===++---------------------------------------------------------++===
===|| Cheeta and Kyrexus's Neverwinter Nights Walkthrough/FAQ ||===
===|| Version 1.1 ||===
===|| 9/7/02 ||===
===++---------------------------------------------------------++===
PLEASE READ!:
Fans of this FAQ - Cheeta and I have been held up temporarily due to
a malfunction with Cheeta's NWN CD. We apologize, as we whole-heartedly
wanted to add more sections as quickly as possible, but fate has its
way of intervening.
++----------++
|| CONTENTS ||
++----------++
I. Updates
II. Introduction and Questing Tips
III. Tips on Character Creation
A. Sorcerer
B. Druid
C. Spells
IV. Prelude
V. Chapter 1 (Quest Tree)
A. City Core
1. The Wailing and the Waterdhavians
2. Peninsula: Prison Break
3. The Great Tree: Animal Rescue (Side Quest)
4. Cloak Tower: Membership (Side Quest)
(BARD, WIZARD AND SORCERER ONLY!!)
5. Blacklake: The Gauntlet Arena (Side Quest)
6. Moonstone Mask: Art Theft (Side Quest)
7. Temple of Tyr: Never's Tomb (Side Quest)
B. Peninsula
1. Peninsula: The Tanglebrook Estate
2. Peninsula: The Prison Key
C. Beggar's Nest
1. Beggar's Nest: Missing Guard (Side Quest)
2. Beggar's Nest: Aldo and Hector (Side Quest)
3. Beggar's Nest: Undead Infestation
4. Beggar's Nest: Find Krestal
a. Beggar's Nest: Sword Coast Boys
5. Beggar's Nest: Find Jemanie (Side Quest)
a. Beggar's Nest: A Missing Brother (Side Quest)
b. Beggar's Nest: A Strange Cult (Side Quest)
6. Beggar's Nest: A Lost Soul (Side Quest)
7. Hints of Conspiracy (Side Quest)
D. Blacklake
1. Blacklake: Trouble in No-Man's-Land (Side Quest)
2. Hints of Cult Activity (Side Quest)
3. Blacklake: Samuel's Rescue (Side Quest)
4. Blacklake: Unrest
5. Blacklake: Tensions Rising
E. Docks
1. Docks: The Masterson Amulet (Side Quest)
2. Docks: Trouble in the District
F. Miscellaneous
1. Hints of Traitorous Intent (Side Quest)
2. Linu's Tale (Side Quest)
3. Daelan's Tale (Side Quest)
3. Tomi's Tale (Side Quest)
3. Boddyknock's Tale (Side Quest)
3. Grimgnaw's Tale (Side Quest)
3. Sharwyn's Tale (Side Quest)
VI. Chapter 1 End / Helmite Temple
A. Ritual Chamber
1. The Cure at Last
B. Helm's Hold
1. Sins of a Traitor
2. A Devil's Deal
VII. Chapter 2
VIII. Chapter 2 End / Luskan
IX. Chapter 3
X. Chapter 4
XI. Legal Stuff
++-Section I-++
|| UPDATES ||
++-----------++
Note: There was no significant update made, but several small changes needed
to be added for correctness. Updates will not be done in any great hurry, so
as to not wear out the game. Thank you for your patience.
8/17/02 - Neoseeker added to list.
8/17/02 - Finished adding Blacklake: The Gauntlet Arena.
8/12/02 - Bag of Holding Tip added!
8/12/02 - Great Tree: Animal Rescue isn't Druid and Ranger only... oops!
(Thanks to Ankur Patel for pointing this out also)
8/12/02 - Added Tamora's mini-mini quest, as well as City Core XP Tip.
8/10/02 - Added another Chapter 1 Quest - Blacklake: The Gauntlet Arena.
8/3/02 - Added Sorcerer's Place to the list.
7/31/02 - V1.0 released!
++-----------Section II-----------++
|| INTRODUCTION AND QUESTING TIPS ||
++--------------------------------++
Important Note: Related or alternate quests will be noted. Related also
includes sub quests. All quest rewards will be detailed. Shifts in alignment
outside of quest completions will not be noted. Side quests will be marked.
Quests are also in no particular order, as they can be completed in almost any
order. Side quests may need to be completed before you finish the main quest
in the area.
Kyrexus: Well, I've gone through the entire game at least twice now, with a few
incomplete attempts. (Mostly due to a HDD crash...) My last completed character
was a sorcerer, having hit level 20. I have started a druid, and will be
writing this FAQ with Cheeta's help as I go. Also, once the spell section gets
to about level 3, I will likely decide to move it to a different FAQ.
Questing Tips: If you want more gold, you may attempt to persuade people.
However, it may affect your alignment. If you talked to anyone about a quest,
even though they may not have affected your journal, remember to talk to them
again anyway. For instance, if you talk to the girl that informs you about the
prison break after you have turned in the brain of the Intellect Devourer, your
alignment shifts 3 points towards good. (Of course, Evil characters may not
prefer this.)
