Neverwinter Nights Walkthrough :
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Walkthrough - FAQ/Walkthrough===++---------------------------------------------------------++=== ===|| Cheeta and Kyrexus's Neverwinter Nights Walkthrough/FAQ ||=== ===|| Version 1.0 ||=== ===|| 7/31/02 ||=== ===++---------------------------------------------------------++=== ++----------++ || CONTENTS || ++----------++ I. Updates II. Introduction and Questing Tips III. Tips on Character Creation A. Sorcerer B. Druid C. Spells IV. Prelude V. Chapter 1 (Quest Tree) A. City Core 1. The Wailing and the Waterdhavians 2. Peninsula: Prison Break 3. The Great Tree: Animal Rescue (Side Quest) (RANGER AND DRUID ONLY!!) 4. Cloak Tower: Membership (Side Quest) (BARD, WIZARD AND SORCERER ONLY!!) 5. Moonstone Mask: Art Theft (Side Quest) 6. Temple of Tyr: Never's Tomb (Side Quest) B. Peninsula 1. Peninsula: The Tanglebrook Estate 2. Peninsula: The Prison Key C. Beggar's Nest 1. Beggar's Nest: Missing Guard (Side Quest) 2. Beggar's Nest: Aldo and Hector (Side Quest) 3. Beggar's Nest: Undead Infestation 4. Beggar's Nest: Find Krestal a. Beggar's Nest: Sword Coast Boys 5. Beggar's Nest: Find Jemanie (Side Quest) a. Beggar's Nest: A Missing Brother (Side Quest) b. Beggar's Nest: A Strange Cult (Side Quest) 6. Beggar's Nest: A Lost Soul (Side Quest) 7. Hints of Conspiracy (Side Quest) D. Blacklake 1. Blacklake: Trouble in No-Man's-Land (Side Quest) 2. Hints of Cult Activity (Side Quest) 3. Blacklake: Samuel's Rescue (Side Quest) 4. Blacklake: Unrest 5. Blacklake: Tensions Rising E. Docks 1. Docks: The Masterson Amulet (Side Quest) 2. Docks: Trouble in the District F. Miscellaneous 1. Hints of Traitorous Intent (Side Quest) 2. Linu's Tale (Side Quest) 3. Daelan's Tale (Side Quest) 3. Tomi's Tale (Side Quest) 3. Boddyknock's Tale (Side Quest) 3. Grimgnaw's Tale (Side Quest) 3. Sharwyn's Tale (Side Quest) VI. Chapter 1 End / Helmite Temple A. Ritual Chamber 1. The Cure at Last B. Helm's Hold 1. Sins of a Traitor 2. A Devil's Deal VII. Chapter 2 VIII. Chapter 2 End / Luskan IX. Chapter 3 X. Chapter 4 XI. Legal Stuff ++-Section I-++ || UPDATES || ++-----------++ 7/31/02 - V1.0 released! ++-----------Section II-----------++ || INTRODUCTION AND QUESTING TIPS || ++--------------------------------++ Important Note: Related or alternate quests will be noted. Related also includes sub quests. All quest rewards will be detailed. Shifts in alignment outside of quest completions will not be noted. Side quests will be marked. Quests are also in no particular order, as they can be completed in almost any order. Side quests may need to be completed before you finish the main quest in the area. Kyrexus: Well, I've gone through the entire game at least twice now, with a few incomplete attempts. (Mostly due to a HDD crash...) My last completed character was a sorcerer, having hit level 20. I have started a druid, and will be writing this FAQ with Cheeta's help as I go. Also, once the spell section gets to about level 3, I will likely decide to move it to a different FAQ. Questing Tips: If you want more gold, you may attempt to persuade people. However, it may affect your alignment. If you talked to anyone about a quest, even though they may not have affected your journal, remember to talk to them again anyway. For instance, if you talk to the girl that informs you about the prison break after you have turned in the brain of the Intellect Devourer, your alignment shifts 3 points towards good. (Of course, Evil characters may not prefer this.) ++--------Section III--------++ || TIPS ON CHARACTER CREATION || ++----------------------------++ ----------+A. Sorcerer+---------- It is suggested that you take a two-handed weapon as your main focus. Also try to get a bow, though later you may not use it as much. Combat Casting's benefit curves off slightly, but will always help. At the first level, while you run through the prelude, if you do not have combat casting, you will fail every time you are hit. (Combat Casting removes a 4 point penalty to your concentration while fighting. At level 1, the max concentration you can have is 4. Without combat casting, your concentration in battle would effectively be 0). For metamagic feats, choose Extend Spell and Maximize Spell. Empower Spell may be used in place of Maximize, if necessary. Also, use the ability to unlearn spells at each level. There may be better spells that have the same purpose. After all, enchantments do not stack. For