decreases in major stats. They also have special skills just for picking
that class. Also they even show the favored class for that race! And for those
of you who have no idea what your doing they have a recommended button which
picks out the easiest race/class/stats/etc.

-Dwarf-bonus to magic resistance but cannot read scrolls or use magic
wands(thanks to ThebirD)

Next are the classes. Again you see their advantages and disadvantages and a
basic description of each class.
-Barbarian
-Bard
-Cleric
-Druid
-Fighter
-Monk
-Paladin
-Ranger
-Rogue
-Sorcerer
-WIzard
Again if you are totally new to these type of games, press the recommended and
they will choose the easiest one.

Next up is alignment. Again simple to choose, depending on what you want to
roleplay in the game, recommended moves to the highest, since it is usually easy
to be good rather then evil. I chose truely nueutral.

Next you get to set your stats. Click on each stat for a detailed discription
for what they do and which class needs what. From that you can either manually
put points into stats you want, press the recommended button and have them
automatically put points into skills determaned on your class, or have them
automatically put skills in, then take off points off of the skills you don't
want/need, and put them on skills you need for that class.

Next you get to pick your package...basically the subclass of the class. Each
class has different ones, and again it is easy to choose, just read the
advantages of it or press recommended.

Customize is just that, picking body's and heads and other physicall
appearances.

Now just pick your name and voice and your ready to start the game!!

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IX-Gameplay

Gameplay is really easy if your familiar with the 3rd edition D&D system. Using
your skills is referred to as making "skill checks". Some skills have a certain
amount of times per rest period (a day, even though it goes by quite fast) that
you can use it. Once you use it that amount of times you must rest before you
can use it again. The same goes for spells and special abilities, like the
druid's shapechange ability.

Battle is dice related, and skills that you have can help your rolls (either add
or decrease) same goes for armor and weapons. Feats are similar to skills, but
are typically much more powerful, and a bit more specialized. Spells also use
the same rolling of the die.

Pause is an awesome tool, because battle is in real time, and while the game is
paused you can use items or choose a magic spell to use, setting up a whole
chain of spells or attacks so you can stragegize your moves. Pause is usually
unuseable in multiplayer games though. (thanks to Dejime for confirmation!)
(Sorial's note: A server administrator can set up their server to either allow
pause use or not. Default configuration is to have pausing disabled.)

Movement is easy; just click where you want to run to and you run there (or walk
if you happen to be in detect or stealth mode). Getting used to that and moving
the camera around with the arrows will determine how good you are at this game.

Left clicking on people will bring up dialog (if they're not hostile, in which
case you'll attack them - you can tell what you're about to do by paying
attention to what the cursor looks like when you hover the mouse pointer over
them. Also look at the color they glow. Red is hostile, blue isn't.), left click
dragging items is how you loot things as well as equip them or move them from
different bags. Right clicking an item will bring up a small menu, with things
like drop, equip, look, etc.

The gameplay of this game is very nice and easy to learn and get used to. If
anyone has any other comments for this section send me in an email.

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X-WALKTHROUGH
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A. PRELUDE

Training Facility
You start off the game in a basic "learning" stage. After you watch the intro,
you start in the senior barracks. Turn around and get the club from the chest
behind you, then go talk to Pavel (you have no choice in this really, since
there is a trigger to make him notice you once you leave your room). You can
talk to him for a while if you want, learning more about the story, after which
he'll tell you to see his brother on the other side of the room. When you talk
to Pavel's brother Bim he will tutor you in very basic things, like click this
and this will happen. You don't need this tutorial unless you really don't know
what you're doing.
After talking with Bim go through and talk to Olgerd the dwarf in the next
room.
He will give you some items depending on your class and teach you how to use
inventory and stores; he will also sell you some gear if you have the money. You
should at least have enough for a reasonable weapon or suit of armor, which is
basically the only thing you really need to spend money on right now. Don't
bother with buying any missile firing weapons, since you can get what you'd like
for free a few rooms from here. Take advantage of Olgerd's stock - it's quite
complete compared to many of the shops you'll find out in the "real world", plus
the prices are discounted.
In the next room, you can talk to the Berna for help with using your map and
journal. This is still pretty simple stuff that you could figure out yourself
(especially if you read the manual!), but if you need it then go ahead. Remember
to keep picking up items along the way. You can press the TAB key on your
keyboard to highlight items to check out, such as chests and bookcases that
might have items within. It will also make enemies stand out a little more
clearly if you're entering a room that's a bit darker
than most.
The next series of rooms are the training halls, all connected by a hallway
of their own. Each training room has a sign outside it's entrance that explains
what type of training is within, and who the instructor is. Note that you step
into the weapon training hall from Berna's library, and the connecting hallway
is just around the corner from the library exit. Also note that there are four
training halls. One for combat, one for arcane magic, one for diving magic, and
one for thievery. Each class must go to one of these halls corresponding to the
type of character it is, with one exception: the bard. A bard can choose any of
those training quests (except divine magic, even though bards can heal) since
that class has enough of all class type skills to complete them. Here's a rough
breakdown on where you should be for the class you chose:

Fighter Combat training hall, should receive chainmail
Paladin Combat training hall, should receive chainmail
Ranger Combat training hall, should receive chainmail
Monk Combat training hall, should receive boots of reflexes
Barbarian Combat training hall, should receive boots of reflexes
Rogue Rogue training hall, should receive three minor spike traps
Sorcerer Arcane magic training hall, should receive a rod of frost
Wizard Arcane magic training hall, should receive a rod of frost
Cleric Divine magic training hall, should receive chainmail
Druid Divine magic training hall, should receive a ring of fortitude
Bard Any training hall except the divine magic training hall. Should
receive a rod of frost from any of the halls you can use.

The first training room is the combat training hall. Here you learn from
Herban and his aides how to use different attacks; you can get a heavy crossbow,
light crossbow, sling, short bow and long bow with loads of ammo for all. Even
if you don't plan on using any of these, make sure you run back and sell the
things you don't want to Olgerd for that extra bit of gold that's crucial,
especially at low level. This training hall is also the only one of the 5 halls
that all character classes can do the trial for. Non-fighter style classes will
not be able to get the gift from Herban at the end of the trial since they have
their own tutors to go to down the hall, but it's good practice anyway for a
beginning player (and why else would you be reading this anyway?).

Also in this room are 5 rare monsters if you want to see what your future might
hold. Try right-clicking on one of them (or any creature and most other things
as well) and examining them. These creatures are all very tough, and the
description indicates the relative ease you'd have in defeating them. You cannot
attack these creatures, since the module is set up to keep them protected, so
there is nothing else to do here.

Heading down the connecting hall will take you to another training center behind
the first door to the left. Clicking on the sign by the door will tell you this
one is for arcane spell casters, and within you can go through a tutorial on
using your magic skills. At least talk to the tutor and do his test even if you
know how to handle your spell caster; you get a neat magic item (Rod of Frost
with unlimited charges) as a prize for completing it). In the same room,
regardless of your class, you can get Melf's Acid Arrow and Magic Missile
scrolls. You can also find a few tomes to read.

Next, head down and pass a locked door; don't worry about that just yet, and go
visit Ketta in the rogue training center on the left if you're a rogue, or
Elynwyd in the divine magic training center to the right if you're a cleric or
druid. If you have completed the combat or arcane spell casting trials there is
no need to go in either of these, so talk to the guard at the end of the hall to
continue into the graduation room where Aribeth is waiting.

In the graduation room you can get items from the desks behind Aribeth. Talk to
her and she will tell you that you graduated. Listen to her story, after which
you will be attacked. These guys are pretty tough but luckily you have 6 other
graduates in addition to yourself and Aribeth (who all get targeted before you
do) in that room that'll help take care of them. Once they've been dispatched,
talk to Aribeth and offer your help and she will give you the key to the locked
door we skipped past earlier, back in the training connecting hall.

Be prepared, because now you will encounter battles. Nothing you can't handle,
but make sure to rest or use a healing potion (You put healing potions in a
quick slot, right?) if your life gets too low.

The first enemy you will encounter is right outside the room where you and the
other graduates were attacked. You'll run into a rather pompous mage who looks
similar to the ones that attacked, but this one is quite different. You can't
defeat him, so wait until he summons a pair of goblins before you attack, and
focus your attack on the goblins while the mage teleports away. They're easy to
take out, even for a wizard character.

Remember that locked door that you couldn't do anything with before? Unlock the
door and fight your way through the tunnels (and a second mage who summons a
pair of goblins who is also undefeatable), picking up items along the way. It's
unnecessary to go back through the training halls and other areas you've already
seen, though if you want to you can get a little practice with combat by doing
so. It won't help your experience points, for a reason you'll find out about a
bit later.

Fight your way through the rooms until you meet up with Pavil from the senior
barracks. He will tell you how his brother died and that he will join you for
free instead of the usual fees that you'd have to pay for a hireling. It doesn't
matter if you say yes or no because he will leave once you exit the academy, but
keep in mind that this game was designed to gauge its difficulty levels around
you and a hireling.

Continue through until you get to a room with an old man standing in the center.
Here he will explain leveling up, and give you enough experience to level up.
This is the reason why rooting around for experience points in previous rooms
isn't really worth the time unless you as a gamer need practice with this game.
(Note: a quest is now done) Use your skill and other points wisely (pressing the
recommended button is a good idea unless you really know what you're doing) and
head to the next room.

Continue onward picking up loot and fighting off the monsters. There are several
chests and whatnot to search through, and some decent equipment can be found
(contents of these chests are random of course) if you're lucky.

Eventually, you'll run into a very large room with a skeleton (sometimes two), a
goblin or two, and a mage. This mage can be defeated, and you should target him
with everything you've got and take him out quickly. Even a barbarian or other
tough character can be knocked down pretty easily by this guy if you don't close
with him and take him out immediately. Ahh the wonders of second level
characters. It might even be a good idea to save your game prior to entering
this room in case things go badly with a few magic missiles the mage likes to
target on your tender behind.

Note also that this mage fires magic missiles in pairs, which means he's at
least 3rd level, perhaps 4th (1 magic missile at 1st level, another at 3rd, and
so on for the odd levels to a maximum of 5 magic missiles at level 9). While
this might not seem significant now, knowing little details like that will help
you later in the game. 3rd edition D&D players will have a distinct advantage
playing this game, at least starting out.

There is no real boss to this level, and when you eventually get to the stables
where two figures are fighting off a group of goblins, you are at the final
scene of the prelude. Both of the figures are characters you'll be dealing with
and hearing about throughout chapter 1 of the game. Help them out if you want,
but you probably won't be doing much damage compared to them. As the combat
proceeds, you'll notice a nymph, a yuan-ti, and an intellect devourer all
teleport out of the room. These are the Waterdhavian creatures you were sent to
protect - there is no way to keep them from leaving, so don't waste your time
trying.

When the goblins are defeated talk to Fenthik and learn more about the story.
Make sure you tell them that you will indeed help, and you will level up again!
(Quest completed) Now they will leave, you can level up and leave as well
because there's nothing else for you here.

Congratulations; you are now done with the prelude!

Quests:
1) Academy Training. This entry is automatically in your journal when you first
start the game. You finish it by completing your training quest and
talking to the man who shows you how to level up.

2) Combat Training. You get it when you first enter combat, simple enough right?
You finish this quest in the stables when you tell them that you will
help them and level up for the second time.

Just a word for the wise now, if you had any trouble at all with this first
level of the game you should seriously consider turning off your computer,
because it is about to get insanely more difficult. With that said lets move
onto...
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B. CHAPTER I

City Core
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You start off in the sanatorium. There's nothing much to do here but
talk to the people you just met in the previous section. You can persuade
the nurses to tell you some information about Desther and his Helmites,
that they showed up soon after the plague hit.
Head north to the Hall of Justice and meet Aribeth. Learn some more
about the plague and receive the stone of recall. Before leaving go to the
door directly across from where you came in, on the right. It’s the
only other door that isn't locked.

In here talk to Olef and get a quest (you might need to use persuasion
to get the quest) Collect items and go back out and you can choose to
hire a thief (you may want to wait till you get all the other choices)

As soon as you exit Bethany comes running up, if you help her then you
get another quest, more on this in the quest section.

