NEVERWINTER NIGHTS- OFFICIAL CAMPAIGN GUIDE
By: HitNRunI95
www.leesux.com
[email protected]
-----------------------------------------------------------------------
--------
***********************************
Technical Disclaimer: This guide is Copyrighted hitnruni95 and should
not be used without an affirming email from the author, should not be
directly linked without an affirming email from GameFAQs.com, and
should not be published in any case.
***********************************
Real Disclaimer: This is my first guide, so bear with me.
***********************************
Note: Neverwinter Nights has a very dynamic story. If I say something
that didn't happen to me, its not because I'm a newb, its because I did
something different. You're welcome to email me how it happened for
you, I'll check it out and make additions.
***********************************
Update 7/8/02: Finished Peninsula District. Guide now at 20 pages in MS
Word.
***********************************
Update 7/12/02: Finished Beggar's Nest. Guide now at 23 pages in MS
Word.
A.0 Introduction
B.0 Creating Your Character
Walkthrough Notes
0.0 Prelude
1.0 Chapter 1
.1 Peninsula
VERSION 1.0, MORE TO COME
A.0 INTRODUCTION (a.k.a. Blah Blah Blah)
The long awaited Neverwinter Nights is finally here, and you've come
looking for help. Obviously, the full experience of NWN stretches
infinitesimally away from the single player game, but that's what I'm
covering with this FAQ.
Why waste your time on the single player game when you can make your
own module? Well, first of all, not everyone has the confidence for
such an undertaking as creating a module from scratch. Second, nine-
tenths of those who do are going to make some really, really bad
modules. Third, as of right now (early July '02), only the default tile
and character sets are available- a limited selection, to say the
least. Fourth, as either a player or designer, you're much better off
having played an actual, professionally made game with the Aurora
Toolset before you venture into the world of MODs. Trust me, I just
played a MOD that had been released not a week after NWN- really,
really bad.
Anyway, I've blown the last week and a half or so of my life on the
single player campaign playing a ranger with a few levels in rogue, and
now I'm going to blow some more time playing through as a Wizard, with
some levels in whatever-I-feel-like. This guide will combine my current
experiences of my wizard character with my recollection of doing the
same areas as a ranger. This will give us a good blend of melee and
arcane points of view.
Without further ado, behold the observations recorded from the
adventures of the ranger Albatross the Regarded and the wizard
Kellindra the Preeminent.
1.0 CREATING YOUR CHARACTER (a.k.a. I got a level 56 necromancer!)
Now is a good time to explain two things.
MODIFIERS: +2, -3, etc. This is a modifier to one of your character's
skills or ability scores. The computer randomizes a number, or sort of
rolls a twenty-sided dice, whenever you perform a skill. Whatever
bonuses or penalties you have gets added or subtracted to the roll. If
the total number is higher than the Difficulty Class (DC) of whatever
you're trying to do, then you succeed. If the number is lower, you
fail.
Let's say I wanted to pick a lock. This particular lock is DC 15. I
have a +3 in Open Lock. So when I pick the lock, the computer rolls a
twenty-sided dice and comes up with a 13. 13 plus my +3 in Open Lock
equals 16. 16 is higher than the DC of 15, so I would succeed. In non
combat situations, your character automatically "takes twenty" and the
roll of your dice is automatically its highest (twenty). So outside of
battle, I would succeed automatically (Twenty plus three is higher than
15.)
FAVORED CLASS: In Neverwinter Nights, your character can have up to
three classes simultaneously. Some classes, like Paladin and Monk, can
not be accessed if you do not have the proper alignment. Taking more
than one class can cause a penalty to how much experience you gain- the
larger the discrepancy of Level between classes, the larger the
penalty. The exception to this problem is the Favored Class.
All of the races except Human and Half-Elf prefer a certain class, and
that class does not count toward the exp penalty. Humans and Half-Elves
are free to choose their own favored class- their highest level class
is considered their favored class. Each race's favored class is listed
below. And now, we get into the meat of character creation.
2.1 GENDER
The first part of creating your character is the least important as far
as power-gaming goes and the most important as far as roleplaying goes:
your gender.
Gender has no impact on any quality of your character, and its only
effect on the game is whether the text says "man" or "woman" and which
prostitutes you're allowed to hire. Go civil equality or whatever.
2.2 RACE
Part two is an aesthetic, gaming, and roleplaying choice, all in one.
If you get confused, you should probably just stick with a human.
HUMANS are the first choice and the best for those new to Dungeons and
Dragons. They get skills quicker than the other races, and can excel in
any role. They incur no bonuses or penalties to their statistics. Their
favored class is their highest class- they don't have to worry about
keeping another class maintained unless they take out three classes.
They get one extra skill point each level, and four extra at level one.
They also get an extra feat at level one.
ELVES are slim and quick, but not quite as tough as the other races.
This is reflected in their +2 bonus to Dexterity, and their -2 to
Constitution. Reasons to pick them include their immunity to sleep
spells, their +2 defense against mind-affecting spells, and their +2
against Spot, Listen, and Search checks. They can also Search at full
capability without activating Detect Mode, which slows humans down.
Elves are also proficient at using longswords, longbows, shortbows, and
rapiers- this is not quite as cool as it sounds, since most classes are
proficient with these and more automatically. Their favored class is
wizard- see explanation under 2.0
HALF-ELVES take bonuses from both Humans and Elves, and penalties from
neither. They can choose their own favored class and have no anomalies
in their ability scores, like Humans. From their elven parent, they
have a +1 bonus to Listen, Spot, Search, and they are immune to sleep.
They do not develop as sharply as humans, nor do they have the
dexterity of elves- but they have no penalty to constitution, either.
DWARVES are built to fight. With a +2 to constitution and a -2 to
charisma, their time is best spent in the more basic forms of
discourse. They get a +4 bonus to searching in subterranean areas (and
virtually all traps are underground) and a +2 to lore checks, which can
save you money. They get a +2 to saving throws vs. spells, and a +2 to
saves against poison. Top that off with a +1 against orcs and
goblinoids and a +4 Armor Class bonus against Giants, and you have a
class that is well bred for the trenches. Their Favored Class, of
course, is Fighter- see under 2.0 for data on Favored Classes.
HALFLINGS are small, quick beings that lack the brute force of the
bigger races. This is reflected in their +2 to dexterity and -2 to
strength. Their list of bonuses is quite comprehensive, and includes a
+1 to attack and AC for being a small race, a +4 to hide, a +2 to
Listen and Move Silently, and a +1 to throwing weapons. This makes them
ideal rogues, which is their Favored Class. (See 2.0) They also have a
+2 bonus against Fear Effects, which are more common than you might
think.
GNOMES are also small, but where a Halfling is quick, a gnome is tough
and gnarly. They get a +2 to constitution, but a -2 to strength, a
setup ideal for spellcasting (Mages need the hitpoints gleaned from
constitution, but are not as reliant on attack bonus.) They also have a
large list of modifiers, including a +1 to attack and AC and a +4 to
hide for being small, a +2 against illusion spells, a +1 against
Reptilians and Goblinoids, a +4 AC against giants, and a +2 to Listen
and Concentrate. They also start with a spell focus in Illusion, making
spells of that type stronger and harder to resist. Their Favored Class
is Wizard, mostly because BioWare adjusted the D&D specialist system to
fit their house rules, as will be mentioned later.
Finally, HALF-ORCS are large, strong, stupid, strong, ill-mannered,
strong, and brutish. They get a +2 to strength, but a -2 to both
intelligence and charisma. This may seem like a bit much, but few Half-
Orc characters are very reliant on those statistics anyway. Half-Orcs
have only the above modifiers and a Favored Class to separate them from
Humans- unsurprisingly, that class is barbarian.