++--------Section III--------++
|| TIPS ON CHARACTER CREATION ||
++----------------------------++
----------+A. Sorcerer+----------
It is suggested that you take a two-handed weapon as your main focus.
Also try to get a bow, though later you may not use it as much. Combat
Casting's benefit curves off slightly, but will always help. At the first
level, while you run through the prelude, if you do not have combat casting,
you will fail every time you are hit. (Combat Casting removes a 4 point penalty
to your concentration while fighting. At level 1, the max concentration you can
have is 4. Without combat casting, your concentration in battle would
effectively be 0). For metamagic feats, choose Extend Spell and Maximize Spell.
Empower Spell may be used in place of Maximize, if necessary. Also, use the
ability to unlearn spells at each level. There may be better spells that have
the same purpose. After all, enchantments do not stack. For instance, casting
Protection from Elements on yourself, then casting Endure Elements will get rid
of Protection from Elements. Be sure to save before you go about getting level
20. A sorcerer that can't unlearn spells and learn others, is stuck with what
they have.
(Kyrexus: I tried out Quicken Spell. In my opinion, it's a "good idea
gone bad". While it will allow you to get off a spell instantly and without
chance of interruption, it requires a spell slot 4 levels higher! It also does
not necessarily allow another attack in the same round. As for weapons, my
sorcerer has spear weapon focus and spear improved critical. He also has point
blank shot. Since he's a half-elf, I had to learn the Martial Weapon
Proficiency. It allows him to use a Great Sword if he wants to just 'go nuts'.
^_- )
------------+B. Druid+------------
As far as weapons go one of two paths are suggested/recommended: 1. Dual
wielding. Take all the feats so you can attack with a low penalty. Improved Two
Weapon Fighting is the real perk, though it's made at a -5 penalty, it hits
more than you would think. Suggested race is elf so you can use Longswords
without having to get the martial weapon feat, though any one handed weapon can
work just as well. 2. Two-Handed Weapon spec. Human or elf is
recommended/suggested for this build. Human is prefferred though, the extra
feat would allow you to get the Martial Weapon Proficiency. In either case you
need the Heavy Armor Proficiency (assuming you don't plan to be mainly a
caster), the druid simply can't take a beating as well without it. Later on you
should get improved critical as well. Maximize spells is recommended but not
absolutely necessary (a maximized Call Lightning can be devastating). Weapon
focus isn't necessary, but it helps. If you went for two-handed weapons, cleave
is recommended early on. Though you are a caster, you do not need combat
casting (though once again if you plan to be a caster primarily you may want
it.)
(Cheeta: My opinion on the the Animals Forms and Elemental forms, they
may look good but they are horrible. Their only perk is the high HP. The Animal
Forms help early on but tend to be phased out, fast. In the case of the
elemental forms, you get them too late for them to be of any use. Maximize
spells was the only metamagic feat I could find useful for the druid, but that
also depends on how you play.)
-----------+C. Spells+-----------
===Key===
Who = Who can learn the spell.
B = Bard
C = Cleric
D = Druid
P = Paladin
R = Ranger
S/W = Sorcerer and Wizard
All = All
(Should be simple enough)
===LEVEL 0 SPELLS===
Spell: Daze (Enchantment)
Who: B, S/W
Effect: If 5 HD or less, target is dazed.
Duration: 2 Rounds
Kyrexus: Creatures have varying Hit Die, of course. The problem with this
spell is that it will only work on goblins and weaker casters. Fortunately,
it's a cantrip and the classes that get it, get it free.
Spell: Light (Evocation)
Who: B, C, D, S/W
Effect: Makes targeted object give off light.
Duration: 1 Hour/Level
Kyrexus: Useful if you don't want to carry a torch... or you would like
to annoy your fellow party members. ^_-
Spell: Ray of Frost (Conjuration)
Who: S/W
Effect: 1d4 + 1 Cold Damage to target.
Duration: Instant
Kyrexus: At first, the sorcerer/wizard's most helpful spell. It
eventually fades out, at first being able to take out the normal enemy, then
being replaced by Magic Missile and taking over as generic chest-opener.
Cheeta: It's also quite nice for waking party members up or getting their
attention. Nothing like a frozen head or chest to wake you up. *glares at Kyre
as he lobs yet another at him* I'm awake already, sheesh.
Spell: Resistance (Abjuration)
Who: B, C, D, S/W
Effect: +1 to saving throws.
Duration: 2 Turns
Kyrexus: The saving throws aren't exactly helpful, but for a mage, they
might be the difference between life and death.
Spell: Cure Minor Wounds (Conjuration)
Who: B, C, D
Effect: 4 HP healed.
Duration: Instant
Cheeta: This is the first healing spell you get, it's extremely useful
early on.
Spell: Virtue (Transmutation)
Who: C, D
Effect: +1 Temp Hit Point.
Duration: Turn/Level
Cheeta: I never used this spell, but early on I imagine the 1 HP could be
the diffrence between life and death.
(More spells to come!)
====================
===LEVEL 1 SPELLS===
Spell: Burning Hands (Transmutation)
Who: S/W
Effect: Cone of fire, 1d4 per Level, to a max of 5d4.