In the Moonstone Mask (you can see sign on map) Gills can give you an
alternative to the Olef quest, if you want to be an evil alignment. I
kept Olef's quest so I don't know anything about it (Note from Sorial:
You can do both. I did the tombs quest first, then visited the Moonstone
Mask to get information on Olef to blackmail him with). Also in the
Moonstone Mask, Ophala the owner will give you a quest if you can persuade
her to, again look at the quest section. (you do not need to persuade
her to actually get the quest, you can acquire it later on)

In the Shining Knight’s arms and armor, if you talk to the shop keep
about rare items he will give you a key to the back room where a dwarf
will make rare and magic items if you bring him combinations of jewels
and magic items. He also gives you a book that lists all the possible
combinations. Here's the list, for those of you who might want to plan
ahead. Please offer any corrections, as I've already found a discrepancy
between what the game says and what reality creates. Each item uses a
magic version of it's namesake and the component listed:

Chromatic Breastplate: Diamond. Base AC 6
Scales of Truth: Holy water. Base AC 5
Leather Whitebone Armor: Gargoyle skull. Base AC 3
*BUG ALERT* This recipe actually creates
magic half plate armor, base AC 7, with a
+2 magic bonus, even if you use magic
leather armor in the recipe like the name
suggests)
Sentinel battleaxe: Adamantite
Double axe of the Tall Kin: Adamantite
Stonefire great axe: Adamantite
Ice reaver handaxe: Dragon blood
Gladiator club: Ironwood
Ironwood dire mace: Ironwood
Reaver heavy flail: Dragon blood
Storm light hammer: Diamond
Foundation light flail: Ironwood
Mace of disruption: Holy water
Drone morning star: Faerie dust
Rune hammer: Adamantite
Harbinger great sword: Adamantite
Sword saint katana: Adamantite
Astral blade longsword: Diamond
Namarra rapier: Dragon blood
Desert wind scimitar: Adamantite
Feyduster shortsword: Faerie dust
Uthgardt ceremonial two-bladed sword: Ironwood
Ravager halberd: Dragonblood
Sea reaver scythe: Adamantite
Fey spear: Faerie dust
Golden sickle: Holy water

In the Trade of Blades you can now hire a henchman of almost any class
you want. Personally I chose the bard, because she has every skill,
especially the helpful attack and defense bonus songs, as well as pick
locks and melee. Here’s a breakdown of the henchmen you can receive:

Tomi Undergallows: Rogue, and very good at it. Fights well enough, but
best serves you in melee, not ranged combat. He gets sneak attacks, and
they pack one hell of a wallop as long as you’re tying up the enemy so
he can flank. You can get him in the Hall of Justice where Aribeth is
at, right by the door going out.

Grimgnaw: Lawful Evil monk of the long death. Nasty little guy who hits
like a truck, especially at higher levels. He’s almost as good to have
around as the barbarian, sometimes better considering he has stunning
fist.

Daelan Red Tiger: The Red Tiger part means he’s part of the Red Tiger
Uthgardt tribe. This is one tough customer, and quite smart for a half
orc. He’s not very useful other than for combat, but worth it for that.

Sharwyn: Moderate in a fight, certainly not the combat equal of Daelan
or Grimgnaw, but not a pushover either. Her real bonuses come from the
spells she’ll cast on you (bull’s strength, etc.) and the ones she’ll
cast on the enemy (nothing nearly as nice as what she’ll cast on you ;)
She can pick locks and sing bard’s songs (they give you higher attack
rolls and things like that, depending on her level).

Linu La'neral: Not very tough in combat, but can heal and cast
bless/aid which is helpful. Her real bonus is turn undead, which she’ll do
automatically if undead are around. It can take out or at least hinder an
entire room of undead quite quickly, making places like Helm’s Hold or
the Beggar’s Nest quite a bit easier.

Boddyknock Glinckle: Gnomish sorcerer. (someone feel free to give a
little info about this guy before I choose to use him and find out myself)

You get two quests as you hire a henchman, one just tells you the
basic rules and what happens when your henchman dies (you can never
complete this), another is the story of your henchman, each henchman has a
different background story and will eventually tell you the whole thing
leading to a quest. (You need to be level 5+ before they will tell you
the whole story and the quest goals become clear)When you picked your
henchman you can buy a ticket for the gauntlet, a fighting pit type thing
for 50 gold, the gauntlet is located in black lake. (more info in quest
section)

You can now go around exploring the town, picking up odds and ends,
please keep in mind you have many choices ahead of you right now, you can
head to Blacklake, you need to collect all four components for the
cure, as well as the four tombs if you accepted either the good or bad
artifacts quest.

I suggest the Peninsula District first because it has the book that
tells you the locations for the temples (Look at artifacts quest) even
though in my opinion it had the hardest boss. Remember you can do the
districts in any order and complete the quests in any order but I will
list them in the order of "easiest" to "hardest".


Peninsula District
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There isn't much to do here, the guards tell you to report to the person in
charge, which is on the other side of the district. You don't really need to do
this as she just tells you the blatantly obvious, and you can get the quest
completed and pass on without visiting her. Your goal here is to get inside the
prison and stop the revolt. There are two ways to do this, one you can go
through the underground tunnels directly into the prison, and another way is to
go into the sewer system kill the gang of thugs and retrieve the key to the
front door. Each involve a quest which aren’t listed at the bottom because it’s
basically just your access of getting in and no thought is involved.

To be able to access the underground tunnels you need to talk to one of the two
servants of the queen. They will tell you that a key is hidden under the mat and
that they want you to check and make sure she's ok. The girl who tells you this
is on the west side, and the man is somewhere close to the middle north-eastern
part. I suggest going to the girl on the west side because that is where the
tomb that Olef/Gil gave you (see quest section below for more information)

Once you get in the prison you can choose to release a guard that is in one of
the cells, you don't gain any experience or quests but he tells you what is
going on. Make your way to the second floor, collecting items if you want and a
man will whisper for you to follow him.

You may be hesitant but don't worry, he will tell you more about what is going
on and describes the basic layout of the prison. Again just explore the level
and head downstairs.

This is the final floor of this dungeon and when you get to the end (a lot of
locked doors) you see the chief of the prison run downstairs leaving a half-orc
to kill you.

Mini-Boss: Half-Orc
This guy packs quite a punch with his double axe. Just keep using healing
potions if you need to and he will eventually give up. If you have a lot of
trouble you might want to consider wandering the peninsula and trying to level
up.

Once he gives up you can kill him, get some more information and then kill him,
or get some information and let him go. Choice is totally up to you. No matter
what you choose you can now head downstairs and prepare yourself for a most
annoying boss fight.

Boss - Intellect Devourer
Definitely the most annoying boss in the first chapter. Once you go downstairs
the head of the guard will attack you. He blabbers on as you fight hits very
hard and has a decent amount of life. After he falls a little bug thing will pop
out and attack you. Do as much damage as you can before it runs to a nearby body
and jumps in. Fortunately all the guards he can possess are much weaker than the
head gaeoler, so they'll fall quickly.

You now have to go through the process of killing all these guards, fighting the
bug in between, and each time he comes out of a body his life is completely
restored! There are maybe 4 or 5 bodies for him to take, and when he runs out
of places to run he will finally fight you. He hits just as hard as the guard
captain, and has a little bit more life.

After you kill him take the 1/4th cure and use your stone of recall to go back
to the Hall of Justice. You can give the 1/4th cure to her and you will get some
gold and experience, you can also give the artifact to whoever you accepted the
quest from.

Strategy hint by Kev:
You can also persuade the guards down here to leave before fighting the brain
eater, therefore giving him no place to run, you can do it with little persuade
and it makes the fight a lot easier.

Note by Sorial:
It’s sometimes worth it to take a few hits from the Gaeoler to do your
persuading, so the devourer has nowhere to run after you kill the his current
host. The easiest way I’ve found is to pause when you enter the room, then run
to the west (left as you’re facing away from the door) and circle the room,
persuading guards as you go. The last guard usually hovers reasonably close to
the Gaeoler, so try to save that one for last. If you're playing a rogue, tell
your henchman to stand their ground by the door and use stealth to talk to the
guards. Make sure you don't talk to a guard in full view of the head gaeoler,
since when you talk you disable stealth mode and he'll see (and attack) you.

Strategy hint by Sorial:
This is a terrific place to make use of skills like knockdown or stunning fist.
They will make the battle much more simple, and keep you from getting your head
ripped off by the Gaeoler’s halberd (which you can get from his corpse, along
with a piece of ironwood that’s one of the components you can get the dwarf in
the back room of the Shining Knight to make into a better item).

Beggar’s Nest
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In the Beggar’s Nest, the guards will inform you that the dead are rising from
their graves. The entire district is packed with zombies and the like, so stay
on your toes.

Your ultimate goal here is to stop the zombie infestation. Again there are two
ways to do this, one is shorter and the other longer. You can also do both ways
if you want to fight more and get a lot of experience.

Head to the inn to gain more information and quests. Go meet with the two people
the person in charge instructed you to, to gain the information and item needed
for each of the two ways. Jemanie will also give a quest.

Now you can either go in the secret clan's hideout (long way) or the factory
(short way). They all lead to the same thing and each have a mini boss along the
way. You can go through the clan's hideout and instead of going out into the
cemetery continue the other way to go through the factory part if you want to do
both ways for experience, but you cannot go through the factory and do both,
because you will encounter a barred door.

Either way you go you will encounter a similar mini boss, either the leader of
the gang of thieves, or the leader of the mysterious clan. These guys can be
annoying, and all depends on luck of the dice. They can disarm and knockdown so
it can really be aggravating. They also hit pretty hard and if I remember
correctly the head of the cult can cast spells.

Eventually you'll come to the Graveyard where you can enter a tomb to get the
2nd artifact for the Never's Tomb quest (see quests) and then enter Warrens of
the damned.

There are a lot of traps so be careful, you'll also find the body of Jemanie's
brother, and eventually you'll meet up with...

Boss - Gulnan the Yuan-Ti

This is the creature that gave the gang's boss the power to summon the dead. She
is also what the mysterious clan is worshipping. Make sure you break the altar
first (right click smash) to weaken her power, or when she summons her minion he
will kill you very easily. Also, if you run past all the undead and go straight
to altar-smashing, all the undead will be destroyed, leaving you only Gulnan and
her summoned shadow to fight. Without the alter giving her power she is pretty
much an easy boss to fight. Heal if you need to and loot another 1/4th of the
cure.

Now that a lot of your quests are done, you can go back to the Shining Serpent
inn and talk to the halfling to get a reward, and return the information to
Jemanie and Krestal, and do any quests you want to finish in this sector then
head back and give the 1/4th cure to Aribeth in the Hall of Justice.

Docks District
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_


This is where things get interesting. Instead of just entering and killing, you
start getting more stories. The gate guards inform you that this part of the
city is run by muggers and thieves and pirates. I suggest you make sure you go
around the entire place getting their coins because you can trade them for magic
items a little later.

Make sure you go on the big boat and kill the pirates to get a uniform. Also
note that the "locked house" has two entrances, back and front, both having
different items to get. In the front entrance you'll find a key, which you can
use to get into the pirates hideout.

When you’re done exploring head for the tavern where the auction is supposed to
be held where you can get drunk with a pirate, and buy some items from the
auctioneer, also trade for the special coins.

Now go into the back room and either persuade or pay off the guy guarding the
door and you can also get the password from the guy in the sauna upstairs, don't
worry about the key you have it from the locked house, or from the drinking
contest with the pirate. Make your way through until you find a group of pirates
tormenting some girl.

Talk to her and learn more about the revolt, and where to go next. Make sure you
take the instructions from the pirates so you can open the door. She also gives
you an amulet for you to get down to the sewers by way of the silver sails
trading company.

You can take a quick detour to enter the mansion to the north of the aqueducts
to acquire one of the stolen arts, see quests below.

Now head to the aqueducts, kill the pirates and talk to the man by the boat,
who'll take you upstream. You can also enter it by way of the Silver Sails
trading company.(you must talk with the girl first)You can find a tomb here to
the west(thanks to Porphyre) that will show up as an "exit" on your mini map.

After a short walk you'll encounter the two opposing sides of this conflict. You
don't really get a choice because the man on the other side will say that you
are there to kill the man on your side, and you will be attacked.

Boss-Callik w/ guards This is a tough fight for many reasons, first his guards
are pretty tuff, second he is very tuff, and he can disarm, and does quite a bit
of damage per hit. After you defeat them, make sure to loot the amulet (for a
quest) and head around to talk to the other man, Vengaul.

Vengaul thanks you and then tells you to take the feathers. You can let him go
or kill his guards, it’s up to you. He'll "flee" at any rate. At any rate you
can now take another 1/4th of the cure back to the Hall of Justice. Finish up
anything you want to finish up and then its time for the final district.

Blacklake District
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_______

This is the final and most challenging district. It is also the only one that
you have to pass through a monster infested area to get to, but in retrospect,
the only district that doesn't have enemies or body's all around.

You start off in No Man's Land, you can talk to the person nearby to get a
quest, and head through to a guard post. Now that your in town you see a loud
girl in the town square (you can't miss her) once you talk to her you learn
about the situation.

This is not an optional quest; you have to do this to get the final part of the
cure. Say that you will kill him and bring the key back, even if you don't want
to kill him, and head up north to his estate.

Note: the Hodge and Rumbottom estate are good places to make fast cash and
experience, and also the places where you get the other two stolen art. Also in
the southwestern house you can persuade the woman there to tell you about her
bookcase, which leads to the last artifact.

Also note in the nobleman's residence you can persuade the woman inside then
force her to pay you therefore moving your alignment 3 points toward evil, a
good way to lose alignment if you want to be evil.

You either can persuade the man at the gate to let you through, or you'll have
to pay. There is another way to get in submitted by Lord Shitzu: Find an old
woman named Milly, and if you can persuade her to talk to you about the wizard
she will give you a key to her house and open a portal to the bedroom of his
home. Thanks Lord Shitzu!

Note from Sorial: If you can’t persuade Milly, you can always tell her to talk
or she’ll be cleaning without hands... Keep in mind that this is an evil act.

Once you get inside a dumb orc will ask you who you are, you again can persuade
and he will open the door, or will have to fight/pay him. Alternatively, you can
walk right past him and pick or blow down the door to his right (as he's facing
you) and just walk through.