2.3 PORTRAIT
I'd tell you that this has absolutely no affect on the game at all, but
you probably already know that. You can make your own portrait by
cutting an image to the appropriate dimensions and pasting it into your
Portraits subfolder in your Neverwinter Nights folder.
2.4 CLASS
One frequent concern on the GameFAQs forum I've heard is just how
balanced the classes are. Posters hearken back to other RPGs where one
class is dominant and to pick another class is to gimp oneself.
The Neverwinter classes, as I've experienced and observed them, are
fine. Playing a Warrior class offers more reliable damage. Playing a
Magi offers the high-impact spells. Healers can heal, and still hold on
(albeit tenuously) in melee. Rogues have 72% fewer headaches than the
other classes outside of combat.
The beauty of NWN is teamwork- even in the single player campaign,
you'll have henchmen and (maybe) animals and familiars to back you up
and cover the areas in which you are weakest. Just remember that
BioWare has tuned the class rules (among other things) to match their
personal preferences- Wizards who normally specialize in D&D may want
to stick to the main path this time around.
Details on what you should do with your stats depending on what class
you are can be found in section 2.6, Abilities.
BARBARIAN- (Must not be lawful) You can't keep a good savage down.
Barbarians are the toughest class in the game to drop, with a 12 +
constitution bonus in hitpoints per level. This means Dwarven and even
Gnomish (hah!) barbarians are bone chillingly tough, taking all the
punishment you can dish out and more. They don't dish out the damage a
fighter might with all his bonus feats, but the above example isn't
even considering the Barbarian Rage, which gives them a +4 to strength
and constitution and +2 to Will saves. (Later, you get Greater Rage,
which gives +6 to your stats and +4 to Will saves.) Its only downside
is that you lose 2 AC, becoming easier to hit. Barbarians are also
faster by 10% than other classes, starting from the very beginning.
They also have faster reactions than other classes, getting to keep
their Dexterity bonus to their AC even when surprised, and with all
kinds of bonuses to their Reflex saves to avoid traps. If that isn't
enough, they also gain damage reduction in later levels, and get to
shrug off light damage starting at the level 11.
BARD- (Must not be lawful) The traveling minstrel, bards have a little
bit of everything and know a little bit more. I won't describe then
with the favorite cliche- D&D fans know what I'm talking about. But
suffice it to say that Bards have some skill in infiltration, potential
to become half-decent combatants, six levels of arcane spells, and a
song ability that raises the performance of all allies within thirty
feet once per day according to such a comprehensive bonus chart that I
don't feel like detailing it here. They also have a great Lore ability,
which will save you a ton of dough in Identify fees. They're not quite
as tough in melee, with a hit-die of 6+ constitution bonus.
CLERIC- The consummate healer, clerics glean spells (mostly of the
support type) from their deity and can put up a half-decent fight in
melee. Their damage spells aren't that bad either, but they're best at
stunning and turning undead in combat. Harm is the exception, being one
of the most powerful spells in the game. A cleric's armor class tends
to be higher than other casters as well, because armor interferes with
neither their ethos nor their spellcasting. Just to round off what they
do best, clerics can substitute a basic healing spell for any memorized
spell of the same level. They can take a decent amount of hits, with 8+
constitution bonus per level.
DRUID- (Must be partially neutral) An alternative to Cleric as a
healer, druids are not quite as good at healing as the former but have
a wide array of nature skills and spells to make up for this.
Basically, they lack the instant-substitution abilities of a cleric but
instead have some very mage-like attack spells and a familiar to boot.
They have a host of nature abilities they share with rangers, including
a +2 to attacks in the wilderness, +4 to stealth in the wilderness, and
a nifty immunity to movement-stopping spells. At fifth level they can
transform into an animal and at sixteenth level they can transform into
an elemental. After ninth level, they're immune to poison. They can
take a decent amount of hits, with 8+ constitution bonus per level.
FIGHTER- The quintessential dungeon crawler class, fighters are tough
enough to take the hits and strong enough to dish them out, with 10+
constitution modifier hitpoints per level. They have the best field of
feats for most melee styles (rangers make better dual wielders) and get
more of them than any other class. Every two levels, they can pick an
extra feat, in addition to the feats that all classes receive every few
levels. They are also the only class that offers the Weapon
Specialization feat, which gives a +2 damage bonus to the favored
weapon.
Many characters that attack in melee will want to take a level or two
of fighter later on, to get appropriate combat feats. This is fine, but
remember that you must remain devoted to some classes to continue
advancing in them, and some races will incur penalties to their
experience for this.
MONK- (Must be lawful) Fast, strong, tough, and disciplined, D&D Monks
combine the rigorous lifestyle of Western monks with the self
advancement of Eastern monks (not to mention the armory of Eastern
monks) to make a daunting fighting machine that can riddle you with
penalties in the blink of an eye, while being immune to half of what
you dish out. Their 8+ constitution hitpoints per level lets them take
a decent amount of hits, but their ability to add their Wisdom modifier
to their armor class means they don't have to. Monks have the largest
list of abilities in the game, including Flurry of Blows, the ability
to go faster than even barbarians, immunity to common diseases at level
five, the ability to heal oneself at level seven, the ability to
transform his hands into a magical weapon at level ten, immunity to
poison at level eleven, high magic resistance at level twelve, the
chance to deliver one-hit death at level fifteen, 50% concealment at
level eighteen, and immunity to mind spells and a damage resistance of
20/+1 at level twenty. Whew.
PALADIN- (Must be Lawful Good) Symbol of virtue and righteousness, the
paladin is a fighter that sacrifices his cousin's extra feats for
spells and favor from his god. His spell list is very cleric-like
(without healing substitution, of course) and his list of special
abilities is half as daunting as the above monk, which is saying
something. Paladins are as proficient as fighters in combat to start-
all arms and armor. From level one, the paladin is favored with the
ability to add their charisma bonus to all saving throws, and is
completely immune to disease from the start. Paladins also have their
trademark Lay Hands skill, which heals (charisma bonus * paladin level)
in hitpoints once per day. They are immune to fear from level two and
can also Smite Evil at level two, which adds their charisma bonus to
their attack roll and their paladin level to their damage roll once per
day. They can turn undead at level three, and can remove disease from
their friends at level three. Paladins can take most of what evil can
dish out with 10 + constitution modifier hitpoints.
D&D fans should note that falling out of the Lawful Good alignment does
not permanently deactivate the paladin class- getting back to Lawful
Good reinstates your ability to continue on the Paladin's path. More
house rules, BioWare?
RANGER- Quick, stealthy, hard to hit and hitting hard, rangers are
fighters of the countryside and, I must admit, my favorite class so
far. Getting Ambidexterity and Two-Weapon Fighting feats automatically
at level one, they're the masters of melee damage, though they get hit
more often then their Paladin and Fighter cousins when fighting large
groups due to their dependence on dexterity. (Rangers must wear light
armor to keep their automatic feats.) They also have a +4 to stealth in
the wilderness and a bonus against their favorite (or least favorite)
enemies that accumulates and applies to more enemies every five levels.
(Pick Human, then Monstrous Humanoid or Giant, then Lizard.) Besides
his animal companion available at level six (pick Bear or Panther,)
there isn't much else to say. When you whip out your flaming longswords
and rip up a Very Difficult foe in a few rounds, you'll like rangers
too.
Rangers are best complemented with a level of fighter to get their
weapon specialization and possibly rogue, if you aren't using Tomi or
another rogue in your party. Of course, only Human rangers can do this
without taking a penalty to experience.