instance, casting Protection from Elements on yourself, then casting Endure Elements will get rid of Protection from Elements. Be sure to save before you go about getting level 20. A sorcerer that can't unlearn spells and learn others, is stuck with what they have. (Kyrexus: I tried out Quicken Spell. In my opinion, it's a "good idea gone bad". While it will allow you to get off a spell instantly and without chance of interruption, it requires a spell slot 4 levels higher! It also does not necessarily allow another attack in the same round. As for weapons, my sorcerer has spear weapon focus and spear improved critical. He also has point blank shot. Since he's a half-elf, I had to learn the Martial Weapon Proficiency. It allows him to use a Great Sword if he wants to just 'go nuts'. ^_- ) ------------+B. Druid+------------ As far as weapons go one of two paths are suggested/recommended: 1. Dual wielding. Take all the feats so you can attack with a low penalty. Improved Two Weapon Fighting is the real perk, though it's made at a -5 penalty, it hits more than you would think. Suggested race is elf so you can use Longswords without having to get the martial weapon feat, though any one handed weapon can work just as well. 2. Two-Handed Weapon spec. Human or elf is recommended/suggested for this build. Human is prefferred though, the extra feat would allow you to get the Martial Weapon Proficiency. In either case you need the Heavy Armor Proficiency (assuming you don't plan to be mainly a caster), the druid simply can't take a beating as well without it. Later on you should get improved critical as well. Maximize spells is recommended but not absolutely necessary (a maximized Call Lightning can be devastating). Weapon focus isn't necessary, but it helps. If you went for two-handed weapons, cleave is recommended early on. Though you are a caster, you do not need combat casting (though once again if you plan to be a caster primarily you may want it.) (Cheeta: My opinion on the the Animals Forms and Elemental forms, they may look good but they are horrible. Their only perk is the high HP. The Animal Forms help early on but tend to be phased out, fast. In the case of the elemental forms, you get them too late for them to be of any use. Maximize spells was the only metamagic feat I could find useful for the druid, but that also depends on how you play.) -----------+C. Spells+----------- ===Key=== Who = Who can learn the spell. B = Bard C = Cleric D = Druid P = Paladin R = Ranger S/W = Sorcerer and Wizard All = All (Should be simple enough) ===LEVEL 0 SPELLS=== Spell: Daze (Enchantment) Who: B, S/W Effect: If 5 HD or less, target is dazed. Duration: 2 Rounds Kyrexus: Creatures have varying Hit Die, of course. The problem with this spell is that it will only work on goblins and weaker casters. Fortunately, it's a cantrip and the classes that get it, get it free. Spell: Light (Evocation) Who: B, C, D, S/W Effect: Makes targeted object give off light. Duration: 1 Hour/Level Kyrexus: Useful if you don't want to carry a torch... or you would like to annoy your fellow party members. ^_- Spell: Ray of Frost (Conjuration) Who: S/W Effect: 1d4 + 1 Cold Damage to target. Duration: Instant Kyrexus: At first, the sorcerer/wizard's most helpful spell. It eventually fades out, at first being able to take out the normal enemy, then being replaced by Magic Missile and taking over as generic chest-opener. Cheeta: It's also quite nice for waking party members up or getting their attention. Nothing like a frozen head or chest to wake you up. *glares at Kyre as he lobs yet another at him* I'm awake already, sheesh. Spell: Resistance (Abjuration) Who: B, C, D, S/W Effect: +1 to saving throws. Duration: 2 Turns Kyrexus: The saving throws aren't exactly helpful, but for a mage, they might be the difference between life and death. Spell: Cure Minor Wounds (Conjuration) Who: B, C, D Effect: 4 HP healed. Duration: Instant Cheeta: This is the first healing spell you get, it's extremely useful early on. Spell: Virtue (Transmutation) Who: C, D Effect: +1 Temp Hit Point. Duration: Turn/Level Cheeta: I never used this spell, but early on I imagine the 1 HP could be the diffrence between life and death. (More spells to come!) ==================== ===LEVEL 1 SPELLS=== Spell: Burning Hands (Transmutation) Who: S/W Effect: Cone of fire, 1d4 per Level, to a max of 5d4. Duration: Instant Kyrexus: One of the lesser spells. Magic Missile does more damage, but only