Neverwinter Nights Walkthrough :
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Walkthrough - FAQ/Walkthrough
**** ** ***** ** ** **** ****** ** ** ** ** ** ** ** * * ** ** ** ** ** ** ** ****** ** ** ** **** ** ** *** * * ** ** ** ** ** ** ** * * ** **** ** ** ** ** * * ** ** ***** ***** **** * * ** ** **** **** ** **** **** ****** ** ** ** ** ** ** ** ** * * ** ** ** ** ** ** ** ** ** ****** ** **** ** ** ** ** ** ** *** * * ** ** ** ** ** ** ** ** ** ** * * **** **** ** ** **** ** ** * * ** ** **** ** ** ** **** * * **** ** **** ******* ** ** **** ***** * ** ** ** ** * ** ** ** * * ** ** ** ** * ** ** ** * * ** ** ** ** * *** ******* ** ***** * ** ** ** ** * * ** ** ** * * ** **** ** * * ** ** ** * *** ** ** **** ******* ** ** ** ***** *** ____________________________________________________________________ Neverwinter Nights FAQ/Walkthrough Version 3.1-7/20/02 Written by Dejime Contact at email@example.com I now have a new website-go to www.nevwinternights.cjb.net to check it out! My web site will be the first to have updates! NOTE: I'm sorry all, I was on vacation, so there wasn't much in the way of updating. Don't worry, though, I got plenty done while I was gone! ____________________________________________________________________ A: Copyright notice: Copyright (c) Dejime 2002 No part of this faq/walkthrough may be used in any way, by anybody. If you would like to use something described below, e-mail me and I will probably give you permission. This FAQ is also posted, with my permission, on several websites, including www.nevwinternights.cjb.net www.angelfire.com/d20/nwn/index.html www.gamefaqs.com www.ggmania.com www.neoseeker.com www.sorcerers.net/index.shtml www.goldfiles.com If you'd like my FAQ to be on your website, please e-mail me as these people did! ____________________________________________________________________ B: Versions: 3.1(7/20/02): Minor changes to Chapter 2, kept on going with the LONG charwood quest. 3.0(7/15/02): Finished Chapter 1 (ALL) finished Chapter 2 quests (major) and started (minor) Chapter 2 quests! 2.5(7/06/02): Fixed some problems with the minor quests 2.4(7/05/02): Finished part D, started E 2.3(7/04/02): Continued work on part D quests 2.2(7/03/02): Finished major quest of part D, started working on minor quests (not in update) updated other quests from parts A-C that people helped me with! Thanks all that helped! 2.1(7/02/02): Finished Part C of Chapter 1, started part D 2.0(7/01/02): Added Chap. 1 Walkthrough's parts A-(most of)C, got rid of stupid black lines (for the most part) 1.0(6/29/02): Added Prologue Walkthrough, updated Intro. .3(6/27/02): Added Character Creation .1(6/26/02): Intro, Important things to remember added, Copyright notice made. More coming soon. ____________________________________________________________________ I-Introduction: First of all, this is my first actual FAQ guide for GameFAQs. I tried working with several other games, mostly RPG's, but Neverwinter Nights is so good I had to do one. Also-if you don't like plot spoilers, sorry, but sometimes you just can't avoid them. I'll try my best to keep them out of the guide. The contents of most chests are random, so I will try to keep them as correct as possible, but I can't have all the treasures. If you think that this guide needs to be revised, or noticed a key issue not mentioned, e- mail me. Please, if this includes help or info on a quest, name the Chapter and Part, and the quest #. This will help me tremendously! This does not include English or spelling errors! I will give anyone who helps credit on the FAQ. All help is greatly appreciated, but just outright dissing of this guide is not helpful, and will not be tolerated! Okay-let's move on. ____________________________________________________________________ II-Important things to remember throughout the game: * Use your map! It is probably one of the most important tools in the game. Blue squares are doors, and green diamonds are people in your party. This is especially useful online. * Set most of your weapons/abilities/important items/spells to your hotkeys! Just click-drag for weapons, armor, and spells. For abilities, just right-click on the slot you wish the ability to be in, click set ability, and choose the one you want! You have 24 of them-your usual 8, then another 8 if you hold down CTRL, and another 8 if you hold down shift! Take advantage of your dual-classing! When you go up a level, simply select another class-and you will gain their abilities! If you are getting killed easily-get a level or two in cleric! If those pesky traps are bugging you-be a rogue! (I recommend that highly) * Choose mercenaries wisely! I suggest Tomi Undergallows (rogue) for at least a little while if you aren't a rogue yourself. If you are a fighter or barbarian that dualled over to rogue, you might want a sorcerer or a cleric. * Before opening