Do the usual things, make sure you search around for items and watch out for
traps, and also make sure to rescue a man in prison for some easy money. When
you get to a big room with a cage in the corner save. When you move close to the
cage the prisoner will scream that he is near and he will magically appear
behind you, near the red symbol on the floor.

Boss - Meldanen
He's pretty tuff but luckily he doesn't hit that hard. His magic can kill
though; in fact his ice storm spell thing will kill your hireling and possibly
kill you. Again, it comes down to luck; which spells he casts at you, how often
and how fast you can get his life down. Like the head Gaeoler, stunning fist and
knockdown are terrific feats to use in defeating Meldanen.

Eventually he will surrender, you yell at him for taking the dryad and he begs
for his life, bribing you with 500 gold. Make sure you get the key and his tooth
as well as the 500 gold, so you can get 500 gold for "killing" him from the
young woman speaking outside, near Meldanen’s warehouse. Now free the Dryad
and
either be nice or mean to her depending on your alignment and you will get the
last part of the cure.

Note from Sorial: You can get all the same rewards for killing Meldanen
outright, from the tooth you rip out of his head to the gold, and his staff,
which you can’t get otherwise. It’s a pretty nice staff for a sorcerer or
wizard, giving some bonuses you’ll have a hard time beating. Killing him is not
an evil act, since he is evil himself. Alternatively, if you're feeling mean,
you can talk Meldanen into telling you about Formosa (the loud half-elf woman
talking to the audience in Blacklake). He'll pay you handsomely to kill her, in
which case you'll get the reward she would have given you for killing Meldanen,
plus a few extra goodies. If you're a wizard or sorcerer, I'd suggest killing
Meldanen for his staff. Otherwise, kill Formosa for what she's carrying.

Go back and report to (or kill!) Formosa outside Meldanen’s warehouse, give her
the tooth and the key and you will get your reward.

If you're feeling exceptionally mean and nasty, you can kill Meldanen AND
Formosa. If you take Meldanen's money in exchange for killing Formosa, you end
up with a bit more money than what Formosa would have given you, AND you get
Formosa's money from her body. If you kill Meldanen and then kill Formosa on
your own, you'll get Meldanen's staff, which is worth more money than he'd give
you to kill her (killing Meldanen and taking out Formosa just because you're
mean is the more profitable way to go, but isn't exactly going to make you good
aligned).

Do any remaining quests in this area you want to do and head back and give the
component to Aribeth, but remember once you agree to go make the potion all your
quests waiting to be completed disappear so make sure you’re ready! Quests are
an easy way to make money and experience.

Relief at last?
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_______

When you’re ready you are taken to a special room where you see Aribeth, Desther
and Fenthick performing a ceremony to make the cure. Talk to the characters with
names and the ceremony will start. Watch this disturbing but predictable event
take place, and kill the enemies. You don't gain anything extra by keeping all
the Tyran priests alive, but it's quite a challenge.

Now you must go to Helm's hold, through the open portal.

Helm's Hold
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_______

This place is pretty straight forward. There are three ways to enter, through
the cave, through the front, and through the side.

The cave is to the west as soon as you enter, and will lead to lower prisons,
where you can talk to a prisoner and learn about what’s going on. You can also
buy/sell from a little boy in there. If you choose to enter this way just go
north to see the spirit first.

I found the way to get through the front door the 2nd time through (although I
fought the actual monsters first then realized how to do it), There is a gem you
find in the courtyard on a body, that will go on the altar. I got 50 exp for
doing this after the guardians inside the front door were dead and according to
Ketzer they all run away, at the time I got over 200 exp for each of them
though. Keep in mind they are VERY HARD.

Sorial's note: The guardians do not simply "run away" when you put the gem on
the altar. They instead teleport to locations inside Helm's Hold and begin
fighting all the skeleton mages and priests (and other creatures, depending on
your average party level when you enter the Hold), and will appear as allied
with you when you run into them next. Take care not to use area-effect spells
that might harm them, or they'll attack you too. You might have realized already
that using the gem is the easier but less XP method - if you kill the guardians
(yes, they ARE tough) and then clean out the Hold, you'll end up XP ahead, but
perhaps dead. :)

The side entrance will lead you up near the only real quest you have in this
area. You can either free a demon or banish the demon and resurrect the good
god. Read quests for detailed information.

All three lead to the same place so you can enter either through the cave or
through the side and do everything there is to do, although there isn't much in
terms of loot in here. When you’re done with the quest and ready head
upstairs...there’s no turning back!

The door now locks behind you and you have to fight the traitor! The bad news is
there are about 10 other zombies in there, the good news is that he won't run
and fight you with them. There are a bunch of zombies in a pentagram pattern
with him in the center, with magic energy running through him, so take care of
all the zombies before you start on him. The magic-channeling constructs are
very easy to take out, and it only takes destroying 3 of them to ruin Desther’s
power. He’s only a cleric after that, though he’s still incredibly tough for
most characters, so be wary.

Boss - Desther the traitor!
Desther is tough, and very scary. First thing you HAVE to do is kill at least 3
of the constructs that surround him. If you don't then he will be immune to all
your attacks. Once you do this you have to fight the hardest boss in Chapter 1
(ironically the last one!). He is a mixture of very hard hitting, and very
powerful magic.

Sorial's note: Watch the spinning lights over his head - they're an indication
of his relative immunity to your attacks. While you can attack and do damage
while he's "lit up" like that, he absorbs quite a bit more under it's effects.
As a rogue, run run away and go into stealth mode (if you can - haste helps a
lot there) and wait for his spell to wear off (also note that the guardians must
be dead or it won't wear off). Other characters have alternatives, such as
invisibility for arcane spell casters, sanctuary for divine spell casters, etc.

Like the last boss his ice storm blocks can kill you and your henchman, and he
usually does 10-20 damage in melee combat. Luckily he doesn't disarm or knock
down, but he does stay alive for along time. Eventually he will give up (at
barely wounded sometimes) and you can talk to him.

Make sure you tell him that you’re going to look around first, or make sure you
look around before you talk to him, because you can find some nice items in this
area, as well as books. When you’re ready to leave talk to him again and take
him back to Neverwinter, and enjoy the sequences!

Congrats! You just completed Chapter 1!!

Quests:
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Proof of a secret cult/Proof of a traitor
During your collection of the 4 cure components you will get attacked
randomly twice. First time it will be the same mystery men that
attacked you in the beginning of the game. The second time it will be hired
assassins. Each time loot a note, read it, and take it back to the man
you met in the barn to get experience and gold.

Never's Tomb
You get this from either Olef in the Hall of Justice, or Gills in the
Moonstone Mask. You have to collect all four artifacts from the founder
of Neverwinter and bribing them back. The first one is found easily, in
the peninsula district.

Also here you get three key items, Ceremonial Sword, Shield, and
Arrow. These are the keys to opening the other tombs so make sure you take
them! You also get the book with the locations of the other tombs.

In the order that it is listed the next tomb is in the Graveyard in
Beggar’s Nest. You pass this place while heading through to get the cure
component in this district and is hard to miss. Use the shield to get
in. There is a mummy guarding it.

The next is in the Docks, in the aqueducts. Enter through the Silver
Sails Company and head to the west(it will be marked as an exit on your
map) and use the sword artifact to enter.(thanks to Porphyre)

The last one is in the house to the west as soon as you enter the
Blacklake district. You'll need to persuade the woman in there to tell you
about her bookcase, and the noises she hears from inside. She tells you
that it moves when you say a certain word, and now you can go in and
head for the next artifact. The entrance room is crawling with zombies
and skeletons, use the final artifact(the arrow)and when your ready save
it, because it might take you a few tries.

The tomb is guarded by five swords of never. These guys are incredibly
hard, and fighting them will probably not be an option. They do at
least 20 damage each turn and your accuracy in hitting them will not be
good.(I did receive a report of someone being able to kill these guys,
with hirelings taking the damage while they cast spells so it isn't
completely impossible)

Sorial's note: There is mention in the book left by the scribe that the
guardians of Never's tomb will attack unless you have the proper wards.. what
these are I have no idea, but it seems possible that there is a way to get past
them without fighting them.

What you have to do is run behind the tomb, leading them with you in a
circle and you should be able to run fast enough that all of them
follow you behind, but are too slow to keep up with you. You must quickly
open the tomb and loot the items and quickly run back out. If you want to
try and fight them you can give it a try, in fact many people have
reported being able to do it, but it is very challenging.

Just return the artifacts to Olef to receive gold and experience, you don't have
to return all of them, each one you return you will get the same reward. I'm
not sure of the reward for returning all three though.

The Wailing and the Waterdhavians
This is the quest you start with when you first start the chapter. You
complete it after all 4 components of the cure are returned to the Hall
of Justice.

Art Thief
This is the quest that you get by persuading Ophala. Although you
don't have to persuade her to complete this quest and there is no bonus to
experience or prize, being able to persuade her into telling you her
problem will let you know where to look, but hey, that’s why I'm here!

Urn for Ophala
You get this quest when you find the urn in the Hodge estate in the
Blacklake district. The Hodge estate is the harder of the two in this
district, mainly because of all the traps. You can find a lot of good
items here and get some nice experience, and should also find the urn
without any trouble.

But you must be VERY careful about door traps. There are a lot of
doors in this mansion that will kill you automatically, and there are
alternate routes you must take to get into the room behind that trapped
door. Save often in here, and when you are finished leave this deathtrap
behind.

Portrait for Ophala
You get this quest when you find the portrait in the Rumbottom estate.
This place is a lot easier in once sense, but a lot harder in another
if you didn't take my advice and get a bard,(or have picklock skill)
Instead of traps there are locks. Almost every door and every chest is
locked, which can get very frustrating if you don't have access to
picklocks, because smashing chests can be very time consuming.

When you find Rumbottom make sure not to hurt him, threaten him to get
his key and the Portrait and then you can leave when your ready.

Statue for Ophala
Again you get this after finding the statue in the mansion in the
docks district. This house has its hard parts because in some rooms there
are a gang of guards (5+). It’s a pretty simple layout though and when
you find the owner he tells you to take everything, after some
threatening.

Remember that you cannot hurt any of these two people because she
won't accept the items if you kill them. Don't ask me why but that’s what
she says when you persuade her. You get experience and gold for each,
and bonus experience and gold and magic boots when you complete them all.

Prison Break
You can go talk to the head of the guard on the other side of the
district to get this, but you don't need to (You already have it from
talking to Bethany outside the Hall of Justice). Get inside the prison and
make your way down to the bottom where the head Gaeoler is.

Beat the bosses like stated above and it’s done, you automatically get
your experience and gold once you loot the boss.

Aldo and Hector
An easy and simple quest in the Beggar’s nest. Either talk to Aldo (in
the center of town guarding his wagon) or Hector (in Thomas Wagon
Repair shop) to get this quest. Its easier and faster to just talk to
Hector first, he will explain his situation and you can bring him to Aldo.

If you run into Aldo first he will tell you to look for Hector, then
you go get Hector in the shop and lead him to Aldo. It’s an easy quest,
but not that big of a reward.

Find Krestal
Easy to do; just enter the building he’s in, near the northeast corner
of the map. He’s upstairs, and will give you information about the
Sword Coast Boys in the warehouse when you talk to him.

Find Jemanie
This is the other way to get down to Gulnan. Jemanie is in the
barricaded home just south of the far northwest barricaded home, which is the
other entrance to the catacombs. He’ll give you a wardstone to enter
the far northwest home if you ask him about it. He’s also the person you
return Torin’s ring to, once you find it (it’s in the catacombs behind
a trapped door, on the eastern side of the map).

Undead Infestation
You get these quests after gathering info at the tavern from the
halfling in charge. He tells you he will reward you greatly for getting rid
of this undead problem and tells you that Krestal and Jemanie may know
some things.

Krestal lives nearby in the boarded up shack to the north. He will
tell you about his gang and that the leader is holed up in the warehouse.
You receive the Sword Coast Boys quest from talking to him.

Jemanie lives on the western side, in the boarded up house, talking to
him will give you more information about a serpent cult. You may need
to persuade to get the key to get into the secret hideout. You get the
quests “A Missing Brother” and “A strange cult” by talking to him.
To complete Undead Infestation just return to the boss of the tavern
after you kill the boss to receive a reward.

Sword Coast Boys
Kill the leader of the Sword Coast gang and talk to Krestal after you
cleanse the streets to complete this quest.

A Missing Brother
After finding Torin’s corpse in the Warrens of the Damned, return his
ring to Jemanie to finish this quest.

A Strange Cult
You complete this after defeating the boss of the district. You do not
need to go through the secret entrance and defeat the cult's leader to
finish this quest, but you can if you want extra experience/items.

A Lost Soul
The man at the Helmite Shrine mentions that he is missing his brother.
Go to the entrance of the cemetery and loot Marcus’ body. You can
return his journal and staff to the man in the Helmite shrine (Marcus’
brother) for rewards and experience, or you can keep the items if you want,
(it might lower your alignment) but after you show him the journal and
give it to him you get your reward. There isn’t an advantage to keeping
the journal, and the staff is unfortunately rather weak, so it’s
recommended that you hand it all over. If you want to be evil, extort extra
money from Marcus’ brother in exchange for the items.

The prostitute's Brooch
You get this quest from Tamora in the Moonstone Mask; she will give
you a brooch to give to a man named Hoff in the dock's district. He is by
the most northern dock, the man in the blue armor that won't talk to
you if you do not have this quest. (Thanks to Giraldella for this info!)