hits one target. I personally have little preference for this spell, because of the range. You pretty much need to get right in front of the target for it to hit, and for a mage-type... being close is not a good idea in the first few levels. Spell: Charm Person (Enchantment) Who: B, S/W Effect: Caster's reputation increased by 50% in the eyes of the target. Duration: 2 Rounds + 1 per 3 Levels Kyrexus: I have actually never used this spell. I know in Baldur's Gate II, when you cast a spell like Friends (which I believe has a similiar effect), the target eventually realizes what you did, and the reputation drops farther. For good characters that have a high charisma, you will likely never need this spell. Spell: Color Spray (Illusion) Who: S/W Effect: Puts target(s) to sleep, stuns them, or blinds them. Duration: Instant Kyrexus: A personal favorite. A wave of color flies from your hands, and can make your job, and the job of anyone else in your party, much easier. Much useful for later on too, as there is always some enemies that it works on. Spell: Endure Elements (Abjuration) Who: C, D, P, S/W Effect: 10/- resistance to all elements. Absorbs 20 elemental damage. Duration: 24 Hours Kyrexus: Not the greatest elemental resistance spell. Still, it does help. Replace with Resist Elements when you can. Spell: Grease (Conjuration) Who: B, D, R, S/W Effect: Causes all who fail a reflex save to fall down, or move slower. Duration: 2 Rounds + 1 Per 2 Levels Kyrexus: Nice spell, if you can find enemies with really bad reflexes. I personally try not to put too much faith in status affecting spells, as there's always the chance you'll roll a 1, if you get my drift... Cheeta: Somewhat more useful than entangle. A nice spell considering the level and area of effect. Spell: Identify (Divination) Who: B, S/W Effect: Grants the caster 10 + 1 per caster level Lore skill points for the duration. Duration: 2 Rounds Kyrexus: Best identify spell I've ever seen. Beats BG2's identify... Though I'd really like my Glasses of Identify back. Spell: Mage Armor (Conjuration) Who: B, S/W Effect: +1 Natural AC, +1 Dodge AC, +1 Deflection AC, and +1 Enhancement AC. Duration: 1 Hour/Level Kyrexus: A spell useful to keep around for later on. It does sort of help your AC, seeing as it covers a number of AC types. It can also be used to make an item later in the game. Spell: Magic Missile (Evocation) Who: S/W Effect: 1d4+1 damage per missile. 1 missile per 2 caster levels, to a max of 5. Duration: Instant Kyrexus: This one has become my "all purpose spell". It can open chests, doors, and damage enemies that are resistant to elemental attacks. Too bad it gets beat by most immunities. Spell: Negative Energy Ray (Necromancy) Who: S/W Effect: 1d6 negative energy damage per caster level. Duration: Instant Kyrexus: I really have no preference for simple negative energy spells... They can heal undead, but in the trade off, you get a superior damaging ability to living creatures. Spell: Protection from Alignment (Abjuration) Who: B, C, P, S/W Effect: +2 AC, +2 saving throws and immunity to mind-affecting spells vs Good or Evil. Duration: 1 Hour/Level Kyrexus: A nice protective spell. Necessary if you plan to do any Balor summoning... Spell: Ray of Enfeeblement (Necromancy) Who: S/W Effect: 1d6 Strength damage. Duration: 1 Round/Level Kyrexus: If you can get it to work, you just might be able to hamper their strength-related attack and damage bonuses. Spell: Scare (Necromancy) Who: B, C, S/W Effect: 5 HD or fewer creatures run in fear. Duration: 1d4 Rounds Kyrexus: Requires that the creature is either a caster, or a really weak monster... Most creatures are stronger than this. Spell: Sleep (Enchantment) Who: B, D, R, S/W Effect: Causes 2d4 HD creatures to fall asleep, starting with the lowest HD. Creatures with 5 HD are unaffected. Duration: 3 Rounds + 1 per level Kyrexus: (Again) Requires that the creature is either a caster, or a really weak monster... Most creatures are stronger than this. Cheeta: It could be useful if fighting many low level monsters. Spell: Summon Creature I (Conjuration) Who: B, C, D, R, S/W Effect: Summons a Dire Badger. Duration: 24 Hours Kyrexus: Though weak, the dire badger helps significantly at the beginning of the game... Cheeta: *VERY* useful early on. Spell: Cure Light Wounds (Conjuration) Who: B, C, D, P, R Effect: 1d8 points of damage +1/level healed Duration: Instant Cheeta: Yet another healing spell. A much better one in