chests or suspicious doors, go to Stealth mode. It allows you to see traps easier, so you can avoid them or disable them. * SAVE AND REST regularly! There are plenty of traps and enemies that can kill you in a snap! You can respawn in Neverwinter Nights (henceforth known as NWN), but you lose 10% of your gold, and 50 XP points per level. That may not be such a big thing, but if you had just saved, you could go back to that save. * Use your Journal if you forget about quests * Read what other characters say to you! What they say might not always be put in your Journal, but it does hint at where you might find other quests! If you think you will forget, put it in your notes section of your Journal. * Use the shortcuts often: * Pause-Spacebar * Character Sheet(used for level-ups)-C Inventory-I Journal-J Map-M Rest-R See treasures and people-TAB(when you press tab, all objects glow Use these often, and you'll do well-takes less time, and in a fight, that means everything! ____________________________________________________________________ III-Creating your character: Here it is-the most important factor in the game-your character. Of course, you could choose from one of the lovely premade characters, but you'll better understand what your character can do if you create him/her yourself. 1) What gender would you like your character to be? It doesn't really matter, it only decides who people address you as (ex: Woman, man) 2) What race would you like your character to be? This matters, depending on what class you want your character to be. If your character multi-classes, you will suffer a XP penalty unless you have one of these characters: Race: Class: Human Any Dwarf Fighter Elf Wizard Gnome Wizard Half-Elf Any Half-Orc Barbarian Halfling Rogue Basically, I prefer humans because they get extra skill points at every level up-and another "feat" at first level. If you're going to be a wizard-I like being an elf. Everyone else seems to have a great disadvantage of some sort. 3) What class would you like your character to be? This is a matter of opinion, but I really enjoy being a sorcerer. You don't have to memorize spells like the wizard, and you have some more hp. The major problem is that you don't learn spells very fast. The fighter is also nice, as is the ranger. Again, this choice can be "corrected" later if you multi-class. I don't like bards, but that's just me. If you're confused, read the game manual. It will tell you everything you would like to know. 4) What alignment would you like your character to be? This matters, somewhat. I like chaotic good, but that's just my personal fav. 5) What ability scores would you like your character to have? This is tough to decide upon. So many things to choose from, not enough points to go around. MAKE SURE that your intelligence is at least 9-if it's below that, you character can't speak properly. Keep strength high for fighters, barbarians, monks, and rangers, because they rely on it. Dexterity has to be high for monk, wizard, and sorcerer, because they don't have any armor, so they need to dodge. Constitution is hp, not that important, considering what you need. Intelligence is definitely important for wizards-high as you can if you're a wizard. Wisdom is important for druids and clerics-keep it high if you're one of those two. Otherwise a couple of points will suffice. Charisma is important for sorcerers, paladins, and bards. Keep that high if you are one of those, again. 6) Would you like a package, or would you like to customize your character yourself? Again, I really like doing my own character myself, simply because you understand their abilities. If you design your own character, I suggest you read up on all the abilities and "feats". Put up points on "class skills" as they only cost you 1 point; all others cost you 2 points. If anything above is confusing, check your game manual, but I tried to word it better than they did. Finish up everything else-and let's get on with the game! ____________________________________________________________________ IV: Prologue: The opening movie shows that the City of Neverwinter is in trouble from a great plague. It is up to you and several other adventures to find a cure for this plague, known as the Wailing Death. You start in a barracks, unequipped. Take a moment to figure out your equipment and set your hotkeys. Walk outside and talk to Pavel. He'll give you some more background information on the Wailing Death, and talk to you a bit. Explore the rooms around you, and take the contents of their chests. Use the TAB key to see where they are. Then, talk to Pavel's brother Bim. He explains about how the game works, and runs you through some tutorials. Finish those, and walk through the door. In the next room, there's Olgerd. He'll give you tutorial on your inventory and shops, and then sell you some things. Whatever, you