Duration: Instant
Kyrexus: One of the lesser spells. Magic Missile does more damage, but
only hits one target. I personally have little preference for this spell,
because of the range. You pretty much need to get right in front of the target
for it to hit, and for a mage-type... being close is not a good idea in the
first few levels.
Spell: Charm Person (Enchantment)
Who: B, S/W
Effect: Caster's reputation increased by 50% in the eyes of the target.
Duration: 2 Rounds + 1 per 3 Levels
Kyrexus: I have actually never used this spell. I know in Baldur's Gate
II, when you cast a spell like Friends (which I believe has a similiar effect),
the target eventually realizes what you did, and the reputation drops farther.
For good characters that have a high charisma, you will likely never need this
spell.
Spell: Color Spray (Illusion)
Who: S/W
Effect: Puts target(s) to sleep, stuns them, or blinds them.
Duration: Instant
Kyrexus: A personal favorite. A wave of color flies from your hands, and
can make your job, and the job of anyone else in your party, much easier. Much
useful for later on too, as there is always some enemies that it works on.
Spell: Endure Elements (Abjuration)
Who: C, D, P, S/W
Effect: 10/- resistance to all elements. Absorbs 20 elemental damage.
Duration: 24 Hours
Kyrexus: Not the greatest elemental resistance spell. Still, it does
help. Replace with Resist Elements when you can.
Spell: Grease (Conjuration)
Who: B, D, R, S/W
Effect: Causes all who fail a reflex save to fall down, or move slower.
Duration: 2 Rounds + 1 Per 2 Levels
Kyrexus: Nice spell, if you can find enemies with really bad reflexes.
I personally try not to put too much faith in status affecting spells, as
there's always the chance you'll roll a 1, if you get my drift...
Cheeta: Somewhat more useful than entangle. A nice spell considering the
level and area of effect.
Spell: Identify (Divination)
Who: B, S/W
Effect: Grants the caster 10 + 1 per caster level Lore skill points for the duration.
Duration: 2 Rounds
Kyrexus: Best identify spell I've ever seen. Beats BG2's identify...
Though I'd really like my Glasses of Identify back.
Spell: Mage Armor (Conjuration)
Who: B, S/W
Effect: +1 Natural AC, +1 Dodge AC, +1 Deflection AC, and +1 Enhancement AC.
Duration: 1 Hour/Level
Kyrexus: A spell useful to keep around for later on. It does sort of help
your AC, seeing as it covers a number of AC types. It can also be used to make
an item later in the game.
Spell: Magic Missile (Evocation)
Who: S/W
Effect: 1d4+1 damage per missile. 1 missile per 2 caster levels, to a max of 5.
Duration: Instant
Kyrexus: This one has become my "all purpose spell". It can open chests,
doors, and damage enemies that are resistant to elemental attacks. Too bad it
gets beat by most immunities.
Spell: Negative Energy Ray (Necromancy)
Who: S/W
Effect: 1d6 negative energy damage per caster level.
Duration: Instant
Kyrexus: I really have no preference for simple negative energy spells...
They can heal undead, but in the trade off, you get a superior damaging ability
to living creatures.
Spell: Protection from Alignment (Abjuration)
Who: B, C, P, S/W
Effect: +2 AC, +2 saving throws and immunity to mind-affecting spells vs Good
or Evil.
Duration: 1 Hour/Level
Kyrexus: A nice protective spell. Necessary if you plan to do any Balor
summoning...
Spell: Ray of Enfeeblement (Necromancy)
Who: S/W
Effect: 1d6 Strength damage.
Duration: 1 Round/Level
Kyrexus: If you can get it to work, you just might be able to hamper
their strength-related attack and damage bonuses.
Spell: Scare (Necromancy)
Who: B, C, S/W
Effect: 5 HD or fewer creatures run in fear.
Duration: 1d4 Rounds
Kyrexus: Requires that the creature is either a caster, or a really weak
monster... Most creatures are stronger than this.
Spell: Sleep (Enchantment)
Who: B, D, R, S/W
Effect: Causes 2d4 HD creatures to fall asleep, starting with the lowest HD.
Creatures with 5 HD are unaffected.
Duration: 3 Rounds + 1 per level
Kyrexus: (Again) Requires that the creature is either a caster, or a
really weak monster... Most creatures are stronger than this.
Cheeta: It could be useful if fighting many low level monsters.
Spell: Summon Creature I (Conjuration)
Who: B, C, D, R, S/W
Effect: Summons a Dire Badger.
Duration: 24 Hours
Kyrexus: Though weak, the dire badger helps significantly at the
beginning of the game...
Cheeta: *VERY* useful early on.
Spell: Cure Light Wounds (Conjuration)
Who: B, C, D, P, R
Effect: 1d8 points of damage +1/level healed
Duration: Instant
Cheeta: Yet another healing spell. A much better one in fact.