ROGUE- Sneaky and observant, everyone who is allowed to is going to
want a level of rogue. No lie. Most people realize this about the time
they stumble over their 452nd trap and have to go retrieve their
henchman for the 185th time that day. Rogues are not that bad on their
own, with an extra 1d6 Sneak Attack every two levels when the enemy
isn't looking. (Even when the enemy is staring right at you, you'll get
sneak attacks left and right. Who knows?) They also get every dodge and
evasion feat automatically, plus a handful of once-a-day attacks every
three levels from level ten. There's Crippling Strike, which deals two
points of strength damage on a sneak attack, Opportunist, which gives a
+4 to attacks of opportunity, the ability to "Take 20" even when in
combat, two chances to save vs. mind affecting spells, or defensive
roll, which lets you make a Reflex save vs. damage dealt each time you
are about to be killed. With 6+ constitution hitpoints per level,
rogues are best suited to relying on their sneak attack, rather than
charging into the fray. As mentioned before, every class that can
should get a level or two in rogue and pour all their points into
disable traps and Search (if your class isn't skilled in searching) or
Open Lock (if your class is skilled in searching.)
SORCERER- Full of fireballs and acid arrows, sorcerers are unmatched in
terms of dealing out damage. Unlike a wizard, when a sorcerer hits you
with a fireball, you don't mop your brow in relief if you and your
assistants all save...you prepare for the next one, and the next one,
and the next one. Sorcerers have to shortchange themselves on support
spells to get this kind of power, (in fact, a sorcerer can shortchange
their offense for their support spells, if they wish- this example is
merely an offensive sorcerer) but the results can be devastating,
giving the caster the ability to cast his favorite spells again and
again, without the day's notice a wizard needs. Sorcerers also get a
familiar from level one- this writer recommends the panther.
WIZARD- Holding their cards tight and keeping their poker face up,
every wizard is different. They have the potential to be roughly as
destructive as their sorcerous cousins, but they are bound by lack of
foreknowledge and a much larger variety of spells to choose from. This
is not so much of a limitation- if a situation gets out of control,
simply load the game and memorize more appropriate spells before wading
back in. In the meantime, you enjoy the widest variety of spells in the
game. Everything from the big damage to the shield spells to the magic
shield spells to the stat buffs to the Identify and Invisibilities and
more are yours to command, as long as you have a little foresight.
Wizards also get a familiar from level one- this writer recommends the
panther.
SPECIALIST WIZARD- Well, I've been hinting at it, and here it is. The
second most intrusive house rule from BioWare (and there are some
doozies) in the otherwise wonderful experience of Neverwinter Nights.
Two odd years ago (summer 2000), Wizards of the Coast released their
3rd edition Dungeons and Dragons rules. Among the improvements were the
well thought-out specialist wizard rules, which transcended the rival-
school system of 2nd edition and evolved into a sort of point- buy
system. For example, under the old rules if you wanted to be an Evoker
you had to drop all Enchantment spells from your repertoire, because it
was the opposing school of magic. Your reward was an extra spell per
level. There were no limitations on which spells you picked- thus,
there were Necromancers with no Necromancy spells memorized, who had
specialized just to get that extra spell. Under the new rules, (which
supposedly govern NWN) to play an Evoker you could sacrifice (1)
Conjuration (2) any two of the following: Abjurations, Enchantment, or
Illusion (3) any three schools. This gave a lot of leeway in character
variety- each specialist was different and you didn't have to lose a
second favorite school if you didn't want to. Also, the new rules
entailed actually HAVING A SPELL memorized FROM YOUR SCHOOL each level,
so Necromancers could be expected to actually cast necromancy.
BioWare has set gaming back a few years, however. Under their house
rules (which seem to be incorporated more and more into NWN) we're back
to the old Rival Schools system. Also, there is not memorization
requirement, so we're back to evoking Necromancers. Anyway, the facts
of specialization are as follows. Keep in mind that you are not
required to memorize a spell of your perferred type.
Abjuration is the magic of defense. Abjurers cannot cast Conjuration.
Conjuration is the magic of summoning. Conjurers cannot cast
Transmution.
Divination is the magic of sensing and detecting. Diviners cannot cast
Illusion.
Enchanment is the magic of...enchanting. Enchanters cannot cast
Illusion.
Evocation is the magic of..well, damage. Evokers cannot cast
Conjuration.
Illusion is the magic of trickery and light. Illusionists cannot cast
Enchantment.
Necromancy is the magic of life and death. Necromancers cannot cast
Divination.
Transmutation is the magic of change. Transmuters cannot cast
Conjuration.
Specialization is, of course, optional. You can remain a normal wizard
with all powers intact. Personally, I perfer Illusionist, because I
don't much care for the enchantment spells in NWN, but you might like
them. First time wizards should play straight wizards.
2.5 ALIGNMENT
Your alignment is important in a roleplaying sense. As for the gaming
part, it only determines which classes from a short list are closed to
you.
Paladin- must be Lawful Good.
Monk- must be Lawful.
Bard- must not be Lawful.
Barbarian- must not be Lawful.
2.6 ABILITIES
And here it is. The moment you've all been waiting for. The largest
violation of the player in Neverwinter Nights. After this, the game
rules. But first, we must contend with- THE STAT SYSTEM.
There are six statistics in Neverwinter Nights. When you're done
adjusting them, they should all be 10.
Seriously, the limitations placed on your statistics (which govern
every skill and facet of the game) are a harsh thing. Raising any stat
above 13 causes the game to explode and quickly suck away your reserves
so you're either left with a character sporting all 12s and 13s or a
character completely crippled with one stat for being above average
with another.
To make it worse, dropping ANY stat below ten is disastrous. Characters
with nine intelligence (Nine! One below average), dey speek like dis.
Me ogur! Me have nine inteljense. Me speek bad. Me get zeerow skil
poynts per level. Characters with nine strength can't hit a paralyzed
frost giant. Characters with nine constitution get killed in melee by
pixies. Characters with nine dexterity can't avoid a paralyzed frost
giant, nor can they hit one with a missile weapon. Characters with nine
charisma never get bonuses in conversations and have to sell their
newbie weapon and armor to afford a glass of ale. The closest thing to
an expendable is wisdom, (it gives you conversation insights, letting
you say witty things) but paladins, rangers, clerics, and druids all
need it. Also, dissing wisdom drops your Will save, and who wants that?
Luckily, you get all kinds of stat-increasing items from chapter two
on. So just make an average character for now, with slight advantages
here and there- you get to augment them later. What about my modules,
you ask? Well, yes, your modules are bound by the same rules. Luckily,
there are override codes the DM can used to set statistics- these can
be found in your instruction manual.
Strength- Governs your melee attack bonus (how often you hit) and
damage, and how much you can carry.
Constitution- Governs your Fortitude save and HITPOINTS. 'Nuff said.
Dexterity- Governs your missile attack bonus and damage, and Armor
Class. (Most armors have a restriction on how much Dexterity bonus you
can use while wearing the armor. No more unhittable elves in plate from
the glory days of 2nd edition.) The Weapon finesse feat lets you use
your dexterity for melee attack bonus and damage for small weapons, so
small-weapon-warriors don't have to max out strength if they don't want
to. Also Governs most rogue skills.
Intelligence- Governs your skill points per level, and what level/how
many arcane spells you can cast as a wizard. Also governs speech
impediments (keep it above nine, unless you're a half orc.)
Wisdom- Governs your Will save, what level/how many divine spells you
can cast, your Lore, and some conversation "Insights."
Charisma- Governs your Persuade skill, which gets you more reward from
conversation, and the prices merchants charge you. Governs what
level/how many arcane spells you can cast as a sorcerer or bard.
So what stats should you raise? Don't worry, I've got your answers
here. REMEMBER TO DISREGARD any notices from BioWare suggesting you
click the recommended button. The very act of reading this FAQ raises
you above the level of Abject Newbie, so don't worry. You're in good
hands. The suggestions below every class will suggest how many points
you should raise each stat. The number in (parentheses) is what the
adjusted stat will be if the character is human.