fact. Spell: Entangle (Transmutation) Who: D Effect: Traps enemies with clinging vegetation Duration: 3 + 1 Round/2 Levels Cheeta: Somewhat useful spell if fighting lots of low level and or fast monsters. Spell: Ultravision (Transmutation) Who: D Effect: Grants the target enhanced vision in the darkness. Able to peirce magical Darkness as well. Duration: 1 Hour / Level Cheeta: Could be useful if an area is ridiculously dark or if a monster or party member spams Darkness. Spell: Resistance (Abjuration) Who: P Effect: +1 to saving throws. Duration: 2 Turns Kyrexus: The saving throws aren't exactly helpful, but for a mage, they might be the difference between life and death. Spell: Virtue (Transmutation) Who: P Effect: +1 Temp Hit Point. Duration: Turn/Level Cheeta: I never used this spell, but early on I imagine the 1 HP could be the difference between life and death. (More coming soon!) ==================== ++-Section IV-++ || PRELUDE || ++-------------++ The prelude is really fairly self-explanatory. After the ceremony and brief fight, get out alive. No matter how much you try though, you will not be able to get a level up from fighting the goblins and skeletons scattered throughout the academy. It is recommended that, unless you need the practice, you go on and speak with the man who tells you to level up. Then go straight to the stables and speak with Fenthick to get your third level. Only bother with clearing out the rooms if you could use the items. Some chests contain extremely helpful, or at least demi-valuable things you can use or sell. ++-Section V-++ || Chapter 1 || ++-----------++ ----------+A. City Core+---------- Quest: The Wailing and the Waterdhavians Who/Where: Aribeth, upon entering the City Halls for the first time. XP: 600 Gold: 2000 Other: None What: Aribeth informs you that you need to recover the 4 components needed to create the cure for the Wailing Death. Turn in the Intellect Devourer Brain, the Yuan-Ti heart, the Lock of Dryad Hair, and the Cockatrice Feather for 150 XP and 500 GP each. Once you are done, Aribeth will give you the option to go on to make the cure. Do so to go to the Chapter 1 End! Related/Alternate Quests: Peninsula: Prison Break, Beggar's Nest: Undead Infestation, Blacklake: Tensions Rising and Docks: Trouble in the District Quest: Peninsula: Prison Break Who/Where: Woman who confronts you outside of the Halls of Justice. XP: 200 Gold: 800 Other: None What: The woman who talks to you in the City Core informs you about the prison break in the Peninsula. You need to head there, and speak with Sedos Sebile, or go to the Tanglebrook Estate. Go through the Prison, dealing with the Sorcerers with as much care as possible. Kill the Head Gaeoler Alaefin, but make sure you get all the Former Guards out first, otherwise the Intellect Devourer will hop into one of them and escape. Picking up the brain will give you 200 XP. Turn in the brain to Aribeth. While the quest will be complete, return to Sedos Sebile for another 300 gold. Related/Alternate Quests: The Wailing and the Waterdhavians Quest: The Great Tree: Animal Rescue (Side Quest) (RANGER AND DRUID ONLY!!) Who/Where: Nyatar, City Core. XP: 276 Gold: 400 Other: None What: If you are a druid, Nyatar can give you the quest to rescue the animals from the Blacklake Zoo. If you accept, you recieve the key and the Transport Via Plants Scroll. Go to the Zoo in Blacklake, and use the key to get into the back. Fight the guards off, and make your way to the back area. Use the Transport Via Plants scroll on it, and go about talking to each of the animals in the cages. Each animal will give you 19 XP. Go outside and tell them to enter the portal. Talk to Nyatar when you get a chance. He will give you 400 GP, and you will get another 200 XP. Related/Alternate Quests: None Quest: Cloak Tower: Membership (Side Quest) (BARD, WIZARD AND SORCERER ONLY!!) Who/Where: Eltoora Sarptyl, Cloak Tower, City Core. XP: 0 Gold: 0 Other: Many-Starred Cloak What: If you are a Wizard or a Sorcerer, you can opt to join the Guild of the Many-Starred Cloak. It will give you a nice cloak for a lower level mage, as well as membership bonuses (Chapter 3) if you hold on to the cloak. You need to collect 4 items in a specific order. The order is Peninsula (for the rare clay), Docks (for the flask of water), Blacklake (for the puff of fog) and Beggar's Nest (for the kindling). Each Wizard Lab is guarded by a Mephit of the area's element. Once you have all the items, return