Spell: Entangle (Transmutation)
Who: D
Effect: Traps enemies with clinging vegetation
Duration: 3 + 1 Round/2 Levels
Cheeta: Somewhat useful spell if fighting lots of low level and or fast
monsters.
Spell: Ultravision (Transmutation)
Who: D
Effect: Grants the target enhanced vision in the darkness. Able to peirce
magical Darkness as well.
Duration: 1 Hour / Level
Cheeta: Could be useful if an area is ridiculously dark or if a monster
or party member spams Darkness.
Spell: Resistance (Abjuration)
Who: P
Effect: +1 to saving throws.
Duration: 2 Turns
Kyrexus: The saving throws aren't exactly helpful, but for a mage, they
might be the difference between life and death.
Spell: Virtue (Transmutation)
Who: P
Effect: +1 Temp Hit Point.
Duration: Turn/Level
Cheeta: I never used this spell, but early on I imagine the 1 HP could be
the difference between life and death.
(More coming soon!)
====================
++-Section IV-++
|| PRELUDE ||
++-------------++
The prelude is really fairly self-explanatory. After the ceremony and brief
fight, get out alive. No matter how much you try though, you will not be able
to get a level up from fighting the goblins and skeletons scattered throughout
the academy. It is recommended that, unless you need the practice, you go on
and speak with the man who tells you to level up. Then go straight to the
stables and speak with Fenthick to get your third level. Only bother with
clearing out the rooms if you could use the items. Some chests contain
extremely helpful, or at least demi-valuable things you can use or sell.
++-Section V-++
|| Chapter 1 ||
++-----------++
----------+A. City Core+----------
XP Tip!: For the adventuresome sort, you can go to the Moonstone Mask to frolic
in the back room. After you get authorization from Ophalia, you can buy pass
coins from Torgo. Go upstairs and speak with Tamora and/or Luce if you're male,
and Tanith if you're female. Doing so gets you 50 XP. If you speak with Tamora,
you can get a mini-mini quest that has no Quest Title. After completing it,
talk to Tamora again for another 50 XP and a 3 point towards good shift in
alignment.
Quest: The Wailing and the Waterdhavians
Who/Where: Aribeth, upon entering the City Halls for the first time.
XP: 600
Gold: 2000
Other: None
What: Aribeth informs you that you need to recover the 4 components needed to
create the cure for the Wailing Death. Turn in the Intellect Devourer Brain,
the Yuan-Ti heart, the Lock of Dryad Hair, and the Cockatrice Feather for 150
XP and 500 GP each. Once you are done, Aribeth will give you the option to go
on to make the cure. Do so to go to the Chapter 1 End!
Related/Alternate Quests: Peninsula: Prison Break, Beggar's Nest: Undead
Infestation, Blacklake: Tensions Rising and Docks: Trouble in the District
Quest: Peninsula: Prison Break
Who/Where: Woman who confronts you outside of the Halls of Justice.
XP: 200
Gold: 800
Other: None
What: The woman who talks to you in the City Core informs you about the prison
break in the Peninsula. You need to head there, and speak with Sedos Sebile, or
go to the Tanglebrook Estate. Go through the Prison, dealing with the Sorcerers
with as much care as possible. Kill the Head Gaeoler Alaefin, but make sure you
get all the Former Guards out first, otherwise the Intellect Devourer will hop
into one of them and escape. Picking up the brain will give you 200 XP. Turn in
the brain to Aribeth. While the quest will be complete, return to Sedos Sebile
for another 300 gold.
Related/Alternate Quests: The Wailing and the Waterdhavians
Quest: The Great Tree: Animal Rescue (Side Quest)
(Not Druid and Ranger only! Thanks to Ankur Patel.)
Who/Where: Nyatar, City Core.
XP: 276
Gold: 400
Other: None
What: Nyatar can give you the quest to rescue the animals from the Blacklake
Zoo. If you accept, you recieve the key and the TransportnVia Plants Scroll. Go
to the Zoo in Blacklake, and use the key to get into the back. Fight the guards
off, and make your way to the back area. Use the Transport Via Plants scroll on
it, and go about talking to each of the animals in the cages. Each animal will
give you 19 XP. Go outside and tell them to enter the portal. Talk to Nyatar
when you get a chance. He will give you 400 GP, and you will get another 200
XP.
Related/Alternate Quests: None
Quest: Cloak Tower: Membership (Side Quest) (BARD, WIZARD AND SORCERER ONLY!!)
Who/Where: Eltoora Sarptyl, Cloak Tower, City Core.
XP: 0
Gold: 0
Other: Many-Starred Cloak
What: If you are a Bard, Wizard or a Sorcerer, you can opt to join the Guild of the
Many-Starred Cloak. It will give you a nice cloak for a lower level mage, as
well as membership bonuses (Chapter 3) if you hold on to the cloak. You need to
collect 4 items in a specific order. The order is Peninsula (for the rare
clay), Docks (for the flask of water), Blacklake (for the puff of fog) and
Beggar's Nest (for the kindling). Each Wizard Lab is guarded by a Mephit of the
area's element. Once you have all the items, return to Eltoora in the Cloak
Tower for a battle of wits against a nasty Minogon. Your reward is membership
in the guild, signified by a decent cloak.