do, DON'T buy a missile weapon of any sort-you can pick them up for free soon! (ex: crossbow, short/long bows, slings) Buy some better weapons if you like, and then move on. Explore the next few rooms on your own, until you come to a large room. This is the room for melee and missile weapon tests. Talk to the instructors and complete their tasks for you. If you are a monk/ranger/paladin/barbarian/fighter, you MUST complete these. If you are any other class, you don't necessarily *have* to, but it's nice. At least pick up a missile weapon from the weapon rack. If you don't have to take a combat test, you have to take another test. Sorcerers/bards/wizards have to take an arcane magic test, Clerics and Druids have to take a Divine magic test, and Rogues have to complete their special training. All are down a narrow hallway branching off of the combat hallway. Once you finish your specific test, go down that narrow hallway and through the door at the end. Inside, you will meet with Lady Aribeth, one of the people put in charge of finding a cure. She'll start to talk to you, but then the Academy comes under attack! Attack those enemies closest to you, but even if you don't, the friendlies in the room will take them out. Lady Aribeth "needs to speak with you" and talk to her. She has you go defend the Waterdhavian creatures that should produce a cure. Get out of the room. You'll run into a mage. Attack him, and he'll summon some Weak Goblins. You should defeat them easily. Go through the large door on your right. For the next several rooms, you will do battle with Mages and their Weak Goblins. Take them out, and make sure you search the chests and such for treasure. Equip as you see fit. After a room or two, Pavel will join up with you. His brother is dead. This will give you good experience in having a henchman. You can talk to him to change his tactics, or leave him to do what he wants. Continue through the Academy. You don't need to go into every room, but if you want more exp. and $, go into all of them. You'll run into a room with Geldar. He'll give you a level up and teach you how to level up. After you level up, go through the south door. Go down the long hallway, exploring rooms as you see fit. Take a right and continue clearing out the hallway. Clear out the side rooms if you wish, but go through the center door. Rest here, because you're probably weak unless you're a fighter type(by this, I mean strong physical attacks-med. armor. In the large room, there are several goblins and skeletons. Ignore them and rush for the Mage in the corner, else his spells will pummel you while you take out the skeletons. Pavel should be able to keep the skeletons/goblins off of you until you kill the Mage. Rest/Save again. When you enter the Stables, you will see chaos. Two friendlies are battling Goblin Elites while the Waterdhavian creatures escape. That's not good. After the carnage is done, talk to them. Dethsick talks about how they were too late, and how he must clean up after Aribeth's careless loss of the cure. Pavel will then ask to talk to you, upon which, he leaves. Apparently he's too cowardly. Talk to Fenthick, who explains what must be done. He gives you a level-up. Take it-and then walk through the door. (Unless you are a spell- caster or you choose to have a rogue henchman, I suggest you dual over to a rogue, and get some ability points in pick locks and disarm trap) *End of Prelude* ____________________________________________________________________ ___ V-Chapter 1: Part A-City Core: You start out in a room with Fenthick and Desther (remember them?) in the Temple of Tyr in Neverwinter. This is where you can get healing, weapons/armor/items, and complete most of your quests for Chapter 1. Talk to Fenthick-and continue into the next room, where you will talk to Aribeth. She'll talk about what you have to do: Retrieve the 4 Waterdhavian creatures from the City of Neverwinter. Luckily, you have me! She gives you the Stone of Recall, quite possibly the best item in the game. To use it, go to your inventory, right-click it and select use. This will instantly teleport you back to the Temple of Tyr at any time. Very useful when you are poisoned, diseased, or would like to complete a quest by talking to Aribeth or Fenthick. "CLASS" QUEST #1: Lord Never's Tomb: This is your first quest. After you talk to Aribeth, go through the northern door (use your map) and talk to Oleff. If you are a Monk, Cleric, or Paladin, Oleff will ask you to recover some artifacts that may indicate where Lord Never (the founder of the city of Neverwinter) rests forever (he's dead!) If you aren't one of those "holy" classes, you can use Persuasion to get him to ask you to do the same. If your Persuasion skill isn't high, try it over and over again. (This quest continues in Part B: Peninsula District, with more info on what to do) QUEST #1: Stop the