The Masterson Amulet
Talk to Masterson in the dock's district to learn his situation. Don't
worry about trying to find it, you will eventually find the man who has
his amulet and return it to him to get a reward, or keep it for
yourself, up to you.

Trouble In the District
The only other quest directly related to the Dock's district and the
basic goal for what you need to do. Get the key in the locked house,
learn about the uprising between the thieves, and go to the aqueducts to
kill Callik. Completed automatically when you get the feather.

Trouble in No Man's Land
This is a very small quest. The man gives this to you as you enter the
no man's land and tells you about a half-orc terrorizing the area. When
you get to his shack (you cannot miss it) you have to fight this very
tough boss.

Boss: half-orc
He is very tough, especially if you come here early in the game. There
is a good chance your hireling will die. Here’s a tip: make sure you
kill the dog first, and since you fight him right inside of a building,
you can easily enter, hit and exit, rest save and repeat. It took me
along time to do it but it works. Return the orc's head to the man to get
your reward.

Unrest
This is the main quest for this district; you get it after talking to
the girl yelling in the town center. After bringing back the man's key
and or tooth you finish this quest.

Tension Rising
You get this after you learn that Meldanen has one of the four animals
needed. You get this after you get a lock of the Dryad's hair, either
by killing her or being nice.

Samuel's Rescue
Easy money, just release the prisoner Samuel in Meldanen's keep, then
go to the bar in this area and talk to his captain to receive a reward.

The Gauntlet Arena
If you bought a pass for the gauntlet you can now enter it by trading
it in to the barkeep in the same bar where you got your reward for
rescuing Samuel.

You must win four battles to do this quest, and although it is pretty
hard compared to the reward, it is a fun way to test your skills in
battle, as well as make a little extra money if you do it early on in the
game (a little as in 50 gold in a game week, nothing to start your game
over for).

The first three battles are pretty even, each of them gets an animal
companion (wolf, dire wolf, and two panthers) and you have to fight a
dwarven fighter, a monk a barbarian, and a very wimpy gauntlet leader
(but only if you had the girl cast dispel magic on both of you). You
should be able to do these battles with little to no problem by now, but now
its time to fight the owner of the bar, for the bar.

Before you start make sure that you get the battle even, and the girl
casts dispel magic on both of you. You will either have to pay her or
pursuade her to do this. This is a tough fight because he has two big
panthers. If you manage to get rid of the panthers then you should be
able to handle him one on one with a few healing potions.

After you defeat him he hands over the bar to you and you can now get
the profits made by the bar. The down side is most of the customers
were his friends, so the most you'll get per week is 50 gold. But still a
fun time, and if you ever come back to this town (I haven’t made it
that far yet) you might be able to actually make some real money.

Animal Rescue
If you visited the Zoo in the Blacklake district then you will know
where to go. Talk to the elven druid standing near the big tree in the main
town centre, near the Hall of Justice. He will tell you about how the
animals are treated and you can help rescue them.

He will give you some items and a key, make your way to the Zoo and
head into the locked door to the east. A lot of guards will try and stop
you but fight your way past and make it till you find the man who owns the
zoo...

Boss: "sureshot"
You don’t have to kill him to complete the zoo quest, but he gives a
lot of experience, and rightfully so, he is very hard. He will
automatically get the upper hand because of his bowing skills as you are running
towards him, and he also has very nice melee attack damage. His corpse
has a rather nice +1 bow if you have an archer character.

After you beat him, head out to the tree, and click on the small tree
that is next to the big stump. You can turn it into a portal from the
item that the druid in the City Core gave you. Now head back in and talk
to each of the four animals, and tell them to run outside to safety.
Follow them out and talk to them again, telling them to go in the
portal. Now return to the druid to receive your reward. (Note: you can
persuade him into giving you ironwood, a component in making magical
armor/weapons.)

Sorial's note: You don't have to kill Sureshot. You can instead simply free the
animals and never enter Sureshot's room (the one adjacent to the far northwest
guard room in the long northern hallway).

The Cure at last
Not really a quest. Simply talk to everyone, watch what happens,
defeat the enemies and enter the portal to Helm's Hold.

Pursuit of the Backstabber
This is another really simple quest. You get it as you start out in
Helmet's hold, and complete it after you bring the traitor back to
Neverwinter.

A Devil's Deal
Finally a quest with some real choice in it! Some people will
mistakenly resurrect the evil spirit because they want a reward instead of
experience. But here are the facts of this quest. You get it after talking
to the evil spirit waiting to be restored. He tells you about the book
to the south that will complete the resurrection process. He doesn't
tell you that it can also banish him.

Now if you choose to resurrect him you can either choose to get a
Cloak of Movement, a very expensive cloak that lets you move without fear
of spider webs or speed slowing attacks. You can get a magic double axe,
which isn't very good (1d8/1d8 with a critical of x3), or a selection
of buffs that will last a VERY short time (his words not mine).

You can also choose to banish the demon, and receive 375 XP. If you
choose this you can now resurrect the good spirit of helm, by finding the
book near the stairs up. Just having this book go click on the same
alter and you can resurrect the spirit of helm, and again you get a
choice. One he will answer your questions, not a real good prize and if you
really want to hear his answers then save it pick that one, then load
after your done listening so you can still get a prize from one of the
following:
1) Ring of elemental resistance, which gives +15 to all elemental
resistances.
2) An elven court bow, which is a pretty good bow with piercing
ablitity.
3) The same short lived buffs that the evil one would give you.
4) 275 XP by picking no reward.

Now this is a choice of preference only, as you don't lose any alignment points,
but if there is anything later on in the game that this effects you'll surely
get an update.

Joining the wizards’ guild (sorcerer/wizard only) (special thanks to GinsuX )
Right outside the Hall of Justice is a tower. Inside is a woman who will inform
you about the Starred Cloak guild. When asking her to join her guild she will
give this quest to gather 4 items. They are in different parts of the city
marked with sundials.

There is a "wizard lab" now marked in each of the four districts. Each lab will
have an elemental mephit guarding it (one for each element). After defeating
each guardian look for something to loot in each lab. After bringing all four
items back she will then give you the second test to become a member.

You must now enter the yellow portal in the room and defeat a construct that she
created. Save and fight him, if you leave the room before it dies you fail, if
you die, then you fail. Strategy from GinsuX "Before entering the portal save
and tell your companion(s) to stand their ground so that they do not rush up and
attack before you are prepared. Once you enter the portal, check out the
lootable things nearby. Each one has a wand in it: water, fire, earth and water.
Stoneskin your henchman and slow the construct (using the wands) then tell your
henchmen to guard you. Let your henchmen melee it and cast your spells from
afar.

Now go back and talk to the guild mistress and you will be a member of the
guild! You get nice rewards as well as access to new items that you couldn't buy
before.

Strategy tip by sorcerer Selenius Dure: If you use the wands you loot on the
construct (including stoneskin) in the order you were instructed to by element,
the construct will never activate, and will just talk to you.

Addition by Sorial: The aforementioned strategy tip will ONLY work if you keep
your henchmen and other creatures controlled, as the guild mistress explains.
What that means is to tell them to stand their ground the instant you get
through the portal. Pausing is a great way to do that - also make sure they
don't have missile weapons equipped, because if they shoot at the construct,
it'll activate.

Mercenary Quests

Tomi Undergallows the Rogue
He wants some official documents that will let him return to his home. You can
find them in Beggar’s nest, in the wagon repair shop. Experience and dexterity
bonus as well as some thief skills! (Thanks to Lokus!)

Daelan Red Tiger the Barbarian
He seeks a brooch that can be found in the docks, in one of the treasure chests
on the Blood Sailor boat or found around the docks in chests. (Thanks to
Pyrodigm for this info!)

Sharwyn the Bard
She wants the celestial elixir, which according to Pyrodigm is located in the
Tanglebrook estate back room. Thanks Pyrodigm!

Boddyknock Glinckle the Sorcerer
Wants a bread recipe, again I found this in Beggar’s nest in the cook store on
the body of the cook. (Thanks to SeTsWiPe!)

Linu La'neral the Cleric
She wants a chalice that is found in the wizard’s home in Blacklake district.

Grimgnaw the Monk
He wants a ring of a former member of his clan. It is in No Man's Land, between
the City Core and Blacklake. (thanks to Dirk7!)

Stuff that I missed in Chapter 1
______________________________________________________________________
_______

If you noticed I missed anything in Chapter 1 send it to Steveuo_die@yahoo.com



-----------------------------------
C.CHAPTER II
-----------------------------------

-----------------------------------
Port Llast
-----------------------------------
You start off in the barracks, and you learn about what is going on. Youi can
gather
information from your great leader and a new face, and also you get to pick a
merc
again.
I suggest picking the same merc as last time if you completed their quest,
because
to get
the merc quest in here they have to trust you and know you, not just level
up...and
the
only way to get them to trust you is to complete the first quest.
Talk to the mayor to get a quest if you want and cross over to the Alliance Arms
Inn
to
learn about the werewolves and get your gem quest, check around town for items
and such.
The magic store will give you a book quest, while a ranger nearby will give you
a
quest
for the woods.
Once you leave the barracks a boy(or girl?) will run up to you telling that he
needs
help, and to see his father. You can persuade the captain in the dock house to
send
relief packagesd for some experience and gold, but it is not a quest.
Once you feel you've searched everywhere and gotten all the quests(check quests
below for
list) then head up north to the caves. It doesnt matter which one you go in, but
I
suggest the top most one, so you can just make your way down.
The caves are pretty strait foward, and there are a few bosses, but nothing to
worry
about once you get them alone. This is a great place to get some nice loot and
experience, and remember to look everywhere because there are a few prisoners
that will
tell you some information, as well as a prisoner you need to release for a
quest.
Once you get to the very bottom you will come to your first real boss of this
chapter,
again nothing really to worry about. Read his journal which will tell you more
about
the
plans of the clan, and report back to your leaders.
What you do next is actually hard to determine, in terms of difficulty. If you
choose to
go to Neverwinter woods there will be more battles, more quests, and thereby
more
experience, but there is a quest there that you might not be able to complete
for
awhile.
On the other hand if you choose charwood there isn't alot of battles untill you
get to
the actual castle...and when you get there the battles are quite hard. I suggest
you
go
to the woods first, which is what I did, but it is up to you.

-----------------------------------
Neverwinter Wood
-----------------------------------
Start out by going out on the east road, and follow it into an archiologist dig
site.
Talk to the people there to find out what happened, and get three quests.(ps an
escaped
criminal is in this part if you accepted this quest) Now I highly recommend you
go
into
the troll and ogre caves, if not to complete the quests, then because of the
fact that
you will aquire a great amount of experience, gold and magic items.
The first golem requirs a ring, you can find it in a chest on that floor. On the
next
floor the password is found in a chest just like the ring was(thanks to adam
"mousemaster" walter.)or you cam fight him or steal the key...so head down
further
and
the third will attack you. continue on to find the book that you need for the
last quest
involving these caves.
Whatever you choose you can now you can now go into neverwinter woods. Talk to
the druids
and learn about what is going on. You get a quest here but it is only for
druids.
Accept
your quests so that you get permission to enter the forest and then you can
advanced.(ps,
one of the escaped criminals is in this druid camp, if you took the quest.)
Enter the cave and find one of the missing druids in there. In the back of this
section
is a nymps house, where you can find another druid, as well as a special dagger
and
mirror. Take these and head deeper into the woods.
If you want you can enter the cave for a boss fight. It gives 420 experience
which is
alot, but does hit hard, knockdown works well on it though. Now head north
ignoring
the
alter and head into the next cave. (let me just say this is the best house i've
ever
seen
built inside of a cave!) Do the usual search thing, and make sure you pick up
the
tomb of
resonance.
When you get to the ugly person, just give him the mirror he asks for and he
will give
you the key to the cell(which holds the last missing druid) and the first gem
for your
gem quest. Free the druid and head back to the shrine in the waterfall.
Click on kill yourself(all the other choices will result in bad things
happening.) and
you will be in the spirit of the forest realm. A few feet away you will find a
man gone
crazy, you can try and talk with him, but eventually he will attack you and you
will
learn the same information from his journal, so just kill him.
Directly north there are rocks that contain the antidote, from there just head
to the
center and you will find your first real boss fight.
Boss Fight:Spirit of the wood
This guy lets you feel challenged again. He attackes very fast, has knockdown
and
stun
and also can cast spells. After awhile he will give up. Talk to him and listen
to his
story then go loot the alters, then talk to it again to cure it.
He will send you out and you can go report back in with the druids to get
experience
for
cleansing the forest and rescueing the druids. From the information in the
journal
they
say that the cult is in :Luskan, but we need more proof before they push thier
buttons
and allow you to enter the town, so now its off to...