Related/Alternate Quests: None
Quest: Blacklake: The Gauntlet Arena (Side Quest)
Who/Where: Graxx, Trade of Blades, City Core.
XP: 200
Gold: 0
Other: Board Laid Bare ownership
What: Speak with Graxx in the Trade of Blades. Ask about where to find some
action. Pay 50 GP for the pass, and take it to the Board Laid Bare in the
Blacklake district. Talk to the Bartender there, and go down the stairs with
the key. Fight and kill Hrusk, Fashi and Agar. Claudus cheats a bit, and you
pay the cleric to cast dispel magic on him as well, to make the fight a bit more
fair. Defeating Claudus will get you 200 XP and ownership of the bar.
Related/Alternate Quests: None
Quest: Moonstone Mask: Art Theft (Side Quest)
Who/Where: Ophala Cheldarstorn, Moonstone Mask, City Core.
XP: 500
Gold: 1200
Other: Boots of Reflexes +3
What: Ophala will ask you to liberate three art items from a few nobles. One
target is an urn possessed by a man named Hodge in the Blacklake District.
Another is a portrait, held in the Rumbuttom Estate in Blacklake. The final one
is a statuette, located in the Docks District's Androd Estate. All three are
clearly marked on the maps. Two of the items will get you 150 XP and 400 GP
each. The final one will get 250 XP, 400 GP and a pair of Boots of Reflexes +3.
Related/Alternate Quests: None
Quest: Temple of Tyr: Never's Tomb (Side Quest)
Who/Where: Oleff, Halls of Justice, City Core.
XP: 0
Gold: 900
Other: Amulet of Will +3
What: Oleff sends you to find Lord Never's tomb. You need to find Briley in the
Peninsula district in an unmarked house by the Militia HQ. Make your way then,
to the Moonstone Mask to talk to a man named Giles. Get the quill from him, and
take it to Oleff. Oleff will give you 500 GP, and your alignment will go 3
points towards good. Make sure you have the Ceremonial Arrow, Shield and Sword
from the building where Briley can be found, and head to the Aqueducts in the
Docks district (you can find this area by doing the Docks: Trouble in the
District quest). There, a door with a chest can be found. Use the hint written
on the paper that is in the chest to find out how to open the door. Take the
Ancient Symbol of Tyr that can be found in the sarcophagus to Oleff. Another
tomb can be found in Blacklake. A little girl that goes by the name of Punkin
stands in front of the house which contains it. Speak to the woman inside, and
persuade or use insight to learn the bookcase's secret. Turn in the armor to
Oleff. You will get 200 GP and your alignment goes 3 points towards good. Next,
head to the graveyard in the Beggar's Nest. Go to the Masuoleum that has a
chest in front. There's another riddle inside. Go in and take the Journal you
find to Oleff. Your final reward is another 3 points towards good, 200 GP and
an Amulet of Will +3.
Related/Alternate Quests: None
----------+Peninsula+----------
XP Tip!: For between 60 and 70 XP each, you can rescue a couple civilians in the
Peninsula, by taking them to the gate.
You can find a plague victim corpse pile or two here. Burn them for 25 XP each.
Quest: Peninsula: The Tanglebrook Estate
Who/Where: Tanglebrook Estate, Northwest end of Peninsula district, behind
prison.
XP: 0
Gold: 0
Other: None
What: Go to the Tanglebrook Estate. Look under the welcome mat for the key. Go
in and go into the basement. This path will lead you into the prison by secret
entrance.
Related/Alternate Quests: The Prison Key
Quest: Peninsula: The Prison Key
Who/Where: Either Sedos Sebile (South Western end of Peninsula) or Sewers
(South of Prison)
XP: 0
Gold: 0
Other: None
What: Go into the Sewers and defeat the Gang Leader and his cronies to get the
Prison Key. You need this to enter the prison through the front door. No,
really.
Related/Alternate Quests: The Tanglebrook Estate
--------+Beggar's Nest+--------
You can find a plague victim corpse pile or two here. Burn them for 25 XP each.
Quest: Beggar's Nest: Missing Guard (Side Quest)
Who/Where: Captain Ergus, upon entering the Beggar's Nest.
XP: 50
Gold: 0
Other: None
What: Ergus will inform you about his missing guard, Walters. While you are
under the Warehouse, and have finished killing Drawl, speak with Walters. Your
reward is 50 XP.
Related/Alternate Quests: None
Quest: Beggar's Nest: Aldo and Hector (Side Quest)
Who/Where: Aldo, center of the Beggar's Nest.
XP: 100
Gold: 0
Other: None
What: Aldo will calmly tell you about his plight with the wheel of his wagon.
Offer to look for Hector. Go to the southeastern end of the Beggar's Nest, and
go into the building that has a sign outside that reads: Thomas Wheelwright
Wagon Repair. Inside, talk to Hector and let him follow you back to Aldo. Your
reward is 100 XP.