Barbarian- As with most melee classes, you'll need strength to hit
things, constitution to take hits. Barbarians who want to fight with
medium or light armor will also want high dexterity for their armor
class, while those aspiring to heavier platemail may want to leave it
average. Intelligence and Wisdom are both partially expendable- if
you're a half-orc, you should ditch Intelligence. (levelling it up to
thirteen would be more trouble than its worth.) All other races may
want to drop wisdom, as intelligence gives combat feats, and barbarians
are all about combat. Charisma is vaguely important for all classes,
but shouldn't be boosted too high- you need the points for your more
vital stats.
A good setup might be Str +6 (14), Dex +6 (14), Con +7 (15), Int +5
(13), Wis +0 (8), Cha +5 (13). Half-Orcs may want to switch
intelligence and wisdom.
Bard- Bards really have it rough. They need almost every stat- Strength
to hit, constitution to take hits, dexterity to dodge, (bards in heavy
plate can't cast spells) charisma for their spells and song, and
intelligence for their rogue skills. Only wisdom (ironically enough) is
expendable, but gimping it would hamper the largest advantage of a
bard- Lore. Basically, you're going to have to decide what kind of Bard
you want to be- melee or magic - and work on that. One loophole you
have is the Weapon Finesse feat, which lets you use your dexterity
bonus instead of strength for light weapons- you could gimp strength
and pour the extra into dexterity.
I'm not going to even attempt to suggest bard stats, since you should
be experienced in NWN (or at least D&D) before attempting to play one.
Try to have at least 16 Charisma, or prepare to wear some nymph cloaks.
Cleric- You'll need high Wisdom for spells, and constitution to take
hits. Strength is also important, especially in single player when
you're not part of a whole party. Dexterity is less important, as most
clerics wear encumbering armor anyway. Charisma is vaguely important
for all classes, but shouldn't be boosted too high- you need the points
for your more vital stats.
A nice setup might be Str +4 (12) Dex +4 (12) Con +7 (15) Int +2 (10)
Wis +8 (16) Cha +4 (12)
Druid- You'll need high Wisdom for spells, and constitution to take
hits. Strength is sort of important, but you have damage spells to back
you up if you decide to leave it average. Dexterity is quite important,
as you need it to make up for your ethos that permits you from wearing
anything heavy. Intelligence can be gimped, if you want- keep it above
nine though (sigh) as your character will become illiterate if it dips
into the single digits. Charisma is vaguely important for all classes,
but shouldn't be boosted too high- you need the points for your more
vital stats.
A good idea might be Str +2 (10) Dex +8 (16) Con +4 (12) Wis +5 (16)
Int +2 (10) Cha +2 (10)
Fighter- Most fighters will need Strength to hit things (with small
weapons and the weapon finesse feat, you can use your Dexterity) and
Constitution to take hits. Dexterity, an old must-have from Baldur's
Gate and 2nd edition, is unecessary for fighters who hope to have heavy
armor- most heavy plate armors max your dexterity bonus at one. Wisdom
is an expendable, as the only dowsides for losing it are your Will Save
and occasionaly Conversation insights. Charisma is vaguely important
for all classes, but shouldn't be boosted too high- you need the points
for your more vital stats. RAISE YOUR INTELLIGENCE TO 13. My largest
regret from my first character was his low (10) intelligence. I forgot
you needed 13 intelligence to perform a good number of combat feats,
such as disarm. Intelligence also gives you extra skillpoints each
level, and skillpoints are at a premium for fighters.
A good fighter setup might be Str +7 (15) Dex +4 (2) Con +7 (15) Wis +2
(10) Int +3 (13) Cha +3 (11)
Monk- Monks are in nearly as tight a boat as Bards, but they don't need
to worry about spellcasting. They need decent strength for attack bonus
and damage, constitution to stand up in melee, and dexterity and wisdom
for armor class (pooling these statpoints to one or the other causes
the game to devour your stat pool in moments). Charisma is vaguely
important for all classes, but shouldn't be boosted too high- you need
the points for your more vital stats.
A good monk combo might be Str +6 (14) Dex +6 (14) Con +6 (14) Wis +6
(14) Int +2 (10) Cha +4 (12)
Paladin- Paladins have a lot of ground to cover as well, utilizing
Strength to hit and damge, Constitution to take hits, Charisma for
their skills (especially Lay Hands), and a little Wisdom and Dexterity
for spells and Armor Class, respectively. Intelligence should be kept
average for speech purposes and skillpoints. Wisdom is NOT as much of a
necessity as Paladins don't cast that many spells anyway- a +1 bonus
will do just fine.
An appropriate setup might be Str +6 (14) Dex +4 (12) Con +6 (14) Wis
+1 (12) Int +2 (10) Cha +7 (15)
Ranger- Rangers need Strength to hit and damage, Dexterity for their AC
(most rangers wear light armor to keep their two-weapon fighting feats)
and constitution for hitpoints. They need thirteen intelligence to get
the most out of their combat feats. They can actually skimp a bit more
than most people might think in Wisdom- Ranger spells are only used on
special occasions anyway, such as elmental resistance when fighting a
dragon or Cat's Grace at a boss. Take this advice firsthand from
someone who has beat the game with one and looks back with regret-
leave your wisdom at 11, and boost intelligence to 13. Charisma is
vaguely important for all classes, but shouldn't be boosted too high-
you need the points for your more vital stats.
My ideal ranger is Str +6 (14) Dex +6 (14) Con +6 (14) Wis +0 (11) Int
+5 (13) Cha +4 (12)
Rogues can skimp on strength if they want to use smaller weapons- just
take the weapon finesse feat, and you can use dexterity in place of
strength for daggers, short swords, rapiers, and more. This is good,
because you need dexterity anyway for Armor Class, because you can't
excel in anything heavier than light armor. You need constitution for
hitpoints. Wisdom should be kept average, so as not to gimp your Will
save and conversational insights. Intelligence is important- it
determines skillpoints per level, which a rogue depends on. Charisma is
vaguely important for all classes, but shouldn't be boosted too high-
you need the points for your more vital stats.
A nice rouge is Str +2 (10) Dex +8 (16) Con +6 (14) Wis +2 (10) Int +6
(14) Cha +4 (12)
Sorcerers cast spells through their charisma, which they'll need a good
amount of. They can use a good amount of dexterity, as they cannot wear
armor without a penalty to arcane spells. Strength is not quite
essential, but constitution is important for hitpoints. Wisdom should
be kept average, and a bonus to intelligence helps with skillpoints and
the spellcraft skill.
A good sorcery set is Str +2 (10) Dex +6 (14) Con +6 (14) Wis +2 (10)
Int +4 (12) Cha +5 (16)
Wizards need intelligence to cast their spells, and should have a
decent amount of it. They can use a good amount of dexterity, as they
cannot wear armor without a penalty to arcane spells. Strength is not
quite essential, but constitution is important for hitpoints. Wisdom
should be kept average. Charisma is vaguely important for all classes,
but shouldn't be boosted too high- you need the points for your more
vital stats.
A solid wizard has Str +2 (10) Dex +6 (14) Con +6 (14) Wis +2 (10) Int
+5 (16) Cha +4 (12)
2.7 PACKAGES
Looking at the package screen would suggest that you only have a few
choices, viewable on the left hand side, for what skills and feats you
want. Almost everyone, even complete newbies, are going to want to
click the Configure Packages button, convieniently hidden at the bottom
center. Disregard any notices from BioWare strongly suggesting you
click "Recommended". They're the ones that came up with that godawful
stat system, after all.
Avoid the Healing skill, as you'll find more than enough potions
throughout the single player game to keep your hitpoints up. Rogues
should get the weapon finesse feat, unless they've brought their
strength up and/or plan to use medium weapons. Every class that has
Search as a class skill should level Search up, and all excess points
should be put into Search and Disable Trap. Many characters may even
consider taking a level of rogue (those characters that can, anyway) to
level these up, as they are important.
2.8 CUSTOMIZE
You don't need me for this. Have fun.