-----------------------------------
Charwood
-----------------------------------
In the south road you can find a cave where you find the remains of some ancient
warrior,
and eventually you'll come to a well. I'm not sure what this is determined by
but if you
can make the swim across you can pull the chaine and the skeliton will ask you a
question.
Just answer it, and it doesn't matter which one you pick really, in fact some of
the
choices will produce some really funny answers. You'll get a magic helmit and
random
items. Now head back out to the south road. You can go to the tower in the
southern part
either way for a tomb and a gem(see quests) and there is also a portal up on top
that I
couldn't find out what it did.
There is another cave in the north were you can find a werewolf(see quest) and
then
you
can go deeper and enter the farmland. (note there is an escaped prisoner in the
farmland)
you can get a simple quest from peter the farmer(see quests) but besides that
there
is
basically nothing else to do in here.
In the cursed forest you will find a glowing pillar, the code for this is
Nether, then
shall, then rule. Doing this will open a portal to a hidden tomb with alot of
good items,
but alot of nasty fights as well. This is basically the only thing in here, and
you can
continue up to Charwood.
Welcome to the most strange town in neverwinter. You have the choice to either
fix
it, or
leave it as it is. First of all go to the house to the left of the
mayors(basically the
only other house you can go in) and talk to the next cult member. Again he's
gone
crazy
and will eventually attack you, but you learn everything you need to know from
his
journal.
You now have a choice of either completing the Village of Eternal Night quest,
or
heading
back and going to Luskan. I suggest you save the town because of the experience
and items
gained in doing so, but if you don't want to just scroll down.
Head north to the castle, you can easily persuade the man guarding it to let you
through,
as he seems pretty confused. Once inside make sure you go down the center path,
as it has
no enemys and alot of magic items, the right path has alot of enemys and some
magic
items, and the left path has alot of enemys and no magic items. You can only
choose one
path so choose the center.
Now you will find yourself talking with a spirit, who gives you the task of
being a judge
in a case that he won't tell you about! The reason for this is because he is a
god and
its up to mortals to situate mortal matters.
You must go up the two towers and gather the information of each side of the
story
and
get thier testimonials and then make a decision, and if you make the right
decision
(its
an easy choice) then you save the town and complete the quest.
So go gather your information and items as well, get the testimonies, and get
two
tombs,
one in each tower, then you go back to the spirit to make your choice(note: You
can
summon Belial and get his oath to find out that both are innocent, then you have
a
hard
choice. You can choose to condemn the entire town to living outside the weave of
time
including the spirit by having the spirit guard the phylactery, this being the
only
punishment for Belial. You can also keep the phylactery and everyone goes free,
including
belail, exp both ways but if you set people free the mayor gives you a chest
with
gold/loot. thanks Lokus!)
When you learn all the information you should be able to make a choice
easily...which is
Quint is innocent. Nonethe less they both are killed and the town is returned to
normal,
and you must leave never to return. Now you can return to the barracks with the
proof
needed to go to luskan!
Remember before you go to Luskan make sure you COMPLETE your QUESTS
because theres no
turning back once you go in there. Scroll down for the quest secion.

-----------------------------------
Luskan
-----------------------------------
Before entering luskan you'll want to check out the Green Griffon inn area. The
main
cave
where the big boss werewolf is here(only after you saved the other three
children) as
well as the final tomb(in the cemetary to the north east) the final gem for the
gem
quest, and the *final* escaped convict(see quests).
Also there is a dungeon challenge run by the owner of the inn that costs 500gp
to
enter,
and the rewards are spectacular. It will take you awhile to do it but its worth
it, again
see quests.
Once you enter Luskan all previous quests, except search for the clan, will be
wiped
from
your journal, as well as alot of the quest items. You walk up to see a man
attack
shape
shifters. Talk to him for information of the situation going on in the town and
then you
can get on your way.
First head east to the Cutlass to get a couple of quests, then head to the whore
house to
get some more quests and vital information/items.
Now what you have to do now is either kill one of the high captains(required) or
both.
If
you want to kill both, then i suggest you head to the sewers first, if you want
to just
kill one and get through this blasted chapter, again head to sewers. But if you
want
to
complete all the quests that you get here then you will have to at least go in
both
hideouts.
Once you enter the sewers one of high captains is waiting for you. Actually its
just a
hologram(in the 1300's no doubt!) but he will offer a truce, offering you alot
of money
and reward for killing the other one(this is why you accept the quest if your
planning
on
killing both of them) and you can also make him say that he will release the
children
if
you got the quest in the inn.
Now head back out and head to the burnt tower and use the key to go through. On
the other
side of the sewers you will see a house with a big pillar in front of it. This
will lead
you to a VERY hard quest, with tons of monsters and bosses, but awsome loot
experience
and cash factor.
If you don't want to do that or done with it, head around the docks till you
reach a
huge
building, this is Kurth's layer. There are some tough fights in this place,
especially
the final battle...
Boss fight: Kurth and 3x named guys.
This is extremly challenging. I had to use the recall stone many many times in
order
to
do this, for the plane fact that there are four bosses that all hit the same
amount of
damage. You have to focus on one at a time, making sure you leave Kurth to the
last,
because I believe these three power him up making him almost impossible to
damage.
Once you kill him you take his head, you rescue the man's sister(see quests) and
you can
leave. Report back to the sewers to get your reward. Don't bother trying to
persuade
him
because it won't work, and when you ask about the children he laughs and tells
you
he has
already killed them. If that doesn't make you want to go and kill him then maybe
the
fact
he is a member of the cult processing a huge amount of undead creatures will
probably
make you want to, along with the fact he is alot easier then Kurth to kill and
after
you've done Kurth you will think this is a walk in the park.
You can threaten him and he will stay there, just go to the door behind it and
bash it
for you to get attacked by all the enemys. Luckily most are easily defeated
zombies. Go
through to the sewers till you get to a necromancer. Not really a boss easily
defeated
and you'll get a note describing what is going on in the floor above.
Head west and first go south into the spider part and rescue a nanny from one of
the
sacks. She will tell the story of what happened to the 9 children (See quests)
and
gives
you your proof to bring to the mother. Now head to the west and destroy the two
tombstone
lookalike things around the machine creating the zombies. The machine will blow
up
and
you can head back into the center room.
Now the previous necromancer that would just yell will attack. This can be a
tough
battle
with the mass amount of zombies and skelitons jumping on you, but get through it
and head
all the way to the east. Now you'll see a bunch of zombies kneeling in some sort
of
cerimony. Killing all of them will prompt a queen spider to pop up where the
empty
souls
used to, and after defeating it, that part of the machine breaks.
Again head back to the main room and the second and last necromancer will be
ready to
fight. Luckily there aren't as many zombies now that you broke both parts of the
machine.
After you kill her you get her journal and a key to pass onto the next area, and
the
entire machine is broken.
Now just go through the door and across the docks thing, right away you'll see
Barom,
with two casters near him. These are just regular zombie mages, which do very
little
damage. To top that off compaired to Kurth Barom is a pushover. You should have
little to
no problem, only having to use the recall stone once, if you have to use it at
all,
gather the loot and leave.
(PS you can return to the girl who gave you the keys and information in the
whore
house
to get 50 exp for each of these guys you kill)
Now return to your boss and he will make you a certificate note from a piece of
loot
you
got from either one of these guys. Now you can enter the tower of the arcane.
Just
make
sure you finish any quests you have before going because there will be no
turning
back.

-----------------------------------
The Tower of the Arcane
-----------------------------------
Alot of info to get in this place, so don't waste the chance. You get past the
front
gate
showing him your letter, and enter the courtyard, proceed up and another person
will
ask
for it. You can ask him questions too, and alot of things will be learnt.
Inside you can talk to two other representatives, and you will learn some very
horrible
news. Find the journal that confirms it, along with a key and your on your way
to
finishing chapter 2. Head to the teleportation platform and go up to level 2.
Each level
you will recieve a key which will allow you to raise to another level.
Its easy enough to figure out, and on level 4 just make sure you make the golem
for
yourself, it will break down the door and kill most of the enemys. Just stand
back and
watch till it disapears, then you have to fight...
Boss fight: Rimardo Domine
Since it is a mage tower you would expect to have to fight some magic users huh?
Well
this guy isn't tough if you know how to beat him. He has a greater water
elemental
that
he summons, which is the real challenge there, to be able to defeat that while
he
casts
all his powerful spells on you. Once the elemental is dead you can do damage to
him, and
he will surrender soon.
Get as much information as you can out of him and either kill him or let him
go(will
effect alignment) and head up to the next floor. Once you get to the top floor
you find
a
skeliton in the middle of a blue field. Talk to him and get as much information
out of
him as you can, and accept to release him.
Now you have to smash the four braziers, each one popping out a mini boss. You
shouldn't
have any trouble with these guys, I didn't. Knock down works wonders on all of
them, and
they don't seem to get any harder as you go on.
Once he is free talk to him and he will open the door. Now go out and you'll be
on the
roof. You'll be forced to watch your former master be sworn in by these guys.
They
will
then escape and a horde of monsters will rush at you. Most of them are easily
defeated,
with one harder monster, but still you shouldn't have any problems, besides the
fact
of
the problem of fighting 7 or so of them at a time. You can run downstairs into
her
house
if you need to use recall stone.
You can find a journal in the house down the stairs as well as some treasures
where
you
saw the cerimony being held. Now brring the journal back to your boss and thats
it!
Chapter two is done! Enjoy the gloomy theatrics.