Related/Alternate Quests: None
Quest: Beggar's Nest: Undead Infestation
Who/Where: Harben Ashensmith, Shining Serpent.
XP: 200
Gold: 500 GP
Other: Amulet of Natural Armor +2
What: You will need to venture under the Warehouse and fight Gulnan in the
Warrens of the Damned under the graveyard. Picking up the heart gives you 200
XP. Turn it into Aribeth to continue The Wailing and the Waterdhavians quest.
Talking to Harben after the quest is completed will give you an additional
reward of 500 GP and an Amulet of Natural Armor +2.
Related/Alternate Quests: None
Quest: Beggar's Nest: Find Krestal
Who/Where: Drake, Shining Serpent.
XP: 0
Gold: 0
Other: None
What: Go into the Barricaded home near the center of the Beggar's Nest. Fight
the zombies and go up the steps. Fight another zombie, and speak to Krestal. No
reward.
Related/Alternate Quests: Find Jemanie
Quest: Beggar's Nest: Find Jemanie (Side Quest)
Who/Where: Drake, Shining Serpant.
XP: 0
Gold: 0
Other: None
What: Far west Beggar's Nest. Check the northern "Barricaded home". No reward.
Related/Alternate Quests: Find Krestal
Quest: Beggar's Nest: Sword Coast Boys
Who/Where: Krestal, Beggar's Nest.
XP: 0
Gold: 0
Other: None
What: Krestal tells you about the Sword Coast Boys, and of Drawl. Head to the
Warehouse when you think you're good to go. Killing Gulnan will complete the
quest.
Related/Alternate Quests: Find Krestal
Quest: Beggar's Nest: A Missing Brother (Side Quest)
Who/Where: Jemanie, Beggar's Nest.
XP: 100
Gold: 0
Other: Torin's Ring
What: Jemanie tells you of his brother, Torin. (Be sure to talk to Jemanie, and
get the wardstone from him. Use it to get into the "Strange Building"). While
in the Warrens of the Damned, you will find the Corpse of Torin. Take the ring
from the corpse, and give it to Jemanie. Reward of 100 XP, and you get Torin's
Ring back. No idea of what use it is.
Related/Alternate Quests: Find Jemanie
Quest: Beggar's Nest: A Strange Cult (Side Quest)
Who/Where: Jemanie, Beggar's Nest.
XP: 0
Gold: 0
Other: None
What: Jemanie informs you of the cult that his brother joined. You can further
this quest by finding Jared's journal in the room that you let him out of.
(Kyrexus: Personally, I'd kill him as he leaves... do the whole city a favor!
^_-) Killing Gulnan completes the quest
Related/Alternate Quests: Find Jemanie
Quest: Beggar's Nest: A Lost Soul (Side Quest)
Who/Where: Bertrand Penhold, Temple of Helm.
XP: 150
Gold: 400
Other: None
What: Locate the body of Marcus Penhold. Retrieve the staff and journal from
his body, and give them to Bertrand. The Journal fetches 50 XP, while the staff
gives 100. Giving them to him will shift your alignment 3 points towards good,
and gives you 400 GP.
Related/Alternate Quests: None
Quest: Hints of Conspiracy (Side Quest)
Who/Where: 4 Hired Thugs, generally in South-center Beggar's Nest. Pick up note.
XP: 50
Gold: 250
Other: None
What: Take the note to Aribeth. She will tell you to take it to Fenthick.
Turning in the note gets you 50 XP and 250 GP.
Related/Alternate Quests: None
----------+Blacklake+----------
Quest: Blacklake: Trouble in No-Man's-Land (Side Quest)
Who/Where: Cendran, upon enterance to Blacklake: No-Man's-Land.
XP: 100
Gold: 0
Other: None
What: Cendran will tell you about the half-orc Loxar, who is capitalizing on
the chaos in No-Man's-Land. He is located in a burnt down building along the
way. Kill him and take his head to Cendran. Your reward is 100 XP, and your
alignment will shift 3 points towards good.
Related/Alternate Quests: None
Quest: Hints of Cult Activity (Side Quest)
Who/Where: Mysterious Assailant(s), near enterance to Blacklake in
No-Man's-Land.
XP: 50
Gold: 250
Other: None
What: Kill them and take the letter to Fenthick, just as you did before. Your
reward is 250 GP and 50 XP.
Related/Alternate Quests: None
Quest: Blacklake: Samuel's Rescue (Side Quest)
Who/Where: Thurin, Board Laid Bare, Blacklake.
XP: 225
Gold: 300
Other: None
What: Thurin will tell you of his lost soldier. Rescue him from Meldanen's
prison to get 100 XP. Speaking to Thurin after Samuel leaves the tower will
get you 125 XP and 300 GP.
Related/Alternate Quests: None
Quest: Blacklake: Unrest
Who/Where: Formosa, Blacklake.
XP: 0
Gold: 0
Other: Periapt of Wisdom +1
What: Formosa will inform you about the sorcerer, Meldanen. You will need to
get into his estate. Either you can bust down the door by killing his guards,
or speak with Milly, and take the Meldanen Estate Entrance quest. Once you
have the key, take it to Formosa. If you killed Meldanen, turn in the silver
tooth. Your reward is a Periapt of Wisdom +1.