to Eltoora in the Cloak Tower for a battle of wits against a nasty Minogon. Your reward is membership in the guild, signified by a decent cloak. Related/Alternate Quests: None Quest: Moonstone Mask: Art Theft (Side Quest) Who/Where: Ophala Cheldarstorn, Moonstone Mask, City Core. XP: 500 Gold: 1200 Other: Boots of Reflexes +3 What: Ophala will ask you to liberate three art items from a few nobles. One target is an urn possessed by a man named Hodge in the Blacklake District. Another is a portrait, held in the Rumbuttom Estate in Blacklake. The final one is a statuette, located in the Docks District's Androd Estate. All three are clearly marked on the maps. Two of the items will get you 150 XP and 400 GP each. The final one will get 250 XP, 400 GP and a pair of Boots of Reflexes +3. Related/Alternate Quests: None Quest: Temple of Tyr: Never's Tomb (Side Quest) Who/Where: Oleff, Halls of Justice, City Core. XP: 0 Gold: 900 Other: Amulet of Will +3 What: Oleff sends you to find Lord Never's tomb. You need to find Briley in the Peninsula district in an unmarked house by the Militia HQ. Make your way then, to the Moonstone Mask to talk to a man named Giles. Get the quill from him, and take it to Oleff. Oleff will give you 500 GP, and your alignment will go 3 points towards good. Make sure you have the Ceremonial Arrow, Shield and Sword from the building where Briley can be found, and head to the Aqueducts in the Docks district (you can find this area by doing the Docks: Trouble in the District quest). There, a door with a chest can be found. Use the hint written on the paper that is in the chest to find out how to open the door. Take the Ancient Symbol of Tyr that can be found in the sarcophagus to Oleff. Another tomb can be found in Blacklake. A little girl that goes by the name of Punkin stands in front of the house which contains it. Speak to the woman inside, and persuade or use insight to learn the bookcase's secret. Turn in the armor to Oleff. You will get 200 GP and your alignment goes 3 points towards good. Next, head to the graveyard in the Beggar's Nest. Go to the Masuoleum that has a chest in front. There's another riddle inside. Go in and take the Journal you find to Oleff. Your final reward is another 3 points towards good, 200 GP and an Amulet of Will +3. Related/Alternate Quests: None ----------+Peninsula+---------- For between 60 and 70 XP each, you can rescue a couple civilians in the Peninsula, by taking them to the gate. You can find a plague victim corpse pile or two here. Burn them for 25 XP each. Quest: Peninsula: The Tanglebrook Estate Who/Where: Tanglebrook Estate, Northwest end of Peninsula district, behind prison. XP: 0 Gold: 0 Other: None What: Go to the Tanglebrook Estate. Look under the welcome mat for the key. Go in and go into the basement. This path will lead you into the prison by secret entrance. Related/Alternate Quests: The Prison Key Quest: Peninsula: The Prison Key Who/Where: Either Sedos Sebile (South Western end of Peninsula) or Sewers (South of Prison) XP: 0 Gold: 0 Other: None What: Go into the Sewers and defeat the Gang Leader and his cronies to get the Prison Key. You need this to enter the prison through the front door. No, really. Related/Alternate Quests: The Tanglebrook Estate --------+Beggar's Nest+-------- You can find a plague victim corpse pile or two here. Burn them for 25 XP each. Quest: Beggar's Nest: Missing Guard (Side Quest) Who/Where: Captain Ergus, upon entering the Beggar's Nest. XP: 50 Gold: 0 Other: None What: Ergus will inform you about his missing guard, Walters. While you are under the Warehouse, and have finished killing Drawl, speak with Walters. Your reward is 50 XP. Related/Alternate Quests: None Quest: Beggar's Nest: Aldo and Hector (Side Quest) Who/Where: Aldo, center of the Beggar's Nest. XP: 100 Gold: 0 Other: None What: Aldo will calmly tell you about his plight with the wheel of his wagon. Offer to look for Hector. Go to the southeastern end of the Beggar's Nest, and go into the building that has a sign outside that reads: Thomas Wheelwright Wagon Repair. Inside, talk to Hector and let him follow you back to Aldo. Your reward is 100 XP. Related/Alternate Quests: None Quest: Beggar's Nest: Undead Infestation Who/Where: Harben Ashensmith, Shining Serpent. XP: 200 Gold: 500 GP Other: Amulet of Natural Armor +2 What: You will need to venture under the Warehouse and fight Gulnan in the Warrens of the Damned under the graveyard. Picking up the