Prison Riot: On your way out of the Temple, Tomi Undergallows will talk to you and ask to be your henchman. Personally, I really enjoy having a rogue along, because I don't like having to waste points on Disable Trap and Pick Locks. If you aren't a Rogue, or would not like to use about half your levels on Rogue, take him along, at least for Chapter One. Walk out of the Temple of Tyr, where you will be confronted by Bethany, who asks you to stop a prison riot in the Peninsula district. Say yes, and you have another quest! If you didn't pick Tomi, you might want to go to the Trade of Blades and hire a henchman. These are VERY important. While you're in there, take Class quest #2! "CLASS" QUEST #2: The Gauntlet: In the Trade of Blades, talk to Graxx and ask him where the action is. He'll look at you. If you're a Fighter, Ranger, Paladin, or Barbarian, he'll talk to you about the Gauntlet. Again, the Persuade skill could get any other class to get this quest as well. The Gauntlet is a fighting "dojo" in the Blacklake District. Buy a pass from Graxx, and when you get to the Board Laid Bare tavern in Blacklake, you'll get started. "CLASS" QUEST #3: Join the Cloaktower Guild: This, again, is a class quest. Only Sorcerers and Wizards can take part in this quest. This time, no other classes can do these quests even with Persuasion. (Which is odd, most Class quests work like that) Go to the Cloaktower, and they'll give you this quest: You have to go look for artifacts in "laboratories" all over Neverwinter. You receive Eldora's Key, which lets you gain access to these laboratories. There's a laboratory in each of the districts (isn't that nice!) so you'll have to complete them all. (Quest continued in Part B: Peninsula District, where I'll tell you where the first laboratory is.) "CLASS" QUEST #4: Rescue animals from the zoo: Jeez, a lot of class quests here. You'll find a Druid by the big tree south of the Temple of Tyr. This time, Druids and Rangers are asked to help. Although, like most of the earlier Class quests, your persuade skill will get you the same results. The Druid wants you to free four animals from the zoo in Blacklake. He'll give you some items-keep them, and I'll tell you more once you get to Blacklake. "CLASS" QUEST #5: Steal artifacts for Ophala: Go to the Moonstone Mask. You'll find out pretty quickly what it is... stopping there. Talk to Ophala, and she'll ask Rogues to steal 3 rare pieces of art from some wealthy nobles in the Blacklake District and the Docks District. If you desire a "companion", you have to talk to her, go back to Oleff in the Temple of Tyr, where he will certify you plague-free. Go back to the Moonstone Mask, talk to Ophala again, buy a Pass coin, and head upstairs where your "companion" awaits. Nothing actually threatens the rating here, so don't freak out here or something. Actually, you do get quests from these, but they are so minor that I'm not going to mention them for the time being. It doesn't really matter what order you do the 4 districts in, and the monsters are about as strong, as well as the bosses, but I still suggest you go to the Peninsula District first, although it really doesn't matter-but I'm just simply going to cover the Peninsula District first. ____________________________________________________________________ Part B-The Peninsula District: There's a lot of things to do here, and not a lot of time, especially for those lazy gamers, so I'm going to start off with the quests that are required for the game to progress. QUEST: Stop the prison riot: There are many ways to do this. First off, talk to the guard once you enter the Peninsula District. He'll tell you to go talk to the militia leader in the Peninsula District. She's in the Southeast part of town. Kill the escaped prisoners along the way. You can also torch the "plague victim pyres" using your torch for 25 XP! Once you get there, the leader says that there is a prisoner that is holding the key to the front door of the prison! Just great, you get to hunt down every lousy prisoner to find out which one has it! Or, simply, you can go in through the Tanglebrook Estate. Lady Tanglebrook's gardener tells you that you can get in via the estate, and that the key is underneath the mat. (thanks to Peter F. for the info!) Walk in, and you'll find some Stink Beetles, which are easy as long as you take them out at long range. There's a door almost straight across from the entrance, it's trapped, so be careful. After you're done taking all of Lady Tanglebrook's stuff (make sure you pick up the celestial elixir, you'll really need it later!!!), go ahead and open the door to the giant chessboard. Watch out, many of the squares are trapped, so if you don't have Tomi, and you don't have any Rogue abilities, tough luck, kid. Be careful and watch your step (Watch your henchman's step, too-they aren't too smart about this kind