---WALKTHROUGH NOTES---
Save often.
If you get a valuable item from a chest, chances are loading it and
reopening the chest again will produce another valuable item of a
different type. With a little persistance, you can outfit yourself very
nicely. For this reason alone, you should never feel pressure to craft
your character's skills according to a few nice items. Chests that drop
a relic-item suitable to your level are referred to as BOSS CHESTS.
In some battles, the object is not to kill, it is to survive long
enough to kill. These battles, which I call DEFENSIVE BATTLES, should
be approached with Parry Mode On (if you're dual wielding) or the
biggest, most powerful shield you can find (if you're wielding anything
else.) or defensive spells memorized. You should never use two handed
weapons in Defensive battles, (unless you're a caster) and you should
cast Cat's Grace or Barkskin if you have the spells. (And for really
hard battles, use the potions if you don't.)
Have your map as often as possible. Most of my references can only be
fully digested if you have your map open. If its too big, you can
downsize it.
0.0 PRELUDE (a.k.a. Goblins With One Hitpoint Wipe Out a Military
Stronghold)
Neverwinter Nights opens with your character awakening in their
bedchamber. The first thing you should do is equip your newbie items
and, if you are a spellcaster, open your spellbook (the little circle
with dots around it) to memorize your newbie spells. Unmemorize the
Light spell in favor of another Ray of Frost, if you have it.
Then, walk outside. Talk to Pavel to hear the gossip about the latest
goings on in Neverwinter. Look around the other bedrooms for some small
loot, then talk to Bim, who will then let you proceed to the next room.
In the next room, you will meet Olgerd the dwarf, who will explain
stores and your inventory, and give you a decent item depending on your
character class. Proceed to the next room, where you can (if you wish)
talk to Berna, who will explain to you the nuances of your journal and
map.
Now you're free to talk to the NPCs around the academy and hear the
latest news about the plague and the dire state of the city, as well as
learn how to use spells and skills. To advance, you'll need to pass a
test by your trainer. Sargeant Herban is the melee trainer, found right
outside Berna's room. Down the next hall to the left is Jaroo, the head
mage. The next door to the left is the home of Ketta, master rogue. The
door in the right houses Elwynyd, priest of Tyr. Most characters should
explore as much as possible, though you only have to report to your
class's headquarters to advance.
Once you've finished looking around, head to the Door Guard at the end
of the hall. Tell him you wish entrance, and he'll admit you to the
graduation ceremony, where you'll meet Lady Aribeth de Tylmarande.
Lady Aribeth (supposedly your personal sponsor for the academy) is very
pleased to speak with you...but your conversation is cut a bit short
when four Very Difficult mages teleport in and you, Aribeth, and a
handful of recruits have to mop the floor with them. Try to stick near
Aribeth- you wont get experience for anything she kills, but your first
two level-ups are going to be fake anyway, automatically rewarded by
the game. So you may as well help the most powerful person in the room.
After the mages are mopped up, Aribeth will tell you to get your hide
over to protect the Waterdhavian creatures. This will be the first of
several hundred times Lady Aribeth utters the phrase "Waterdhavian
Creatures," so get used to it. If you have not done so yet, summon your
familiar.
As you leave the room, (the way you came in) you'll be accosted by a
"mysterious mage," who will sick a couple one-hitpoint goblins on you.
Don't bother with spells, this is a game of paintball- one tag and down
they go. If you haven't rested and have unmemorized spells, now would
be a good time to rest. Note that the sneaking-down-the-hall style is
not very effective in the demo, even for rogues- you're just not high
enough level with Sneak yet, and you'll rarely if ever avoid detection
long enough to get a sneak attack. Wait until level four or so. Now
would also be a good time to SAVE THE GAME.
You can either go a few steps down the hall and then to the large door
to your right that you haven't gone into yet, or you can clean out the
training floor that you recently passed through. Although any
experience you get is pointless, (leveling from 1 to 2 and 2 to 3 is
going to be automatic) the treasure is still good and it will help you
get used to Neverwinter Nights. Each room has a few goblins in it, and
the Warrior's training plaza has about five to contend with. Don't
bother zoning back past poor dead Olgerd- all you discover in the
starting room is that Bim is also dead. Gee, how did a pack of goblins
that probably have fewer than twenty hitpoints between them wipe out
these veteran warriors and spellcasters? I've beaten the game, and I
still don't know.
Once you go through the big door, prepare to fight the mage and his
goblins again. No big deal. Now, save the game. There's a chest to the
left that offers something sweet- warriors seem to get a breastplate,
spellcasters a Ring of Fortitude +1. Proceed throught the stables to
meet Pavel the Brotherless, who offers to join him. There's no reason
not to take him up, so let him teach you about henchmen and tag along.
Go through the door to a hallway that forms a square on your map around
a central room. Go into the central room, and wipe out the inhabitants
and loot the area.
Through the door intersecting the square hallway, and you'll meet an
old man who gives you your first free level up and offers you a
tutorial on how to level up. D&D vets won't need it, everyone should
listen once. After you're through leveling (I suggest you save it
first- leveling is a time of experimentation, and things go wrong.) go
through the door.
Clean out the goblins in the room immediately to your right for fun and
profit. Then leave the room and continue south down the hallway. Clean
out the skeletons behind the door at the two-way intersection (you may
want to rest and heal around now) for more fun and profit, then
continue west toward the T intersection.
All three ways here lead to the same spot. Assuming you're looking to
do everything, first go right (north) and clean out the warehouse, then
about face and go south to clean out the library. Rest and save, you're
finally about to finish off that inispid "Mysterious Mage."
If you're a combatant, rush the mage and hack him to interrupt his
spells. (Dual wielders obviously have an advantage here.) If you're a
caster, then try hitting him with a stunning spell, wipe out the
goblins with Pavel, then melee the mage. Elminster he's not, as long as
you can shut him down fast. Loot the Archer's Belt (usually) from his
body, and put it on- it's a nice item. Proceed to the Stables and the
end of the Prelude.
In the stables, you get to watch a couple of goblins with four
hitpoints among them free the Waterdhavian Creatures despite the best
efforts of a pair of clerics. Help the latter mow down the goblins,
then talk to one of the clerics. You'll learn about the relationship
between Aribeth and Fenthick, (yeah, too bad hotshot) and that Desther
has even more of a stick up his rectum than what D&D fans expect from a
Helmite.
Congratulations on your level up. This is your last automatic one,
unfortunately- from now on, every little bit of experience counts.
Proceed through the door before/after you level up. (You start Chapter
1 at the rear of a Tyrran temple.)
1.0 CHAPTER 1 (a.k.a. So Obvious, You Never Suspected)
Emerging into the back of the Temple of Tyr, you can have a
conversation with Fenthick and Desther, standing before you. They tell
you about goings on in the past week, and the dire straights of the
city. You have your first of several enjoyable opportunities to be rude
to Desther, which I enjoyed. You also discover Lady Aribeth is waiting
in the next room. Go speak to Lady Aribeth, and she charges you with
the recapturing of the Waterdhavian (sigh) creatures. Apparently, chaos
is reigning- a prison revolt in the Penninsula district, an explosion
of undead in the Beggar's Nest, an uprising of cutthroats at the Docks,
and a bunch of callous aristocrats in the Blacklake district. Sounds
like a job for Superman, but he's on vacation so you're up.
She suggests (and I agree) that you try the Penninsula district first.
Like any good RPGer, you're going to want to peer around town first, to
see who says interesting things, what quests need to be done, and what
equipment you can afford (not much.) Talk to Tomi Undergallows on your
way out- he costs more money than he's worth right now, but if don't
plan on following my advice and taking a level or two of rogue down the
road, (or can't because of race/class restrictions) you're going to be
coming back for him quite often. Familiarize yourself with the Sergol
and the portal in the temple- you're going to donate tens of thousands
of gold to Tyr via that portal before the final blow against the as-
yet-unknown enemy is struck.