-----------------------------------
QUESTS
-----------------------------------
The Search for the cult:
This will be in your journal the entire chapter, and is completed after you
complete
the
chapter.
Solomon:
Soon after arriving in the town you will be approched by Solomon, who gives you
a
ring
because you apparently saved his family. Keep the ring and continue on with your
journey.
Later on you will be approched by him again, and he will warn you to stop
interferring
with the clan. He also tells you that the ring he gave you was a tracking device
that
they have been using to track you this whole time. Ignore his warnings and keep
the
ring.
Later on you will run into him with a few guards; he is easily killed and has an
important note to return to Aribeth. Once you return the note this quest is
completed.
(If you don't return the note you can get 2 additional quests...thanks to
Sporkboy!)
Poor Neva(thanks to sporkboy!)
After killing Solomon and before giving the letter to Aribeth go to the Alliance
Arms
inn
in Port Llast. A woman will appear; ask her for a job. She will tell you about
her sister
Neva. Head to the stone circle right outside the entrance to Charwood (in the
east
road
map) and be ambushed. Kill them all, get the letter.
Vardoc's Hunt(thanks to sporkboy!)
After getting the second letter head back to where the woman appeared and a man
will
appear; he will tell you about Vardoc and how he was attacked. Also will tell
you that
you can't find him, he will find you. Don't bother searching for him because he
will pop
up randomly before you complete your quests. Kill him and return his note (part
of
the
evidence you need to show where the cult is headquartered in this area) to
Aribeth.
The Bounty Hunter:
You get this from the mayor in the barracks. You have to find five escaped
convicts
from
Neverwinter and return with thier ears. This is an interesting quest as you
don't
actually have to kill all of these people.
Zor is found in the locked room in the Green Griffon Inn. Right before he dies
you can
talk to him and learn about the prison break and a hint of where another convict
may
be
located, but he then attacks you again saying that he wants you to get the
reward
and not
another weak mercenary.
Wyvern is in the northwestern part of the druid encampment in the Neverwinter
Wood. He
will trick you into following him and summon two easy wolves, then give up when
near
dead. He will tell you his story and if you let him live (he cuts off his ear
for the
reward) you gain some alignment points. He also tells you where you might find
another
escaped prisoner.
Delilah is in the 2nd floor of Jax's barracks, in the east road. He won't try
and get out
of it, and you will have to kill him.
The final convict is located in the farm lands, in the hollowed tree stump. He
offers to
play a game with you to give you his ear. I failed the game and ended up killing
him,
but
he is a baby killer so I didn't feel too bad about it.
Now that you have 4 of the 5 you can return to the mayor and he will inform you
that
his
daugter was kidnapped by the 5th escaped prisoner, and gives you a key to the
old
mines.
Yesgar will try and get out of it, and with persuasion you can learn the truth
of what
happened, and you can persuade him to give you all his riches, and cut off his
ear,
and
give the key to the prison to release the daughter. Return the final ear to the
mayor
and
this quest is completed.
The Serpent's Gems:
You get this quest from an elven man in the inn. He explains his story and tells
you
that
he needs three gems in order to see his daughter.
The first gem is in Wanev's tower. There are two ways to approch this. She will
give
you
a key to his cabin, and you can go in his cabin in the town. You will pick up
some
ingrediants(2 skeliton knuckles, a beetle belly and a slag tounge) and when you
get
to
his kitchen you can put that in the brazier and that will transport you into a
room with
treasers, one including a journal of Wanev and a ward stone.
The ward stone will make it so that the monsters in Wanev's tower will not
attack
you.
You can still go in to the tower and be attacked, but it will be considerably
harder
because there are alot of monsters. Regardless of this you will still have to
fight
Wanev, and you will find the gem in his back room.
The second gem is in possesion of a warrior named Zamithra, who is heading for
Luskan.
Now since Luskan is closed off you can know that she will be in the Green
Griffon
inn.
She is there with guards. Now if your male you can talk her away from her guards
to
go
into her room for "privacy" and when your up there turn the tables and tell her
it was
just a ploy to get the gem, she will give it up to you. I'm not sure what you do
to get
it if you are female though...maybe she is bisexual :)
The final gem is owned by the witch in the neverwinter woods. Just give the
witch the
mirror and she will give you the gem.
The Werewolf hunter:
You first learn of this quest in the inn, but officially get it in the shrine.
He will
give you four silver necklasses that will cure these werewolves. What you have
to do
is
find the three boys that were infected with lycontrophy, then the man that
supposedly
infected them with it, the head werewolf.
The first boy can be found right in town. Urth is hiding in his house, and is
easy to
miss(i did) Thanks to TrevorKKbo for this information.
The second boy is found in the very South East corner of the East road, by the
entrance
to the south road.
The third and final boy is found in a cave to the north in the south road.
After you have cured all three boys you can go after the master werewolf, where
it all
happened. This is in a cave in the Green Griffen Inn area in the south eastern
area.
After curing this wolf you find out that he is not the head werewolf, but in
fact the man
selling anti-werewolf materials!
Now head to Alhelor's house and defeat the final werewolf, and return to the
temple
with
news to complete this quest.
Five Tomes of Imaskar:
The mage near the east road will give you this quest. She tells you about the
legendary
tomes of Imaskar and where to find them.
The Tome of Fire and Tome of Death are found in the Castle in Charwood, one in
each
tower.
The Tome of Resonance is found in the witches house in the neverwinter woods.
Another tome can be found in Wanev's tower.
The final and the hardest tome to get is found in the cemetary outside the walls
of
Luskan. To be able to go in here go into the cremator's office to get the key,
then
down
into the catacombs you go.
This place is extremly hard, filled with zombie warriors and Skeliton elite that
just pop
up from the ground. There are many times were you have to fight over 10 at a
time.
The
loot is good and so is the experience but be careful because the damage they do
consecutivly can kill you very fast. Eventually you'll make it to...
Boss fight: Brother Toras
This is another extremly hard caster battle. The stun and mezmorize along with
web
will
drive you crazy. But first things first, take care of the 10 zombie
warriors/skeliton
elite/mages/ before you even try and fight brother Toras.
He has the usual 700 hp damage shield that alot of casters have and would be
best
if you
tried to lure the others out first before trying to kill him. The tome is on his
body and
there are some chests around with some treasure. Now that you have all the tomes
the
quest is over.
You can also use the information from these tomes in the quest-giver's library
to
create
magic items (much like the dwarf in chapter 1 made things on his forge).
Gerrol's Wife:
As soon as you exit the barracks you get promted for help, go north and talk to
Gerrol
and he will give you this quest. Freeing his wife in the caves north will
complete it.
Dergiab's head:
Also gained at the same time as Gerrol's Wife, return the head of Dergiab(leader
of
the
ogres) to complete this quest.
The Simpletons Mother:
Revat gives you a ring that allows you to release his mother, which is trapped
in the
storage area, northwest of the arciologist camp.
A Troll Head Trophy:
Just kill the troll leader and return it to the guard in the arciologist camp.
You can
also gain +3 alignment if you don't ask for a reward.
What Lurks Below:
This is what you might have problems doing when you first get it. When you get
to
the
creators tomb, find the ring to get past the first guardian(or you can kill him)
and
continue searching and fighitng, getting the awsome loot and experience, untill
you
get
to the next guardian.
He asks for a password, which I wasn't able to find, but you should be able to
kill him
after you level up for a bit, or if your a monk you'll have no problem at
all(hand to
hand combat seems to do alot)(spells may as well) and you'll eventually find the
book he
wants. Return the book to him to get the reward.
The Witch's Mirror:
Find the mirror in the nymphs house. Giving this to the witch will get you a gem
and
a
key to release one of the missing druids. (Sorial’s note: Look around in her
library
while you’re in there – one of the books you need for another chapter quest is
in a
glowing bookcase)
The Missing Druids:
Just return to the druid master when you found the druids to recieve a reward,
the
locations of the druids are mentioned above.
Spirit of the Wood:
Again return to the druid master after you've cured the spirit of the wood.
Peter And the wolves:
Peter, a farmer in the south road on the way to Charwood has a problem. A wolf
that
talks
human has been killing his horde! He has offered you money to kill this
creature. The
cave is nearby, and the wolf will eventually give up and talk to you.
With enough persuasion you can talk the wolf into not attacking the cattle, and
then
talk
Peter into believing that the wolf will keep its word. If your not good at
persuasion
you'll have to finish off the wolf and bring him back its head.
Erik's Despair:(thanks to Jason)
In the same area where you get Peter and the wolves and find the criminal Stirge
you can
get a quest from the farmer in the NE corner, if you ask him about a job. Now go
into
the
house and talk to his son, and you'll have to visit Constance and get a brooch
from
her.
Take back to Erik for reward!
The Village of Eternal Night:
Completed automatically if you make the correct choice in the castle in
Charwood.
Explained above.
Mutamin's Challenge:
This is the challenge in the Green Griffen inn. It costs 500 gp to enter, but
you can
use
your recall stone to go back and forth, and it isn't dependant on time, the way
they
make
you believe it is. During your searches of the dungeon you will pick up certain
trinkets,
the only one you need is the egg.
To kill the invisable people just lure them to the pillar of light(a man will
tell you
this if you give him a potion) you can save one of the people from a monster on
the
first
level, and right before you enter the final test, the other dwarf challenger
will attack
you.
The final challenge is just to put the egg into the chest, just go slow, save
and rest
often, and you should be able to get through it. The reward is a ton of money, a
ton of
experience, some magic items, and whatever you find down in the dungeon
Strange Bedfellows:
Not really a quest, after you talk to the women in charge of the whore house you
will
get
this quest, and once you talk to the girl upstairs it is completeted.
Erbs Delicate Problem:
Erb is the little guy on the second floor of the whore house. He tells you about
a ring
he gave to one of his "customers" who has a husband, and needs it back for his
own
sake.
Just head to the estate next to the inn and convince the lady to give you the
ring, and
make sure not to hurt her.
Harlot's Husband:
Harlot is another quest you'll find in the 2nd floor of the whorehouse, she
tells you
how
she had a baby with a "customer" and wants to raise it herself but he doesn't
want
her
to. So head over to Galron's house and you can buy the baby for 500 gp, but if
you
have
good persuasion you could get it down to 75 gp for the little girl....good quest
scripters!
The Ruins Of Illusk:
This is a very hard quest, but straitfoward. You enter a building and are
attacked by a
mini boss, you should have no problem with him, and loot the item on him and put
it
on
the alter. You just broke the first seal. Two to go. Each seal has a mini boss,
which
gets harder, and are accompanied by lots of friends. Finally at the bottom
you'll find...
Boss fight: Voleron The damned
VERY hard fight. Besides the fact that this guy could kill ten of you, he is
accompanied
by hourds of zombie warrios and skeliton elite. His spells include web that will
stop
you
in your tracks, a stunn spell that will stun you and your merc for up to a
minute, daze
spell that will incapasitate you for over a minute, confusion, ice stream that
does 70+
damage to you and your merc, rain of fire which can cause 20-80 damage to
whoever is
under it, plus the fact that he has a shield around him that absorbs 300 dmg
before
you
can actually start to hurt him. He also summons a huge bear at the beginning of
the
fight. It took me almost a half hour to defeat this guy, and it all depends on
luck,
don't hesitate to use the recall stone, and when its all over go collect your
treasures
and leave this awful place!
Saving Evaine:
After you rescue Evaine in Kurth's lair return to the inn to get your reward.
Nine Lives:
After you talk to the nanny in Barom's lair and bring the teddy bear as proof
that all
nine of this poor women's children are dead return the news to the poor lady in
the
inn
to get a key to her husbands secret stash in the sewers.
Enter the sewers through the pothole near the smithy and go north I believe to
get
this
reward.
Sewer Potion Machine(thanks to E V A N G E L I S M, thanks to Nynaeve for the
Recepies)
---------------------------
A gnome sorcerer in Luskan tells you that he's made a machine that can convert
sewer
water to any kind of potion!
But theres a problem, the High Captains broke it. The machine uses 4 Levers
needed to
activate it, ,and he aasks you to find them.
1st lever is in a house in the city, 2nd is given from a Ghoul inside the
Sewer(you
need
to complete his quest look below), 3rd is found in the sewer as well(its
actually still
attached to the machine), actually still on the machine, and the fourth is found
on the
streets above.
After you fix the machine u can make any potions by using different config of
the
levers,
and the gnome will give you discount in his shop.
Lever/Potion Combo's-there are the 4 switches, and you can either put them back
or
foward(B and F)
1 2 3 4 - Original Reward B B B B - Nothing B B B F - Lore B B F B - Barkskin B
B
F F -
Bull's Str. B F B B - Aid B F B F - Cat's Grace B F F B - Invisibility B F F F -
Cure
Light Wounds F B F F - Nothing F F B B - Cure Moderate Wounds F F B F - Speed
F F F B -
Clarity F F F F - Sewage The Amulet of Power:(Thanks to Lunasea!!)
------------------------------------------
One of the highest asked questions are reffered to this quest. I myself have not
completed it but according to Lunasea the Ghoul that you are looking for doesn't
have a
specific name, just Ghoul or Ghoul Lord, so make sure you check the body's for
the
amulet
of power! His brother will give you your reward and I believe a key to get the
2nd
switch
in the fabulous contraption quest.
The High Captains: -------------------
Completed after you kill one of the captains, and updated automatically if you
kill the
second.

-----------------------------------
Henchman Quests
-----------------------------------
The Barbarian
He wants to find the axe that was used to kill his mother. This can be found on
the
dwarf
in the dungeon below the green griffon inn.(Thanks to Ventes 4!)
The Rogue
This time he wants the ruby of Calishan which can be found in Wanev's tower.
(Thanks to
Lokus!)
The Bard
She wants a lock of Nymph's hair. This can be found in the Nymph's house(thanks
Dirk7)
The Monk
Wants the glove of corpse handling which is found outside the Luskan graveyard(i
had
found this but didn't know what it was for, thanks Dirk7!)
The Sorcerer
She wants the prism seeds found in the troll/creater caves somewhere before the
first
guardian(again i found these but didn't know what it was for, thanks Dirk7!)
The Cleric
She wants her husband's journal also found in the troll caves.(i havent found
this one
myself. Thanks Dirk7!)
-----------------------------------
Major Points of Interest
-----------------------------------
Port Llast
Port Llast - Cracked Anvil
Port Llast - Dockhouse
Port Llast - Eisenfeldt Home
Port Llast - Eltoora's Lab
Port Llast - Inn
Port Llast - Kendrack's Barracks
Port Llast - Temple of Tyr
Port Llast - Wanev's Cottage
East Road
East Road - Creator Ruins
East Road - Archaeologist's Camp
East Road - Troll Caves
North Road
North Road - Arcane Brother's Tomb
North Road - Barn
North Road - Bugbear Caves
North Road - Caretaker's House
North Road - Gerrol's House
North Road - Goblin and Orc Caves
North Road - Green Griffon Inn
North Road - Ogre Caves
North Road - Port Llast Mines
Charwood
Charwood - Castle Jhareg
Charwood - Haunted Crypt
Charwood - Haunted Forest
Neverwinter Wood
Neverwinter Wood - Spider Cave
Neverwinter Wood - Wolf Cave
Neverwinter Wood - Deep Woods
Neverwinter Wood - Druid Camp
Neverwinter Wood - Heart of the Forest
Neverwinter Wood - Nymph's Home
Neverwinter Wood - Realm of the Spirit
Neverwinter Wood - Setara's Home
South Road
South Road - Caves
South Road - Farmer Ingo's House
South Road - Farmer Odeel's House
South Road - Wanev's Tower


Stuff I missed in Chapter 2
--------------------------------------

If you notice that i missed something please send it to steveuo_die@yahoo.com
Thanks!


D. CHAPTER III

Beorunna's well
----------------
There is alot to do in this town, including a quest you can do that you don't
even have
to leave the town to complete! Again go to quest section for more information.
There
is
considerably less to do in this chapter then in the last two, and lets get
started.
Again
you get to pick your merc, and I suggest you choose the same one as last time,
if
you did
thier quests, so you can get the third quest from them in this chapter.

Learn about what your mission is and you will have to go speak with Lillian
Cambridge,
who knows where one of the words of power is. Talk with her in the Drinking
House
and she
will tell you that if you get her snowglobe she will tell you were the words of
power
are. Without any choice head to coldwood.

There are alot of things to do in Coldwood. For one you can find the first orc
camp
(see
quests) another you can find another wizards tower to get a rare gem(See quests)
and
finally is to go into the tower to get the snowglobe.

This tower is a circular design with a puzzle in the center. There are four
pillars, use
identify to see the animal for each, the combination is Puma-Dog-Bear-Dragon.
The
door
will open and you'll have to fight an easy mini-boss and you can get the globe.
I also
found a prisoner in here, but was unable to figure out how to rescue her.

After getting the snowglobe and completing all the quests return to Lillian and
she will
tell you that the word of power is actually inside the snow globe! She will
reward you
for bringing it back to her, and now you can go upstairs and enter the
snowglobe.

Inside you'll find dryad's and dwarves fighting. Learn more about whats
happening
and its
time for one of the hardest fights you'll ever have to fight. Enter the cave in
the
center and you will find a dragon guardian.In a chest nearby you will find a
broken
amulet. Go take it to the dryads and they will say that the Dwarves could
probably fix
it. So leave the snowglobe and rotate it (thanks you Superninjabeast for this
info!) and
now the Dryads are crazy! Now the dwarves can fix it, but it need to be charged
with
magic. So leave again and turn the globe to have the dryads fix it. You do not
need
to do
this and there is no quest involved but it makes the dragon VERY EASY.(thanks
again to
Superninja beast for this information)

You will have to fight him to get the word and free the dwarvs and elves and he
is very
very tough, unless you did the little mini-quest I mentioned above. If not just
follow my
strategy.