heart gives you 200 XP. Turn it into Aribeth to continue The Wailing and the Waterdhavians quest. Talking to Harben after the quest is completed will give you an additional reward of 500 GP and an Amulet of Natural Armor +2. Related/Alternate Quests: None Quest: Beggar's Nest: Find Krestal Who/Where: Drake, Shining Serpent. XP: 0 Gold: 0 Other: None What: Go into the Barricaded home near the center of the Beggar's Nest. Fight the zombies and go up the steps. Fight another zombie, and speak to Krestal. No reward. Related/Alternate Quests: Find Jemanie Quest: Beggar's Nest: Find Jemanie (Side Quest) Who/Where: Drake, Shining Serpant. XP: 0 Gold: 0 Other: None What: Far west Beggar's Nest. Check the northern "Barricaded home". No reward. Related/Alternate Quests: Find Krestal Quest: Beggar's Nest: Sword Coast Boys Who/Where: Krestal, Beggar's Nest. XP: 0 Gold: 0 Other: None What: Krestal tells you about the Sword Coast Boys, and of Drawl. Head to the Warehouse when you think you're good to go. Killing Gulnan will complete the quest. Related/Alternate Quests: Find Krestal Quest: Beggar's Nest: A Missing Brother (Side Quest) Who/Where: Jemanie, Beggar's Nest. XP: 100 Gold: 0 Other: Torin's Ring What: Jemanie tells you of his brother, Torin. (Be sure to talk to Jemanie, and get the wardstone from him. Use it to get into the "Strange Building"). While in the Warrens of the Damned, you will find the Corpse of Torin. Take the ring from the corpse, and give it to Jemanie. Reward of 100 XP, and you get Torin's Ring back. No idea of what use it is. Related/Alternate Quests: Find Jemanie Quest: Beggar's Nest: A Strange Cult (Side Quest) Who/Where: Jemanie, Beggar's Nest. XP: 0 Gold: 0 Other: None What: Jemanie informs you of the cult that his brother joined. You can further this quest by finding Jared's journal in the room that you let him out of. (Kyrexus: Personally, I'd kill him as he leaves... do the whole city a favor! ^_-) Killing Gulnan completes the quest Related/Alternate Quests: Find Jemanie Quest: Beggar's Nest: A Lost Soul (Side Quest) Who/Where: Bertrand Penhold, Temple of Helm. XP: 150 Gold: 400 Other: None What: Locate the body of Marcus Penhold. Retrieve the staff and journal from his body, and give them to Bertrand. The Journal fetches 50 XP, while the staff gives 100. Giving them to him will shift your alignment 3 points towards good, and gives you 400 GP. Related/Alternate Quests: None Quest: Hints of Conspiracy (Side Quest) Who/Where: 4 Hired Thugs, generally in South-center Beggar's Nest. Pick up note. XP: 50 Gold: 250 Other: None What: Take the note to Aribeth. She will tell you to take it to Fenthick. Turning in the note gets you 50 XP and 250 GP. Related/Alternate Quests: None ----------+Blacklake+---------- Quest: Blacklake: Trouble in No-Man's-Land (Side Quest) Who/Where: Cendran, upon enterance to Blacklake: No-Man's-Land. XP: 100 Gold: 0 Other: None What: Cendran will tell you about the half-orc Loxar, who is capitalizing on the chaos in No-Man's-Land. He is located in a burnt down building along the way. Kill him and take his head to Cendran. Your reward is 100 XP, and your alignment will shift 3 points towards good. Related/Alternate Quests: None Quest: Hints of Cult Activity (Side Quest) Who/Where: Mysterious Assailant(s), near enterance to Blacklake in No-Man's-Land. XP: 50 Gold: 250 Other: None What: Kill them and take the letter to Fenthick, just as you did before. Your reward is 250 GP and 50 XP. Related/Alternate Quests: None Quest: Blacklake: Samuel's Rescue (Side Quest) Who/Where: Thurin, Board Laid Bare, Blacklake. XP: 225 Gold: 300 Other: None What: Thurin will tell you of his lost soldier. Rescue him from Meldanen's prison to get 100 XP. Speaking to Thurin after Samuel leaves the tower will get you 125 XP and 300 GP. Related/Alternate Quests: None Quest: Blacklake: Unrest Who/Where: Formosa, Blacklake. XP: 0 Gold: 0 Other: Periapt of Wisdom +1 What: Formosa will inform you about the sorcerer, Meldanen. You will need to get into his estate. Either you can bust down the door by killing his guards, or speak with Milly, and take the Meldanen Estate Entrance quest. Once you have the key, take it to Formosa. If you killed Meldanen, turn in the silver tooth. Your reward is a Periapt of Wisdom +1. Related/Alternate Quests: None Quest: Blacklake: Meldanen Estate Entrance Who/Where: Milly, Blacklake. XP: 0 Gold: 0 Other: None What: Milly, the wandering cleaning lady, will tell you she once visited