After talking to the girl just outside the temple (she asks you to
check out the Penninsula, simply report back to her for some more
experience when you finish that part of town) you can explore. First
thing on your list should be to walk around every section of the City
Core. On the itinerary for magi is the tower just to the left of where
you emerge. Druids and Rangers should check out Nyatar at the Tree next
to the tower and receive a quest for (much) later. Melee classes should
get a feel for the Shining Knight where a certain dwarf in the basement
will make relics if you have the cash and the ingredients.
Everyone should check out the Trade of Blades, where three useful
henchman (like Tomi) can be hired. Daelan Red Tiger is a powerful
barbarian of the Uthgardt and a compliment to anyone. His quests are
the easiest to do and net you a nice amulet that gives you more
strenght throughout the game. Linu La'neral is a godsend for warriors,
especially later in the game when the Heal spell becomes common. (Note
that her AI is terrible- you should tell her manually to heal you if
you need it.) Boddyknock Glinckle is a sorcerer, a profession not
suited to AI. You may get good results out of him- I didn't. If you
decide to try him out, remember to rest a lot, because he WILL blow all
his good spells on goblins with a dragon on the horizon.
Quests accumulated while exploring the city core will be discussed in
section 1.5- Chapter 1 side quests.
1.1 PENNINSULA DISTRICT
Since the releasing of the Waterdhavian creatures, there's been a
prison break, and the inmates have overrun the district. Rumors have it
that Captain Alaefin, the head Gaoler in Neverwinter, has gone crazy
and ley all the prisoners free. The guards are barricaded in front of
the gate to the city core, determined not to let the invasion penetrate
to the inner district.
Into this mess you walk in. Talk to Captain Kipp if you like, and find
out interesting locations on your itinerary- primarily, the Militia
Headquarters. Clean out the house and containers in the cul de sac to
the left. Then take the right fork, helping the guards in front of the
ramp take out some rebel prisoners. Go up the ramp.
Take care to notice the scattered groups of prisoner guards (small
joke) patrolling. Just ahead from the ramp, you'll have to fight a
particularly large group in and around the ruins of the main wall of
the prison, so save the game. If the fight gets too hot (it probably
will) run back to the gate and the guards will cover for you. You
should be using Daelan, because none of your other henchmen are as
consistantly effective yet. (Tomi doesn't have enough hitpoints, Linu
and Boddyknock don't have enough spells.) The enemies in this district
are more alert than anywhere else in the game- maybe BioWare hand't
gotten the hang of scripting a good alert radius yet- so assume if you
see someone that they've seen you. Try leaving your henchman behind
(the Stand Ground and Follow commands should be hotkeys, so you can
switch between them) and sneaking up on someone if you're a rogue or
ranger.
After you take out the prisoners partying in the ruins to the right of
the ramp-path, about-face to the east across the street and talk to
Master Johns. He was being kept a prisoner of the prisoners, for what
purposes I don't care to imagine. Take him back to the gate for 62
experience and some Good alignment if you want. Go back to where you
find him and continue generally East, looting and pillaging as you go.
(Hey, if you don't take it, the prisoners will. And how else are you
supposed to fund this little operation?)
Go East, cleaning out the standalone house to your right and the row
home to your left- both sport a number of prisoners and some treasure.
Make your way to the corner where the Mercantile and the Militia
Headquarters stand side be side. Don't go in yet, unless you really
want to. Go North, kill a few prisoners, clean out the guardhouse
behind Mrs. Dulicae, then rescue her (just like Master Johns). The
guardhouse sports four thugs and a leader. Then go behind the HQ
building and kill the one or two stragglers lurking in the cul-de-sac.
Loot away.
Go into the Mercantile and unburden yourself. Buy maps of the city if
you want them- the advantage is knowing where everything is and how the
city is structured without having to explore. The disadvantage is not
knowing if you've been to a certain area before. Rest, Save, then head
into the Headquarters and get down to business.
Sebos Sedile is the leader of this area. She seems kind of ditzy for a
company leader, but she offers a 300 gold piece reward for taking care
of the problems in this district. Intrepid adventurer that you are, you
readily accept, and she tells you about getting into the prison. You
can decide how to get in...once you've finished getting the most exp
and treausre possible, of course.
In any case, head toward the Sewer Access on you're your new map. (If
you didn't buy the map, head southwest. Around the "Sewer Access"
you'll fight a miniboss, so save it. The gang leader has about eighty
hitpoints. You might want to try parry-mode if you levelled it up.
Rogues may try losing him in the streets, then returning for a sneak
attack- or you can just sneak attack as Daelan distracts him. Don't be
shy with the Healing potions- you get more of them than you'll need.
Make sure to drink some Barkskin, before the fight, if you have it.
DO NOT OPEN THE CHEST. Save the game first. Now, before you is the
first of what I like to call "Boss Chests." Boss Chests, as I explained
in the Walkthrough Notes, randomly drop a really cool (for your level)
item. Feel free to keep loading the game until you get something you
can use- don't be too picky, though- you shouldn't ditch the good armor
just because you really want a magic axe. It could be an hour before an
axe shows up. Also, if you're getting frustrated, just go with an item
you think will sell for the most- heavy armor generally sells the best,
as do heavy weapons.
Now, save it and head into the sewer. You'll be plunged into a battle-
royale. Prepare to use your Stone of Recall to teleport to safety. Work
on the thugs, first, then go after the leader. Now, go back outside
(from any door) and work your way around the perimeter of the Prison,
killing and looting. Be cautious- there is at least one more (less
difficult) Gang Leader waiting for you. When you can't go any further,
go into Lady Tanglebrook's house. (The key is under the mat.) Save the
game- two stink beetles await you in the west room. After you kill
them, check out both south side rooms, (the door in the west room is
trapped) then go downstairs.
When you get into the chess room, save the game and TELL YOUR
ASSISTANTS TO HOLD THEIR GROUND. Walk up to the chessboard...then go
get something to drink, maybe a snack. Let your character just sit
there, his Search check slowly uncovering all the traps. When you're
ready, save the game and go to the left of the board. Loot the boxes.
Then work your way slowly to the right side. Loot the boxes. Then save
it, and look across the other bridge- see the Fire Beetles? Move close
to the gap. (but not the bridge). You should have them trapped, or at
least with a long stretch to cover before they get to you. Open fire.
When the beetles are dead, go across and up into the Prison. ONCE
YOU'RE IN THE PRISON, tell your assistants to follow you again. Go
around the bend and east into the room. Defeat the gang, then move
north to the cell block. Don't bother with the cells now, but head east
and then north through the door. (The door on the right is trapped,
wait a while.) Take out the gang guarding it, then heal up.
You're now in the MAIN HALL, so if you did the quest the way it was
supposed to be done (i.e Finding the key) you've just come in. I was
just about to tell my fellow Max Powerites to go into the Southwestern
door, in which is another gang is defending the locking mechanism to
all the locked cells they passed by following my way.
You can loot the South Wing cells if you want, but when you're done go
into the Northwestern door (from the Main Hall) and wipe out yet
another subgang to open the North Wing Cells. The Armoire in this room
usually furnishes good loot.
Next, clean out the Northeastern room, (the door is trapped) which has
(gasp) another mini gang, and two loot containers.
Now, head out the Westernmost door on the North Wall. A fight near the
turn, and you'll be in the North Cell block. Clean out the cells, then
head into the only North door leading from that cellblock. It leads
into an storehouse. Relieve the prison of its surplus valuables, then
rest and SAVE THE GAME TO A SEPARATE FILE, especially if you're the
type of person who likes to quicksave during a large battle.