Boss Fight: Guardian Dragon
This guy is very hard, he attacks very fast, doing upwards of 15 dmg each round,
immune
to knockdown and alot of other things, and has alot of life. A strategy that I
used was
that since you cannot use the recall stone, to run outside the cave. The dragon
will
follow you, but he's too big to reenter the cave! So just enter the cave, rest,
save go
out fight and repeat as needed. After defeating him go back inside to collect
the
treasures and the words of power.

After the short diolog head back and give the word to your master, and if you
talked
to
the druid in the camp in the north west then you'll know that something is amiss
with
a
tribe in the south. So head down there.



Fort Ikard
-----------
Head strait through the countryside to fort Ikard. There is ALOT of side quests
you
can
do here, such as finding the 2nd orc leader(see quest) as well as a bundle of
quests
related to the fort itself. You do not have to complete them to continue the
game, and
see the quests section for more information.

When your done with your quests head to the ruins, and through to the creator
race
ruins.
This is a confusing place, and first head to the garden and talk to a wierd
lady. She
wants you to head back in time to plant a tree for her, and in doing so you can
also
weaken the guardians which are undefeatable at this point, allowing you to
eventually get
the second word of power.

Head to the sun dial and go back in time. Find your way to the garden and plant
the
tree,
before leaving equip the amulet of translation(you should have gotten it from a
dead
body
by now) and talk to the slaves, if your unable to persuade them to make a
weakness
to the
golems, find the named slave and he will give you a ring that will make the
slaves
cooperate with you easier.

Now head back to the present and you'll be able to defeat all three golems(if
you
made
sure to talk to all three slaves) and be able to solve all three puzzles. The
only puzzle
I had trouble with was the puzzle of sound, being the first time you go through
it on
the
7th note he might pick the wrong one on the first time through, if this happens
click
on
the gong next to it first, then go through it again and he will pick the right
ones.

Once you complete all three puzzles you will be able to get past the locked door
in
the
main room, and fight...

Boss Fight:Balor Lord
This is a break after fighting the dragon guardian, but don't get used to it.
Kill him
off and take the word of power, gather more information and head back to your
master and
give him the word.


Moonwood
---------
There is only one place left to go, west into Moonwood. There aren't as many
quests
in
here, rather then the final orc cave as you first enter here. In the next area
there are
two caves, the cave in the middle will lead to another dragon who will give you
a
totally
optional quest and give you some information.(see quests for more info)

Now head into the next area, the spine of the world, and you'll be attacked by
the
cult.
After that head into the cave to get a quest from yet another dragon, who will
also tell
you more about whats going on. When your done searching the area head to the
fire
giant
lair to the north.

In here there is two different entrances to the next area, you can go in the
north part,
but there is nothing in here really besides some items and experience, in the
east
way
you'll fight

Boss Fight: King Skragg
He's a tough hitter, like everyone in here, and very fast. You'll have to use
your
recall stone a few times.

In theory you don't have to fight this guy, because his loot is a book you can
find in
other area's of the dungeon, but he gives great experience. The book will
explain what
you'll have to do in a little while, so head around till you get to the caves.
The first
cave only has a

Boss Fight:Death Slaad Lord
I had no problem with this guy, and I did this part of the chapter before Fort
Ilkard. He
does give good experience and there are some chests down here, but other then
that theres
nothing else.

The next cave you come to will be the dragon cave. Here you have to fight a
bunch of
the
necromancers, then kill

Boss Fight: Blue Dragon
Hard, just as hard as all the other dragons you've fought up to this point. Just
use the
stone of recall when needed and eventually he'll fall. Now go to the pool near
him and
take the sphere, putting it on the alter. You will get the dead dragon sphere
and you
can
now head out.(note:you do not have to do this if you wish to take the evil way
out and
work for the evil dragon.)

Now head down to Klauth's lair and talk to him and he already knows why your
there!(though he doesn't know your about to give him a bad sphere, go figure)
you
now
have a choice, either work for this dragon to help prolong his life, and go
gather the
eggs from the previous two dragons that you got quests from, or give him the bad
sphere
and kill him. Now I don't know the reward for the eggs, but I do know the reward
for
killing him is awsome, as when he dies three treasure chests pop up with awsome
magic
items...its up to you whether or not you want to fight...

Boss Fight:Guzuel
This guy is unbelievably hard. He will double hit for 30+ dmg every 3 seconds,
will
knockdown and is immune to alot of things. You can give up trying to kill him if
you
don't give him the bad ball which brings him down to BADLY WOUNDED, and it will
still
take you a very long time to get him from badly wounded to dead. Good luck,
you'll
need
it, and don't be afraid to use the recall stone because he can take your life
down from
full to zero in no time at all.

After he is dead you will get the key to the back room off his body, and the
chests
filled with incredible magic items and gold. Head to the back room to get the
final
word
and you'll learn that Neverwinter is severly under attack, learn more about why
and
head
back to your master. Give him the final word and prepare yourself for the final
challenge! Chapter three is completed!


Quests:

The words of power
-------------------
This is the quest that will stay in your journal through the entire act, will
update as
you collect each word, then complete as you collect the final word and finish
the
chapter.


Talk to Lillian Cambridge:
---------------------------
Not really a quest, just go talk to her!


Save the Supply Line
---------------------
You get this quest from the man in the barracks. He informs you that orc
captains
around
the area have been disrupting his orders for more supplies for the soldiers. He
is
offering a reward for the two orc captains Vaathis and Guzud. Pleas keep in mind
you do
not have to kill any of the orc captains, just make them give you a head
lookalike and
bribe them to leave and never come back.

Vaathis is found in the orc camp in Coldwood. It isn't hard to find and its in
the first
secion of it. Just make your way through the very small camp and either kill him
or
get
an orc head lookalike.

Guzud is found in the cave in Fort Ikard, to get here as soon as you enter go
east
and
follow the path and you'll eventually get there. Fight your way through the cave
and
you'll find him, either defeat him or get a lookalike head. Also while your here
release
the Tribal prisoner and make sure you get the leaf of peace. This is essencial
if you
want to do the Fort Iksar quests.

After you return the two heads back to him, he will inform you about the orc
King,
that
has an alliance with the cult. He can be found in the cave soon after you enter
Moonwood.
This dungeon is a little bit harder then the previous two, and you'll have to
fight some
tough dark elves, but you shouldn't have any problems. Again when you find him
either
kill him or bribe his head out of him and return it to the man to complete the
quest.



Rolgan's Trial
--------------
This is a real tricky quest, and I haven't been able to complete it perfectly,
though I
have tried very hard, I'm pretty sure there is no way to complete it perfectly.
You get
this quest in the temple of tyr, where you learn about the fate of Rolgan, a man
who
killed one of the army's soldiers. Your job is to represent him, and prove that
he is
innocent.

You will get a book with the names of the witnesses and the names of the jury
members.
Now you can go and learn more about each jury member, to see what they like and
dislike,
so you know which questions to answer, also if you want to get the best
reward(that
i was
able to) you'll have to bribe the only jury members that can be bribed, which
are the
man
in the drinking house that isn't very nice, and the soldier in the barracks.

The reason you'll have to bribe these people is because the soldier is
simpathetic
with
the being drunk question, while the old lady is not, and the guy with the bad
attitude,
well has a bad attitude and like to see people hang!

Now that you have bribed two judges you only have to worry about the other
three.
This is
where it gets tricky. The priest hates the religion of these people, as well as
thier
culter and artifacts, also hates alcohol, and doesn't seem to be convinced to
vote
innocent just because noone saw who started the fight. And as being the only
questions
you can ask are about who started the fight, questions about thier culter and
questions
about alcohol, i have yet to find a way to make this man vote innocent.

The other two though are both members of the same tribe, and can be persuaded to
vote
innocent if you mention the value of the things he lost, as well as why she sent
him
to
meet the soldier that night, and if your desperate then play the only reason
that he is
on trial is because he is different card. Now you'll have a 4 to 1 vote for
innocent and
you'll get the biggest reward(that I was able to get) with 3 votes for innocent
you'll
gain a good reward but not as good as 4 to 1, and if you lose the case you'll
gain a
very
little reward.

Another way to get a 4 to 1 vote submitted by Ricky Cheng:
The witness in the drinking house will tell you a secret if you buy him a few
rounds of
beers(1 gp each only) Now in the trial do not mention alcohol or about the value
of the
things they lost when questioning his wife and you should get a 4 to 1
vote.(thanks
Ricky!)

Another way to get a secret is to head the soldier with the broken leg by either
magic or
healing skill.

A way to get a 5 to 0 vote without bribing!!! Submitted by Claudio! Thanks alot
Claudio!!!:
Talk to everyone keeping Lodar last, go to the drinking house and be nice to him
and
you'll find out how racist he was and another secret. Now start the trial.

Lodar
-------
1)ask him how Griff felt towards Rolgan. Then do the insight question(if no
insight
appears you may have to raise your stats)
2)If it was true that rogan gave Griff a spiked drink.
3)If he saw who started the fight
*thats it

Zed
----
1)If he saw who started the fight
2)Ask about the spiked drink.
*thats it

Vanda
------
1)Why she sent Rolgan to see Griff
*thats it

Rolgan
-------
1)What happened that night
*thats it

In closing
-----------
1)We all knew that Griff was a violent man
2)He spiked Rolgan's drink
*thats it you should now have a 5 to 0 vote!!!


The Snow Globe
---------------
After talking to Lillian you get this quest. Find the snow globe in the wizard's
tower
and return it to her. You will get rewarded and find out the truth about the
globe. After
defeating the dragon, releasing the elves and dwarves from thier prison and
getting
the
word of power you will complete this quest.


The Siege of Fort Ilkard
-------------------------
This is a nice quest, with alot of twists and turns. When you first enter the
fort you
learn about the tribe allying with the cult and after talking to the captain he
offers
you a reward for taking out the catapaults that are attacking the fort.

This is pretty simple, just head out of the fort to the west and head around
north to
defeat all the enemys and destroy all the catapaults. After its clear(you'll
know
because
there are no enemys near the fort) go back to him and get your reward.

Now he will want you to take out the commander for the catapault team. Head to
the
command post and kill Arness, and return her head to him. Again he wants another
task
from you, and that is to infiltrate the fort of this tribe and take out the
leader,who is
found in homestead, bringing his head back to him.

Now if you got the peace feather you will be able to learn the truth, if not
you'll have
to fight your way through and take the head of the leader back to him. Now if
you
have
the leaf you'll be able to enter without fighting, and make your way to the
leader
peacefully and talk to him. Here you will learn the truth about the captain, and
you
are
given a hard choice.

You can return to him, confront him with the evedance, and get the cure, or kill
the
leader and bring the head back to the captain. Personally I chose to cure them,
because
it will allow you to complete another quest, listed below, and the reward is
greater. To
get the cure you can either bribe it from him, for a pretty high price, or kill
him,
making the whole fort attack you from then on, so if you want to go this way
make
sure
you complete the other quest from the fort if you want to.(you lose no alignment
for
killing the fort members, or the captain)

After you either cure the tribe, or bring the leader's head back to captain this
quest is
completed.


Investigate the Elk Tribe
--------------------------
You get this from the druid in Beorunna's Well, who tells you that the clan is
peaceful
and doens't know why they allied with the clan. Once you learn the only reason
they
allied was to cure the disease that the captain gave him, and cure them, they
will
give
you a symbol of peace to bring back to the druid. You complete this quest when
you
return
the peace symbol to him, and cannot complete it if you kill the clan and bring
the
head
to the captain.


Deliver Eckel's note
---------------------
A simple quest, talk to eckel in the barracks and he will ask you to bring a
note to
his
wife in the farmlands to the west. Just head to the house and give her the note
to get
the reward.


Working for Akulatraxas
------------------------
This is the quest you get from the dragon in the center of the second part of
Moonwood.
She is afraid for her egg and wants you to take out the Hill giant chiefton who
is
leading many raids on her lair in an attempt to get her eggs.

So head across the map west to the hill giant caves and make your way through.
By
the
entrance to the second floor you'll have to fight a hill giant champion, which
might be
pretty tough depending on your luck and class ect. Head down and continue
uuntill
you
find...

Boss Fight: Hill Giant Cheifton
--------------------------------
Not a hard fight...just have to worry about his hard hitting and knockdown, but
you
can
knockdown him as well...I didn't have much trouble with him at all.

Now take his head and return it to the dragon to complete this quest. After you
do
this
you could actually go inside the egg room and take her treasure(good magic items
and
gold) as well as take her egg. She will attack you but you won't have to kill
her. You
can if you want, and she has the same difficulty as the guardian dragon in the
snow
globe, maybe a little harder, and you'll have to do this if you want to go the
evil way
and work for the red dragon and collect the eggs.

If you just want the treasure though you can just run in, grab the treasure, and
recall
out.


Klauth The Ancient Red Wyrm
----------------------------
You get this after learning about Klauth and his experiments, and you
automatically
complete it after he is dead and you get the word of power, or after you
complete his
quest and get the word of power.


Dragonslayer(Thanks to E V A N G E L I S M)
-------------
This is the quest you get if you accept Klauth's offer to get the eggs, you'll
have to
kill all the previous dragons you met(or just be very sneaky) take each of thier
eggs
and
treasure, and return them to the ancient wyrm, you will get a reward equal to
that of
if
you killed him I think but am not sure of the exact rewards.