the sorcerer, Meldanen. She gives you the key to her house so you can use the portal in the back room. After you enter Meldanen's house, the quest will be completed. No reward. Related/Alternate Quests: None Quest: Blacklake: Tensions Rising Who/Where: Meldanen, his estate, Blacklake. XP: 320 Gold: 0 Other: None What: You will get the Master Key from Meldanen, as well as 120 XP. Use the key to free the dryad. Freeing the dryad will give you the Lock of Dryad Hair, and 200 XP. Take the key to Formosa, to complete the Unrest quest. Then, take the Lock of Dryad Hair to Aribeth to continue The Wailing and the Waterdhavians quest. Related/Alternate Quests: None ------------+Docks+------------ One Plague Victim Pyre can be found here. Burn it for 25 XP. Since the Docks do not have any specific quest to follow to do what you need, follow these instructions: On the west side of the Docks, a band of Bloodpirates guard their ship. Kill them and take a uniform. (This is also where you can get the item to complete Daelan's Tale.) Pick up any smuggler's coins if you want, while you are killing Thugs. Go to the Seedy Tavern wearing the Bloodpirate Uniform, and speak to the Auctioneer in the back corner to trade the coins for slightly above average items. Quest: Docks: The Masterson Amulet (Side Quest) Who/Where: Hemmel Masterson, Docks. XP: 150 Gold: 400 Other: None What: Hemmel Masterson, located in the southern center of the Docks will tell you he gave an amulet to Callik. Later, you will find Callik, who has the amulet on him. Return it to Hemmel. You will get 400 GP for your kindness, and 150 XP to boot. Your alignment may shift 3 points towards good. Related/Alternate Quests: None Quest: Docks: Trouble in the District Who/Where: Seedy Tavern, Docks. XP: 200 Gold: 0 Other: None What: Entering the Seedy Tavern will begin this quest. Speak with the half-orc, Jalek. Get into a drinking contest with him that requires a nice constitution. (Drink an Endurance potion to increase your chances.) After the interesting public display, speak with the man standing beside him. Take the key, and go to the back room and speak with the chef. Persuade him to enter. Go down the steps. You will get an amulet after speaking to a woman named Dara'nei that wa being interrogated. Use that amulet as a key for a door in the Silver Sails Trading Post. Venture through to find Callik and Vengaul arguing. After a brief battle, you'll locate the Cockatrice Feather. Picking it up will give you 200 XP. Related/Alternate Quests: None --------+Miscellaneous+-------- Quest: Hints of Traitorous Intent (Side Quest) Who/Where: Anywhere XP: 50 Gold: 250 Other: None What: Eventually, several Hired Assassins will jump you. Kill them and turn in the note to Fentchick as usual. Reward is 50 XP, and 250 GP. Related/Alternate Quests: None Quest: Linu's Tale (Side Quest) Who/Where: Linu, Anywhere (Level 6 Required) XP: 100 Gold: 0 Other: Pendant of the Elf +1 What: Linu will tell you that she needs to find the Moonbow Chalice. You can find it in a chest of drawers in Meldanen's Estate. Give it to Linu for 100 XP, and a Pendant of the Elf +1. Related/Alternate Quests: None Quest: Daelan's Tale (Side Quest) Who/Where: Daelan, Anywhere (Level 6 Required) XP: 100 Gold: 0 Other: Amulet of the Red Tiger Tribe +1 What: Daelan will tell you he needs to find his mother's brooch, so that his dream quests may continue. Fight the blood pirates in the Docks area. The brooch can be found in a chest on their ship. Give it to Daelan for a reward of 100 XP and an Amulet of the Red Tiger Tribe +1. Related/Alternate Quests: None Quest: Tomi's Tale (Side Quest) XP: 100 Gold: 0 Other: Ring of the Rogue +1 What: Tomi's amusing tale will lead you to the Beggar's Nest. In the wagon shop where you find Hector, in a bookcase behind the counter, you can find a set of Official Documents. Give them to Tomi for 100 XP and a Ring of the Rogue +1. Related/Alternate Quests: None Quest: Boddyknock's Tale (Side Quest) Who/Where: Boddyknock, Anywhere (Level 6 Required) XP: 100 Gold: 0 Other: Latanese Ring +1 What: Boddyknock's quest in Neverwinter has you searching for a way to make bread. (Yes, bread.) Find the recipe in the southern-most Barricaded home on the far western side of the Beggar's Nest. Give it to him for 100 XP and a Lantanese Ring +1. Related/Alternate Quests: None Quest: Grimgnaw's Tale (Side Quest) Who/Where: Grimgnaw, Anywhere (Level 6 Required) XP: 100 Gold: 0 Other: Amulet of the Long