On the other side of the West door is the biggest fight of the game so
far. Try to pull foes one at a time, because if the South forces join
up with the gang (lead by a powerful Gang Leader) about halfway up the
hall...you're doomed. Make sure you have potions handy here. DO NOT TRY
TO SNEAK UP ON ANYONE TOWARD THE MIDDLE OF THE ROOM. You'll be
instantly surrounded and cut to ribbons. Instead, pull one of them with
a missile weapon. Make sure your henchman stays out of the way of this
delicate procedure until the fighting starts. Anyone but Daelan is
going to get ripped to shreds, and even he is probably going to bite
the dust once. If you're a caster, prepare to spend some money
teleporting back for healing- and even then, I hope you levelled up
Concentrate. No matter what your class, take out the thugs first, then
take the leader. Casters should memorize defense spells.
Once you've (if you've) managed to win this brouhaha, SAVE THE GAME
BEFORE LOOKING AROUND. There's a two real nasty guard dogs around that
hit for more than ten damage. The chest by the stairs is a BOSS CHEST,
so you may want to save it. You can open the four doors on the East
side of the room. Two lead to small storage rooms (with the guard dogs,
and no treasure), the middle one leads into the main corridor leading
back to the Main Hall, and the other door leads to the South Cell
block. If you haven't been everywhere on this floor, finish up, then
head downstairs.
When you get downstairs, you'll be greeted by an elf. Follow him into
the proper room, then lock the door as he tells you. He'll fill you in
on the prison and details. When you've finished, leave him and go out
into the heavily patrolled halls. Your first objective is to kill
everyone in the central room- no easy task, as its gaurded by a mighty
spellcaster and nearly a regiment of thugs. Here's my suggestion: Open
the door, and shoot an arrow or spell at someone. Then turn tail and
run back to your henchman, who should be planted down the hall a good
fifty yards. Kill those goons that are still chasing you, then work
your way back to the room. If a large pack starts to form again, run
for it. If the sorcerer is in range, run for it. Then work your way
back. When the sorcerer is out of earshot of his support, sneak up on
him (literally if you have stealth) and let him have it. In the center
room is a boss chest, and some other good loot.
There are four rooms, two on the North and two on the South, packed
with minigangs and treasure. (The wooden door on the south side is
trapped.) Some of the cells have lootable bodies on them. Visit all
these places, watching out for prisoner patrols as you pillage. When
you're all finished, head downstairs.
Welcome to the Pits. A.k.a. "The Hole" in Oz. Flip the switch to open
the door, then get ready for a fight as a spell casting gang leader is
waiting for you, along with some thugs. You may want to pull them with
a bow, to limit how many can fight you at once. Loot the room, then
head south. Kill the door guards, then open the door. There's a trap in
the middle of the room- after you kill the thugs, either avoid it by
sticking to the fringes or disarm it. In the next room, there's
another, smaller trap in the middle of the floor, but the larger
problem is the half-dozen thugs led by a sorcerer. Pull them out in as
small numbers as possible- you may even want to try the HitNRun tactic
(pun intended) from the sorcerer upstairs.
This is the Hub of this floor- southeast is the way you came in. West
is just a cell with a dog, a prisoner, and some valuable garbage. North
is the right way, and thus is the last way you should go. Southwest
leads you to a battle with a pack of thugs. Kill them, and save it,
because the next room (not the locked door) sports a gang being led by
(another) sorcerer. Use the same hit and run tactic if you have
trouble.
The room you're in now should be shaped like an insect. The Western
legs lead to locked up treasure rooms, one dog in each. The treasure is
pretty good- you may want to consider chopping the doors down, though
it will take awhile. The Southeast leg is the direction you came in,
and the Northeast leg takes you toward the end of the floor- but
assuming you're looking to sweep the whole floor, return to the "Hub"
room instead of going in, so we can stay on the same page.
From the hub room, go north now. You will be entered into two battles,
each supported by a Leader. Kill them, rest, and save. The east door,
if you can open it, leads to a small room with a foe and a treasure.
Follow the corridors Notheast, and you'll soon see a Gang Leader on the
edge of your vision. Save it, this one's a doozie. Plant your henchman,
open fire, and get ready for a Defensive Fight. (see Walkthrough notes)
When you're finished, open your Boss Chest and then make your way to
the 3 way intersection to the Southwest. Fight your way down the East
hall, then go back to the intersection and go South. Clean out the
room, take the treasure- the circle on your map should be complete. Go
back north, then down the East hall you just cleaned out, Rest and Save
the Game. Here's the first of two bosses.
The half orc Kurdan Fenkt is a formidable fighter. Luckily, you only
have to get him down to Near Death, but its still a very tough fight,
and a DEFENSIVE BATTLE. Boddyknock is pretty handy here, shooting Acid
Arrows at the Half-Orc as you parry with your swords or block with your
shield, maybe even switching between the two if you find that even with
Parry, he's still hitting frequently. (If you're using two handed
weapon attacks, stop for this fight.) Don't be shy with Healing
potions, this is what they're for.
After you beat Kurdan, he'll declare a truce. I strongly suggest you
agree while you can. Interrogate him, discover that you've managed to
corner the Intellect Devourer, (one of the Waterdhavian Creatures, if
you don't remember) then let him go and teleport back to the Temple.
Sell, recruit Daelan, rest, go back in the portal and save the game.
The battle against the Head Gaoler is certainly a DEFENSIVE BATTLE. If
Daelan's still with you, don't go into parry mode unless you're a
rogue. (the Gaoler will just turn his attention to your henchman). Once
Daelan dies, of course, feel free to parry away. Once the head Gaoler
dies, (don't be ashamed about wasting money on teleporting back and
forth) you'll have to take out the Intellect Devourer as it possesses
each of the four other guards. Once that's over with, Recall home and
SAVE THE GAME. Sic Daelan on the Devourer. The things' AC is off the
charts, and its magic resistance is also a bit high, so expect a long
and wearisome battle. It isn't that hard once it's the Gaoler is dead,
however. (Except for the insane AC.) Again, prepare to eat the
teleportation costs, and you should be fine. After you've slain it,
loot the chambers (including two Boss Chests) and teleport home,
victorious.
Congratulations, you've liberated the Penninsula District. Remember to
tell the people hanging out in front of the gates to the district, as
well as the girl outside the temple, of your victory for some extra
experience.
1.2 BEGGAR'S NEST
(Note: For side quest walkthroughs from the Beggar's Nest, see section
1.5.2, Beggar's Nest Quests)
Shortly after the release of the Waterdhavian creatures, undead began
appearing in the common housing district of Neverwinter, also known as
the Beggar's Nest. Within a week, the walking dead had multiplied to
the hundreds, and had forced those still alive to flee the district.
Now its your turn to force back, as you walk into the district well
rested and with your game saved to a separate file.
Note that Clerics and Paladins should not waste their Turning on random
patrols of Beavis Zombies. Wait for the large groups, or the harder
undead, or right before you rest if you have extra.
Talk to Ergus. From the guard barricade, walk forward, take out the
undead, then scythe north around the standalone building. Go right
(East) at the first intersection, then right again (south) at the next.
Walk down the street toward the Shining Serpent. Get ready for a fight,
as four armed thugs jump you outside the building. Melee combatants
shouldn't have trouble at full hitpoints, casters should have a defense
spell up before going near the building. Pick a note off of one of your
assailants. Read it, then take it back to Aribeth and Fenthick whenever
you feel like it- you get some gold and get to insult Desther again.
Go into the Serpent. Talk to Herban Ashensmith, who will fill you in on
the situation and give you a quest to find Krestal and Jemaine. Also
speak to Drake for another perspective on the problem. Then go upstairs
and loot the containers- the loot is very good, with a semi-boss-chest
in one room. Head over to the temple of Tyr across the road, and talk
to the priests, preferably getting the Lost Soul quest. Head back to
the Guard post near the core and get the Find Walters quest if you want
it. Now Get ready- this next run is going to sweep the town and leave a
lot of twice dead corpses.