Gorgotha The gold dragon
-------------------------
Another dragon, you find her right before entering the fire giant's lair. She
wants the
head of Klauth to know that her eggs are safe. Bring her the head of Klauth if
you kill
him to complete this quest.

Like with Akulatraxas after you return Klauth's head you can enter her egg
chamber
for
some nice magic items, and recall right out to avoid fighting her, you'll also
need her
egg if you choose to work for Klauth.


Merc's Quests
--------------

The Barbarian(thanks to Atemi45!)
---------------
Wants the spear that you get from the Uthgardt Elk tribe if you cure them.


The Bard(thanks to Jake)
----------
He wants an ancient song of Tamoryn, found in the creator ruins, in present time
on
far
right(in a tomb)


The Rogue(Thanks to Kyle!)
-----------
Is looking for a hero ash, its found in Uthgardt Fort west of Fort Ilkard.



The Priest(thanks to Kyle!)
---------------
Wants the seed of a Volcanic Ash Tree found in the ruins area,before going in
creator
ruins.


The Sorcerer(thanks to Kyle!)
----------------------
Wants a dragon scale, Found in the cave of a dead dragon in the spine of the
world.


The Monk(Thanks to Kyle!)
Wants a dagger that is blessed by a member of his order, its just a regular
looking
dagger(you can tell because they won't buy it) and is found in Coldwood, in the
orc
camp.



Things I missed in chapter 3
-----------------------------
Again all the merc quests. And if you notice anything I missed please send it in
!
thanks!


E. Chapter IV


Are you ready for the final challenge? This is the shortest of the four
chapters, being
almost half the length of the third chapter(which was considerably less then the
first
two) but is also the hardest. You'll have alot of boss fights ahead of you, and
this is
your last chance to get your final equipment and experience for the final
battle.

You start off in the castle, talk to the two and learn more about whats
happening and
what you need to do. You don't get to pick a merc this time, so whichever one
you
chose
in act three will be the merc you take to the final challenge.

Now head downstairs to the jail, and talk to the lizard to learn more about the
source
stone and what you must do now. Head deeper into the caverns if you want and
visit
the
source stone, but there is nothing you can do here just yet. So head out into
the
central
city area and you can collect two quests.(I highly suggest you do them because
they give
great amounts of experience and you'll need maybe a last level before heading
for the
final fight.

Learn about whats going on, and get the quest from the chief to learn about what
you'll
have to do. Head into the war zone, and in the first section make sure you seach
all
the
houses for items and experience(all monsters here give great experience!) and
you
can
also find the lost girl for one of the quests. You can destroy the catapaults
and the
golems to complete the other quest, to kill the golems you have to kill the
wizards
that
control them, don't worry its easy to find them, just look for the magic field
in front
of a door.

After you destroy the catapaults, rescue the girl, and kill the two golems you
now
have
to head through one of the buildings to the back and you'll fight an easy mini
boss. A
portal will now pop open and you can enter Maugrim's chamber.

As soon as you enter this place you will find Aribeth. Talk to her and she will
eventually attack you.

Boss Fight: Aribeth
---------------------
She's actually easier then I expected, in fact I had little trouble killing her
at all.
Once you get her down enough she will give up, and if you can talk her into
returning
back to the castle you'll gain experience. If you kill her you get a paladin
only sword
that is only usable by neutral evil paladin's.

Now save and head into the next hallway to find...

Boss Fight: Maugrim Korothir
-----------------------------
This guy is a bit tuffer, as he can cast time freeze, freezing everything but
him and
his
spells. He has the usual wizard spells, and hp shield, so just keep at it and he
will
fall. Now head into his back room collecting the treasure and the final word of
power!

Head back to town and finish up the two quests if you chose to do them, now head
down to
the cell and talk to the lizard again to get 2000 experience! Now place the
final Word
of
power on the pedistal and enter the source stone.

This place is pretty simple, a weird person who reminds you of aribeth will give
you
an
amulet(with minimal lvl requirment 24!!!) and just head through the cave till
you reach
the end. SAVE BEFORE ENTERING, as soon as you enter you'll be attacked by...

Boss Fight: Currupted Silver Dragon & Currupted Copper Dragon
-----------------
If you thought fighting one dragon at a time was tough, well here's two. They do
the
normal amount of dragon damage, as well as knockdowns, with thier own
immunities. This is
a very tough battle and keep your attacks focused on one at a time, use the
recall
stone
and you'll be able to get past them.

Now take the key from each of them and head down the hallway. Take note this is
the POINT
OF NO RETURN, make sure you have everything you need, you may want to buy
some heal
potions, and when you are finally ready head into the cave.

In here you'll witness a bunch of old ones talking to an hallucination of Morag,
after
they are done talking they will attack.

Boss Fight: Old one Cleric and 5 morag's chosen ones.
---------
Again an extremely hard fight, especially since you cannot rest in here so
you'll
want to
save your spells if you are a mage. You must kill the cleric first because if
you don't
he will just ressurect the chosen ones when you kill them. They are all equally
hard,
double hitting for 10+ but luckily won't knock you down. Watch out for the
cleric's
spells cause they could damage, as well as heal himself when you get him down to
badly
wounded. Since you cannot use the stone of recall I suggest trying to wait in
the
doorway
and pray the cleric gets there first, so you only have to fight one at a time.

Get the key off of the cleric and head to the next room to meet your final
challange...

Boss Fight: Morag
------------------
The final boss and he lives up to her name of the reaper of souls the tormenter
of the
world, and if you can't beat her, then your world, and many others are doomed!
This
girl
is very hard, First you have to destroy the statue in front of her to get rid of
the
spikes(thanks to Vhalyar).

She will also cast the time freeze spell, which can get really annoying, I hope
you
have
alot of healing potions. After you kill her arms and the statue and you get
closer to
her, she is completly invulnerable to every kind of attack you can dish out!

To get rid of this you'll have to destroy the protection spheres surrounding
her,
depending on your main attack.I suggest you only defeat the one you really need
to
because at this point she will transform himself into a warrior mage and start
to
attack
with powerful attacks as well as his magic. Once you destroy whichever alters
you
choose
you can finally damage Morag...

Of course she has the usual mage damage shield, but after that is done with you
should be
able to take him 1on1 if you have some healing potions left.

Congradulations! You just beat the most innovative RPG made this year!(according
to
critics) now exit through the portal and talk to the lizard for some final
words, and
enjoy(if thats possible) the very short ending.
(thanks to Vhalyar for fixing some of my errors)

Quests


Rescue Leesa
-------------
Luce in Moonstone Mask will ask you to find her sister that is lost somewhere in
the
war
zone. She is found in the first secion of the war zone, and return to her to get
your
reward, you can also deny the cloak of protection+3(which you probably won't
need)
to get
some alignment points.


Neverwinter Under Seige
------------------------
The captain in the place where you first hired the merc's(all the way back in
act 1)
will
give you this quest, informing you about whats going on and what you could do to
help.
Just kill the two wizards controlling the golem's and the catapaults to complete
this
quest(note you get rewards automatically for doing this, as well when you return
to
him
of your success)


Aribeth's Fate
---------------
Depending on how the battle goes with Aribeth, will determine your reward.


The Final Battle
-----------------
Is with you when you start the chapter, and is completed after you kill Morag.


Stuff I missed in chapter 4
----------------------------
I'm not sure I missed anything, this was a pretty short chapter, there were no
merc
quests, and nowhere else you could explore in the town besides the centre, and
the
war
zone. But if you noticed I missed something send it in!

______________________________________________________________________
_

XI-HACKING(by Sorial)
______________________________________________________________________
_

Ok, here's where I talk about things that some people might not like. They'll
call it
cheating. I call it expanding upon the dollar I spent for this game. Either way
you look
at it, Neverwinter Nights has tremendous hackability, including everything you
need
to
create your own custom campaign world or modify the built-in campaign. Your
imagination
is the only limit here.

The DM client section covers things you can do with the DM client that might not
be
obvious, in addition to a few basic pointers for using it as it was intended.

Console mode refers to the prompt you get when you press the tilde key (~) in-
game. There
are several things that can be done from that prompt, only some of which I
understand at
this point, but most all of which are useful.

The toolkit is that nifty little module builder you can access through it's
button in the
menu you first see when you fire up Neverwinter Nights (before the Atari and
other
splashscreens). It's very powerful, and it's item and monster creation utilities
can
make
this game even funner than it originally was, especially if you're impatient
like me. :)

Keep in mind this section will be pretty bare for a while, and I'll add content
intermittently. Any questions send to admin@unixhelper.org.

-----------------------------------
A.DM CLIENT
-----------------------------------

There's a reasonable tutorial for the client in the manual, starting on page
157. While
it doesn't cover everything, it's enough to get your started. I'll probably
build this
section up via questions from people who get stuck using it in some way (granted
I
can
figure out how to get past what they're stuck on), or things that I feel are
great
shortcuts. Right now I am fair with it, but it's just a little clunky when doing
certain
things. Still, it's really neat and a whole lot better than any other module
creation
utilities I've run across for similar games.

-----------------------------------
B.CONSOLE MODE
-----------------------------------

I don't have a whole ton of information here, but take a look at page 171 in the
manual
where some of these commands are listed. Note that if you're in the game as a
player
(single player mode only, unless you're hosting the game on your own machine and
have
proper modes turned on so you can do this), you need to press the tilde key and
type
"DebugMode 1" (without the double quotes) to activate debug mode so these
commands work.
If you're in the game via the DM client, you don't need to use DebugMode. After
you're
done messing around with these commands, type "DebugMode 0" on that same
tilde prompt to
turn off debug mode or you'll get spammed with tag and other information in your
status
window when you do certain things, and you'll see triggers on the ground that
really
detract from the look and playability of the game. It's best to not know what's
coming
anyway. :) If you hit the tilde key then press tab, you'll get a list of
commands you
can
use on this prompt. I'm not sure if that's all of the ones you can use, but it'd
make
sense if it were. Many aren't listed in the manual, some are.
Here are some of the commands, and a few brief descriptions of what they do:

SetSTR #
Puts you into target mode. Click on the intended target, and their strength
becomes
the
number you typed in place of the #.
SetDEX #
Same as SetSTR, but with dexterity.
SetCON #
Same as SetSTR, but with constitution. See a pattern here? Use your manual and
your
imagination to figure out the rest of the ability modifying commands.
GiveXP #
Similar to the SetXXX # commands, but lets you give additional experience points
to
the
targeted character. I would imagine giving a negative number would remove
experience
points from the targeted character as well, though I haven't tried this. Look at
the
chart below to see what level you would be with your additional experience
points.
Keep
in mind that high level doesn't mean you will breeze though the game - this game
adjusts
itself for the average level of the party as it enters a new area (amazing bit
of work by
the programmers).
Level Experience Level Experience
1 0 11 55,000
2 1,000 12 66,000
3 3,000 13 78,000
4 6,000 14 91,000
5 10,000 15 105,000
6 15,000 16 120,000
7 21,000 17 136,000
8 28,000 18 153,000
9 36,000 19 171,000
10 45,000 20 190,000

dm_givegold #
Just what it looks like, also a target-mode command.
dm_god
God mode? You betcha. Really takes the fun out of things unless you need to
unwind after
a session of getting your hind end smeared all over the map. Just be sure to
save
before
using this mode so you can go back to before you became the avatar of some
unwilling god.
:)
Note: If you modify scores or certain other things (like some items) and you
haven't
made
.ini adjustments, the game won't let you progress from one chapter to another,
and
will
dump you out of the game with a message about illegal characters. There are two
ways to
get around this. In single player mode, edit your nwplayer.ini file and change
Single
Player Enforce Legal Characters=1 to a 0 to cover ability score modifications,
and
change
Single Player ItemLevelRestrictions=1 to a zero as well to cover illegal item
restrictions. In multiplayer mode, the server player must have those very same
options
set so the server doesn't check for character legality between chapters.

-----------------------------------
C.TOOLKIT
-----------------------------------

To "hack" on the built-in modules: Copy all the .nwm (Neverwinter Modules) files
from the
nwm directory under the main game directory to the modules directory that also
exists
under the main game directory. Change the file extensions for all of these files
to .mod,
and add a letter, number, or make some other namechange to all of the module
files
(this
is necessary to keep them from conflicting with the built-in modules, which
appear to
always have precedence over ones in the modules directory). Next, change the
properties
of these new files from read-only so you can edit them.
At this point you're ready to open up these modules and start getting busy with
editing
them to your heart's content. Remember to save often. I'd suggest as a first
step that
you look for the module transition points. For instance, to get from the Prelude
module
to the Chapter1 module, you go through the door on the southern end of the
stables
area.
Simply right click on this door once you've brought up the area in the viewer
and look
at
it's properties. Dig through the scripts, and find the place where it mentions
Chapter1.
Change the Chapter1 to whatever you named your Chapter 1 module (I called mine
Chapter1S), and save the module. Now when you go through that door in YOUR
Prelude module
you'll end up in YOUR Chapter 1 module. You can do the same for the transition
points in
all the modules to string your versions together.
Note: If anyone happens to know where the script is for the transition from
Chapter1
to
Chapter1E (the Ceremonial Chamber), please let me know, 'cause I can't find it.