Related/Alternate Quests: None
Quest: Blacklake: Meldanen Estate Entrance
Who/Where: Milly, Blacklake.
XP: 0
Gold: 0
Other: None
What: Milly, the wandering cleaning lady, will tell you she once visited the
sorcerer, Meldanen. She gives you the key to her house so you can use the
portal in the back room. After you enter Meldanen's house, the quest will be
completed. No reward.
Related/Alternate Quests: None
Quest: Blacklake: Tensions Rising
Who/Where: Meldanen, his estate, Blacklake.
XP: 320
Gold: 0
Other: None
What: You will get the Master Key from Meldanen, as well as 120 XP. Use the key
to free the dryad. Freeing the dryad will give you the Lock of Dryad Hair, and
200 XP. Take the key to Formosa, to complete the Unrest quest. Then, take the
Lock of Dryad Hair to Aribeth to continue The Wailing and the Waterdhavians
quest.
Related/Alternate Quests: None
------------+Docks+------------
XP Tip!: One Plague Victim Pyre can be found here. Burn it for 25 XP.
Bag of Holding Tip: Buy one from the guy in Twenty in a Quiver.
Since the Docks do not have any specific quest to follow to do what you need,
follow these instructions:
On the west side of the Docks, a band of Bloodpirates guard their ship. Kill
them and take a uniform. (This is also where you can get the item to complete
Daelan's Tale.) Pick up any smuggler's coins if you want, while you are killing
Thugs. Go to the Seedy Tavern wearing the Bloodpirate Uniform, and speak to the
Auctioneer in the back corner to trade the coins for slightly above average
items.
Quest: Docks: The Masterson Amulet (Side Quest)
Who/Where: Hemmel Masterson, Docks.
XP: 150
Gold: 400
Other: None
What: Hemmel Masterson, located in the southern center of the Docks will tell
you he gave an amulet to Callik. Later, you will find Callik, who has the
amulet on him. Return it to Hemmel. You will get 400 GP for your kindness, and
150 XP to boot. Your alignment may shift 3 points towards good.
Related/Alternate Quests: None
Quest: Docks: Trouble in the District
Who/Where: Seedy Tavern, Docks.
XP: 200
Gold: 0
Other: None
What: Entering the Seedy Tavern will begin this quest. Speak with the half-orc,
Jalek. Get into a drinking contest with him that requires a nice constitution.
(Drink an Endurance potion to increase your chances.) After the interesting
public display, speak with the man standing beside him. Take the key, and go to
the back room and speak with the chef. Persuade him to enter. Go down the
steps. You will get an amulet after speaking to a woman named Dara'nei that wa
being interrogated. Use that amulet as a key for a door in the Silver Sails
Trading Post. Venture through to find Callik and Vengaul arguing. After a brief
battle, you'll locate the Cockatrice Feather. Picking it up will give you 200
XP.
Related/Alternate Quests: None
--------+Miscellaneous+--------
Quest: Hints of Traitorous Intent (Side Quest)
Who/Where: Anywhere
XP: 50
Gold: 250
Other: None
What: Eventually, several Hired Assassins will jump you. Kill them and turn in
the note to Fentchick as usual. Reward is 50 XP, and 250 GP.
Related/Alternate Quests: None
Quest: Linu's Tale (Side Quest)
Who/Where: Linu, Anywhere (Level 6 Required)
XP: 100
Gold: 0
Other: Pendant of the Elf +1
What: Linu will tell you that she needs to find the Moonbow Chalice. You can
find it in a chest of drawers in Meldanen's Estate. Give it to Linu for 100 XP,
and a Pendant of the Elf +1.
Related/Alternate Quests: None
Quest: Daelan's Tale (Side Quest)
Who/Where: Daelan, Anywhere (Level 6 Required)
XP: 100
Gold: 0
Other: Amulet of the Red Tiger Tribe +1
What: Daelan will tell you he needs to find his mother's brooch, so that his
dream quests may continue. Fight the blood pirates in the Docks area. The
brooch can be found in a chest on their ship. Give it to Daelan for a reward of
100 XP and an Amulet of the Red Tiger Tribe +1.
Related/Alternate Quests: None
Quest: Tomi's Tale (Side Quest)
XP: 100
Gold: 0
Other: Ring of the Rogue +1
What: Tomi's amusing tale will lead you to the Beggar's Nest. In the wagon shop
where you find Hector, in a bookcase behind the counter, you can find a set of
Official Documents. Give them to Tomi for 100 XP and a Ring of the Rogue +1.
Related/Alternate Quests: None
Quest: Boddyknock's Tale (Side Quest)
Who/Where: Boddyknock, Anywhere (Level 6 Required)
XP: 100
Gold: 0
Other: Latanese Ring +1
What: Boddyknock's quest in Neverwinter has you searching for a way to make
bread. (Yes, bread.) Find the recipe in the southern-most Barricaded home on
the far western side of the Beggar's Nest. Give it to him for 100 XP and a
Lantanese Ring +1.