of stuff) Make sure you steal Lady Tanglebrook's Two- Bladed Sword +1 (If you don't have Weapon Proficiency-exotic, you can't use it, but it's an excellent weapon, so I suggest that you either get that weap. Prof., or you sell it for a whole lot of $) Go across the chessboard, and through the door into the Prison's Main Level. Depending on which way you came in, you will start in two different places, but it's easy to get to where you need to go. Try to work your way to the SE corner where there is a trapped room (the trap's on the door) with the Storeroom key inside. You can loot the cells if you want, but they aren't worth much. Save and rest before you go into the main room in the center. There are many Escaped prisoners that are much tougher now, and an Escaped Sorcerer that's really tough if you don't take him out first. Rush past the prisoners and assault the sorcerer head-on. Take him out, and hope that the prisoners don't take you out. There's a switch in the room. There are also many chests. The one in the corner is trapped, and the ones in the middle are locked heavily. Tomi the Rogue is looking really good right now! After you throw the switch and loot the treasure, save, rest and go through the eastern door that leads into the Prison Pits. The Pits aren't a fun place, it's basically a maze. The all lead to a large room in the NW. SAVE AND REST! Before you go in, I suggest you change your henchman's tactics to long-range weapons if you're a fighter class (fighter class being paladin, fighter, barbarian, or ranger). When you go in, the Head Gaoler tells his crony, Fenkt, to take you out. He's a high-level fighter, so if you are a fighter- class, go head-to-head and use your parry skill to its full extent while your henchman wails on him w/long range weapons. After a while, he gives up. Rest and save, and get ready to take on the Head Gaoler who rests in the very next room! If you have a strong henchman, I suggest that once you get in, you talk to all the guards and persuade them to leave (note: if you don't, the gaoler will take their bodies and fight you with them, so you want to do this) If you don't have a strong henchman, then take out the Gaoler first, and when he takes over one guard, run around and get the others to leave. Anyways, once the Gaoler is defeated and all the guards are either dead or gone, the Intellect Devourer will pop right out and attack you. (If you're weak, I suggest you use the Stone of Recall to get out of there to heal, and then come back to finish the Intellect Devourer off.) Once the Intellect Devourer is dead, take his brain (it's laying on the ground where he died) and search the chests. One of them will give you a nice weapon if you have Weapon Focus (usually only fighter-types have them) but if you don't, you get a lousy Club(+1, I think). Get out of there, and head back to militia headquarters and show the leader the devourer's brain for 100 XP and 300 GP. Then go to Aribeth (just use the Stone of Recall) and show her it. She'll give you another whopping 500 GP. Go outside, and tell Bethany, whom you got this quest from in the first place, that she can go home, you get a 3-point good alignment shift. CLASS QUEST #1: Join the Cloaktower Guild (continued): These little things are so easy-go to the NE part of the Peninsula district and defeat the Earth Mephit inside the house. You will receive the Bit of Clay, the first part. CLASS QUEST #2: Lord Never's Tomb (continued): There is a building in the eastern row of houses (about halfway up). Go inside, get downstairs. Briley will talk to you about the quest for his tomb so far-check the chest in the room for 3 Ceremonial items needed for later in the quest, and the first of four clues, the Halueth's Tomb Logbook. You can take the Logbook back to Oleff for 200 GP for now. ____________________________________________________________________ Part C: Beggar's Nest: Again, it really doesn't matter what order you do these in, but I suggest this one, especially if you're a cleric or if you have a cleric henchman. The reason is, basically, there's undead all over, so "turn undead" is VERY useful here. QUEST: Clear out the undead: Again, there's two ways to do this. If you love beating a game to its fullest, or you just need XP badly, I suggest you do both. Talk to the guard captain just inside the gate (again) and he'll direct you to the Shining Serpent. It's just east of the gate-although you have to work your way around some buildings to get there. Inside, talk to Harben, where he will give you about a million quests. First off, he'll talk to you about the strange cult in the area, and the Sword Coast boys. (the two ways in) Then, he'll talk about a missing guard (Missing Guard Quest, will complete in this quest, won't mention below) He'll also talk about Krestal and Jemanie. These people are important, and I believe that talking to