From the guard barricade, walk forward (maps open, boys and girls) and
make a left in front of the standalone house from before. Kill the
undead surrounding the house, then go into the row-home door just to
the East of it. More undead need slaying. You can go into the
standalone home if you want- there's a (justifiably) afraid man in
there, and a bureau to loot. Go north past the sewer grate, (a black
dot on your map) then left at the corner and into the first barricaded
home. The sign on the merchant shingle says "Siril's Bakery." Take out
the zombies and loot Siril's Corpse, which has a recipe that will
enable you to solve Boddyknock's quest when he gives it to you at a
higher level. Congratulations, you've solved a quest you haven't been
given yet. See details in section 1.5.1. Also, check the containers, as
one contains an Ingredient that will enable the dwarf in the Shining
Knight in the City Core to make you a low level relic.
From the bakery, go back onto the North/South street and take it up to
the next barricaded home. Wipe out the undead- this battle is sort of a
chain reaction and may take you further up the street than you
intended. That's fine, just come back to the second Barricaded Home
when you're done. (Its next to the ruined garden.) Inside is Jemaine.
Talk to him and get you to give you the key to the Strange House to the
North. Go outside and head North.
The cul de sac with the strange house is where you'll be going. If you
want to just get it over with, skip to where I type STRANGE HOUSE in
caps. The rest of us are going on a rampage, we'll meet you there in a
little while.
From the Strange House cul de sac, go east. You should be well rested-
get ready to take on a small army of undead by the gates to the
graveyard. Find Marcus' corpse, and take everything on it. Go south
past the warehouse and veer East. Find Krestal in the barricaded home.
From there, go into the middle of the city and talk to the halfling
couple waiting for their friend. Go south until you reach the
southeastern corner of the zone. Go into the Wheel Repair shop and find
Hector, and return him to the halflings waiting for him. Return the
journal to Bertran at the Tyrran temple. If you return the staff, you
get 400 gold pieces and 3 points of Good. If you sell the staff to a
merchant, you will get about 1200 gold. Ouch. Is virtue its own reward?
Magi, of course, may want to keep it for themselves.
Now its time to bring down the cause of the undead. There are two ways:
going into the warehouse and investigatinge the STRANGE HOUSE.
If you want to go in through the warehouse, head over to the Warehouse
in the Northeast. Clear out the undead on the top floor, loot heartily,
then head downstairs. This floor is straightfoward enough. Equip a
missile weapon, and pick off the shambling zombies one by one with
arrows, bolts, and low level spells. Loot as you go. When you get all
the way around to the next door, rest and save. This next battle is
definetely a DEFENSIVE BATTLE, if you can even manage it. The best way
to handle it is to keep running away, then shooting spells and arrows
at the Sword Coast Boy as he shambles after you. You may even want to
save to a separate file before the battle, then quicksave during the
battle. Loot away. Rest and Save, its not getting easier.
Drawl is a doozie. Barksin, Cat's Grace, fight defensively. If you're a
caster, make sure you throw your hottest stuff while your henchman is
still alive to distract the lightweight lich. After your hench dies,
(and he or she will) you may want to go retrieve him, if your armor
class isn't high enough to match Drawl's cruel mace. After Drawl goes
down, Walter awaits you. Talk to him for some more information on
what's causing the plague, then go downstairs. Take the first left and
fight your way to the switch (there are two traps in the left hallway)
to open the door. Follow the corridors into a big room, then follow the
hallway east. There's a trap at the end of the hall near the corner.
Save the game and rest, and recruit Daelan if you don't have him. The
Bloated Dire Spider hits for eighteen regularly, and you should be on
the defensive. When it dies, you can explore the rest of the floor, or
you can just go up the stairs behind it into the Graveyard.
The Graveyard is a battle royal. Twenty something zombies later, head
to the other tomb- the one that can be opened (the other one is part of
a Temple of Tyr quest, see 1.5.0) You'll be greeted by "Gulnan,"
speaking through her pet zombie. Let her rave, then go through the
antechamber and make a right. Blast down the undead waiting for you,
then enter the chamber at the end of the hall. Go into the room on the
left where you'll find the remains of Jemaine's poor brother (take the
ring). Go back out into the hall and head right/north. The chamber
ahead, of course, has a platoon of zombies taking an unhealthy interest
in you. Get through and fight your way up the hall, entering yet
another chamber of the living dead. Do the deed and turn left.
If you're having trouble with your life, note that Linu should be able
to keep up your HP if you order her manually, and Daelan kills things
fast enough that they don't hit you.
When you see the door on your left, its time to make a decision. Left
takes you into the central chamber and the end of the place. Forward
takes you on a path that eventually forms a square around the central
chamber, imparting mucho experience and loot.
After you decide to go forward, (everyone else look for TOMBS below) go
to the end of the hall and go left/south. Go into the first room on
your right. The chests in here are very good, and are also very heavily
trapped. Most of them WILL kill you, and are hard enough that only full
rogues have a chance to disarm them. Make sure your hench stays back.
Drink/cast some Cat's Grace and remove your armor- its good for your
reflex save.
After you've had your fun, go south down the hall to the next room,
where you win a date with a lovely cleric of Cyric. Save it, kill him
with missiles, and tell me what happens when you try to- I just opened
the gate for him and he vanished. Oh well. Wipe out his friendly
cellmates. Head south down the hall again. The last room has a bunch of
zombies, and substandard loot. Go south down the hall for the last
time. Zombies await near the gate around the bend. You've now
completed the cicle. Go to the north side of the dungeon and through
the door you passed by into the TOMBS.
The tomb room is a hallway with four side rooms. Don't go in the south
door yet. Go into each of the other doors. Inside of three is an
animated suit of armor. Shields up, swing away. The treasure is also
quite good in these rooms. Only rogues can get the most out of it,
unfortunately- the sarcophagi are almost immune to bashing attempts.
When you've looted, walk up to the south door, rest and save. Here
comes the yuan-ti.
Sneaking up on the Yuan-ti who is standing on one of the pyramids is
either really smart (if you're a ranger) or really stupid (if you're a
rogue, unless you have Daelan or Grimgnaw distract Gulnan's friends.)
Once you've engaged Gulnan, call your henchman over to help you pummel
her. (unless its Linu- if it is, let her turn the undead, she's more
effective that way.) Ward yourself against irritating stat problems-
drink a clarity potion, or at least some Owl's Wisdom. You may want to
dual wield in this fight, no matter what your favorite style is- the
more times you hit Gulnan, the more often her spells are interrupted.
Casters should cast creatively. (i.e. Time your direct damage spells to
interrupt her) Any higher-level defensive scrolls you have should be
used now. DO NOT TRY TO KILL HER BY LAUNCHING SPELLS AT HER FROM A
DISTANCE. She'll promptly return one three levels better than yours.
She can kill you very fast if she can get spells off, but if you're
quick enough on the healing potions, a brutal melee attack will stop
her.
Once you've beat her, hold her down and RIP OUT HER HEART. Seriously,
rip it out. Then save it- two boss chests demand your immediate
attention. You also get a key to a loot room- look at your map, it
should be the only unopened door, near the entrance. There's some nice
stuff in there, as you might imagine.
Once you've burdened yourself, teleport back and give Lady Aribeth the
STILL-BEATING HEART OF THE...oh, sorry. Give Aribeth the Yuan-Ti heart
and be showered with praise and riches. Stock the church with relics,
then go out and tell all the beggars that they can go back home now.
Return to the Shining Serpent for your reward. You get jumped again
outside, same procedure as last time. Take the note back to Aribeth and
Fenthick and insult Desther, but first go in and talk to Harben
"Whilliker's whiskers." Receive more praise and riches.
Congratulations, only two ingredients left.
The remainder of Chapter 1 and more can be expected in several days.
The Spoiler Centre