Related/Alternate Quests: None
Quest: Grimgnaw's Tale (Side Quest)
Who/Where: Grimgnaw, Anywhere (Level 6 Required)
XP: 100
Gold: 0
Other: Amulet of the Long Death +1
What: Grimgnaw's tale is of his recruitment into the Order of the Long Death.
He informs you that he is in search of an escaped initiate that wears a unique
and easily identifiable ring. The ring can be found in a house in Blacklake's
No-Man's-Land, near the entrance towards the area where the Gate Captain is
located. Look for the house with a Wagon by the door. Grimgnaw will give you
an Amulet of the Long Death +1, and you will get 100 XP for completing the
quest.
Related/Alternate Quests: None
Quest: Sharwyn's Tale (Side Quest)
Who/Where: Sharwyn, Anywhere (Level 6 Required)
XP: 100
Gold: 0
Other:
What: Sharwyn asks you to help her find a potion to cure a disease her mother
has. You can find the Celestial Elixir in the Tanglebrook Estate. In the hall
where you have an option of going downstairs, or into a room on the same floor,
take the room on the same floor. On the Alchemist's Apparatus, you can find
what you need. Give it to Sharwyn for 100 XP and a Belt of the Performer +1.
Related/Alternate Quests: None
++-----------Section VI-----------++
|| CHAPTER 1 END / HELMITE TEMPLE ||
++--------------------------------++
-------+A. Ritual Chamber+-------
Quest: The Cure at Last
Who/Where: Oleff, Ritual Chamber.
XP: 0
Gold: 0
Other: None
What: Oleff will come and speak with you as soon as you appear in the ritual
chamber. Go into the main room and speak with the "big 4". After that, they
will begin the ceremony. Enjoy the peace, as it doesn't last long. Enter the
portal after the dust settles.
Related/Alternate Quests: None
---------+B. Helm's Hold+---------
XP Tip!: Enter via the main entrance. By the gate to get into the hold, you can find a
corpse. The corpse has a gem which you can put into the altar inside the Hold.
Placing this gem will provide you the help of the 4 constructs floating in the
room. You will also get some XP for this.
Quest: Sins of a Traitor
Who/Where: Dumal, Helm's Hold.
XP: 0
Gold: 0
Other: None
What: Speaking with Dumal in the prison section of Helm's Hold, you'll learn
that the Hold was infiltrated by spies. Make your way through the main temple.
After climbing a couple flights of steps, you will come across Desther and a
"few" rotting friends. Desther will surrender relatively early, and talk to
him to take him back to Neverwinter... On to Chapter 2!
Related/Alternate Quests: None
Quest: A Devil's Deal
Who/Where: Chaohinon of the Void, Helm's Hold.
XP: 750
Gold: 0
Other: None
What: Chaohinon of the Void will ask you to complete the Helmites' ritual, so
that he may run free. If you can find the Black Grimoire, you can activate the
altar, and decide whether to complete the ritual or to banish the demon. If
you banish the demon, you will get 375 XP. Later, you can find a Book of Helm.
Take it to the altar, and reinstate the Guardian of Helm. You can ask for
insight into events, which simply allows you to ask questions about what he
sees in the future, an Elven Court Bow, a Ring of Elemental Resistance (15/- to
all resists), or he can enchant you for a short time with some incredible
(and *very* temporary) stat boosters. You will get another 375 XP, regardless
of choice.
Related/Alternate Quests: None
++-Section VII-++
|| CHAPTER 2 ||
++-------------++
(Coming soon!)
++------Section VIII------++
|| CHAPTER 2 END / LUSKAN ||
++------------------------++
(Coming soon!)
++-Section IX-++
|| CHAPTER 3 ||
++-------------++
(Coming soon!)
++-Section X-++
|| CHAPTER 4 ||
++-----------++
(Coming soon!)
++--Section XI--++
|| LEGAL STUFF ||
++---------------++
This FAQ/Walkthrough is copyright of Dan AKA "Cheeta" and Edward AKA "Kyrexus"
as of July 20th, 2002. Please report any public sites that have this FAQ
listed without authorization. Do not sell this FAQ, rewrite, or quote from
without proper respect and notification of the authors.
The only sites authorized to have this FAQ posted will be listed as it is
updated.
Permitted sites:
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If you wish to add this FAQ to your site, email the main writer Kyrexus, at
[email protected], or Cheeta at [email protected]. If you have any
questions, comments, suggestions, or constructive criticism, send it to
[email protected] or [email protected]. Hate mail, spam, and anything else
annoying and useless goes to [email protected].
Credit for helpful information will be given here, and with the information
provided in its place in the FAQ. Thank you, and enjoy the FAQ!
Credit:
Kyrexus - Main Writer
Cheeta - Co-Writer
(Both are good enough to answer questions)
Ankur Patel - Also caught the fact that the Great Tree: Animal Rescue isn't
Druid and Ranger only.
-------------------------------------------------------------------------------
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