Death +1 What: Grimgnaw's tale is of his recruitment into the Order of the Long Death. He informs you that he is in search of an escaped initiate that wears a unique and easily identifiable ring. The ring can be found in a house in Blacklake's No-Man's-Land, near the entrance towards the area where the Gate Captain is located. Look for the house with a Wagon by the door. Grimgnaw will give you an Amulet of the Long Death +1, and you will get 100 XP for completing the quest. Related/Alternate Quests: None Quest: Sharwyn's Tale (Side Quest) Who/Where: Sharwyn, Anywhere (Level 6 Required) XP: 100 Gold: 0 Other: What: Sharwyn asks you to help her find a potion to cure a disease her mother has. You can find the Celestial Elixir in the Tanglebrook Estate. In the hall where you have an option of going downstairs, or into a room on the same floor, take the room on the same floor. On the Alchemist's Apparatus, you can find what you need. Give it to Sharwyn for 100 XP and a Belt of the Performer +1. Related/Alternate Quests: None ++-----------Section VI-----------++ || CHAPTER 1 END / HELMITE TEMPLE || ++--------------------------------++ -------+A. Ritual Chamber+------- Quest: The Cure at Last Who/Where: Oleff, Ritual Chamber. XP: 0 Gold: 0 Other: None What: Oleff will come and speak with you as soon as you appear in the ritual chamber. Go into the main room and speak with the "big 4". After that, they will begin the ceremony. Enjoy the peace, as it doesn't last long. Enter the portal after the dust settles. Related/Alternate Quests: None ---------+B. Helm's Hold+--------- Enter via the main entrance. By the gate to get into the hold, you can find a corpse. The corpse has a gem which you can put into the altar inside the Hold. Placing this gem will provide you the help of the 4 constructs floating in the room. You will also get some XP for this. Quest: Sins of a Traitor Who/Where: Dumal, Helm's Hold. XP: 0 Gold: 0 Other: None What: Speaking with Dumal in the prison section of Helm's Hold, you'll learn that the Hold was infiltrated by spies. Make your way through the main temple. After climbing a couple flights of steps, you will come across Desther and a "few" rotting friends. Desther will surrender relatively early, and talk to him to take him back to Neverwinter... On to Chapter 2! Related/Alternate Quests: None Quest: A Devil's Deal Who/Where: Chaohinon of the Void, Helm's Hold. XP: 750 Gold: 0 Other: None What: Chaohinon of the Void will ask you to complete the Helmites' ritual, so that he may run free. If you can find the Black Grimoire, you can activate the altar, and decide whether to complete the ritual or to banish the demon. If you banish the demon, you will get 375 XP. Later, you can find a Book of Helm. Take it to the altar, and reinstate the Guardian of Helm. You can ask for insight into events, which simply allows you to ask questions about what he sees in the future, an Elven Court Bow, a Ring of Elemental Resistance (15/- to all resists), or he can enchant you for a short time with some incredible (and temporary) stat boosters. You will get another 375 XP, regardless of choice. Related/Alternate Quests: None ++-Section VII-++ || CHAPTER 2 || ++-------------++ (Coming soon!) ++------Section VIII------++ || CHAPTER 2 END / LUSKAN || ++------------------------++ (Coming soon!) ++-Section IX-++ || CHAPTER 3 || ++-------------++ (Coming soon!) ++-Section X-++ || CHAPTER 4 || ++-----------++ (Coming soon!) ++--Section XI--++ || LEGAL STUFF || ++---------------++ This FAQ/Walkthrough is copyright of Dan AKA "Cheeta" and Edward AKA "Kyrexus" as of July 20th, 2002. Until further notice, the ONLY site that this FAQ/Walkthrough is to be on, is GameFAQs. Please report any public sites that have this FAQ listed without authorization. The only sites authorized to have this FAQ posted will be listed as it is updated. If you wish to add this FAQ to your site, email the main writer Kyrexus, at kyrexdragell@comcast.net, or Cheeta at Cheeta@epix.net. If you have any questions, comments, suggestions, or constructive criticism, send it to kyrexdragell@comcast.net or Cheeta@epix.net. Hate mail, spam, and anything else annoying and useless goes to Bother@Do.Not. Credit for helpful information will be given here, and with the information provided in its place in the FAQ. Thank you, and enjoy the FAQ! ------------------------------------------------------------------------------- |
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