them is necessary to advance the plot and the game, although I'm not sure, really. Krestal's house is on the East side of town, in the center, and Jemanie's house is on the west, in the center. Talk to both. When you talk to Jemanie, make sure he gives you the Estate Ward Stone (Use multiple lines of dialogue until he gives it to you) Choose which way you would like to get into the Underground Crypt, through the cult, or through the Warehouse. I think the Cult is easier, but I'm covering both ways. The cult way is easy. Go to Jemanie's house, if you aren't already there, and go north, avoiding buildings. You'll come to a huge house. Open the door, and a voice will ask you if you follow the serpent. Say yes, and if you have the Estate Stone, you'll be able to get inside. Inside, some Cultists will attack you. I think they're hard, but that's just me. Go left into the second room. Several cultists are summoning something, but they'll attack you one or two at a time, while the others continue the summoning. You can't stop the summoning, but they only summon a lousy imp. It's much easier then them, even. Save, rest, and go into the room in the NE, kind of. You'll be attacked by a Snake Cult Leader, and he's really easy. Just take him out, and take the stairway into the Underground Crypt if you aren't going to go on to the Warehouse. If you would like to take the Warehouse way, it's in the northern central area. The large, winding pathway is filled with easy zombies. Then save, rest, and continue on into the next room. The Sword Coast Boy is tough. He's too high of a level to use Turn Undead effectively, and he absorbs about 80 physical damage until you can actually hurt the guy. And even then, he has even more than 100 hp! His double weapons are tough, so be prepared for a long fight. Save, rest and move on again. You'll finally meet up with Drawl. He, too, has damage absorption, and he also absorbs half of slashing weapons (swords, axes) If you have a sword, or something like it-grab a club +1 from the wpn. rack near a wall and take it to him. Once Drawl is dead, release Walters, who is the missing guard, and let him leave. If you go back to the Shining Serpent later, you can get a reward. Head on down into the Underground Crypt if you're ready. Again, whichever way you took to get into the Underground crypt, you'll end up in the same place; it's symmetrical. Most of the monsters are easy, but be careful once you work your way toward the center. There's a trap on the ground, and a very tough Dire Spider inside. Fighter-types will have a VERY tough time with this guy-he poisons you awfully fast, which leaves your attack, defense, etc. down for the rest of the fight. Anyway, once you finish, go up the stairs past the Dire Spider into the Great Graveyard. Here, lots of easy zombies will try to turn you into mush (emphasis on "try"). There are two "houses" here, one holds a clue to the Lord Never's Tomb Quest (see below) and the other one leads you to the second Neverwinter creature. This place has lots of places to look around with, and it's really confusing, but I'll try to explain it as best as possible. First off, go through the first room until you come to a 3-way fork. Take a right, and continue into a large room. Go through the doorway on the eastern side of this room, and then head through the north door. You'll come to Torin's body. On it you'll find Torin's Ring (take it to Jemanie for a reward) and a key required for several things. Head back the way you came all the way to the 3-way fork in the ccenter. Take the northern fork. Be careful when you open the Sarcophagus, for even though it carries some excellent armor (Armor of Comfort) the second you take it from the sarcophagus, a mummy appears, not fun to deal with. Take him out. Be wary of Mummy Rot, will keep you weak for a long time! If you are affected by it, use the Stone of Recall to have Aribeth heal you. Once the Mummy is dead, take the Armor of Comfort if you haven't already and take the chests. (note: the 3 chests in the northern part of the room are trapped and have high locks (DC of 30) so you might need Tomi (the rogue) for these. Once you've cleaned out the mummy's tomb, go out of the room and continue east, the way you came from. When you come to the big room, go north. You'll come to a big room and a winding corridor. Save and rest before you go into the large room in the NE. Inside is the Zombie Lord, and he's not too tough. According to some, he has the same stats as the Sword Coast Boy of the Warehouse (I'm not sure, if anyone knows, please tell me) Take his treasure. Go west. You can continue west onto other parts of the tomb, but I don't think they're that important, so I won't cover them. Go south about halfway through the hallway. The room branches out 4 ways and there's a big door in front of you. Clear out the four rooms and take their t