NEVERWINTER NIGHTS
RPG by Infogrames
A solution by Lu Richardson
The Product
-----------
I have been playing RPGs for a long, long, long time
and I have seen them come in all shapes and sizes. This one is pretty good in most respects, particularly the
graphics; but nothing in this world is perfect or lives up to the hype. It has its flaws: one of them is that the format is
rather repetitive (for instance, the never-ending rigmarole of unlocking chests
which contain little of value) and another is that some fights take forever,
which is rather boring.
Still, all in all, an enjoyable game with entertaining
puzzles.
The Strategy
------------
First of all get the "god mode" cheat from
cheatcc.com. You ain't going to get far without it.
Next, pick your character. I found that a male, human Paladin was a good all-rounder; a
Thief henchman was useful to him at first to get chests opened, until he was
strong enough to bash them. Also,
by doing the decent thing at all times and not taking any rewards (and you
don't really need them) he got further boosted. Plus he gets to use magic pretty well.
Of course, you will have your own ideas on the
subject; but this solution is for a game played with a Paladin who was
extremely polite and nice to everyone, accompanied by Tormi the Thief who got
under his feet, needed constant attention and was altogether a pain in the
neck.
As each chapter opens, make sure you speak to everyone
(using all the proper options) and get all the side quests, probably by asking
for a job (I kept forgetting to ask for jobs!). These are a bit of a nuisance but they ensure that you
advance rapidly. Don't worry if
you cannot complete any of them because you can't find what's needed - they
don't affect the main quest. If
you find items which when you try to sell them are worth 0 gp it's because they
were meant for a quest. You aren't
always asked to go on them, either.
Before you finish each chapter, get rid of all the
items pertaining to it. But since
there is no coming back, don't drop any goodies you might need in the next.
Keep your inventory tidy - you'll be finding oodles of
stuff (in barrels, crates, boxes, chests and the bags that people/monsters drop
when they die), most of which you should sell. You mustn't weigh yourself down, so leave armour alone
unless you really need it. It's
best to pick up gems, spells and small objects, and only armour and weapon
which are magic. Don't lug around
a greataxe weighing 20 kg and then get 14 gp for it. Also, from time to time it pays to get back to a shop to
sell what you are carrying in order to make room for more loot.
You will find a whole lot of reagents which needn't
necessarily be a lot of use to you.
As a precaution, take one of each with you in one or two of those magic
bags (preferably -100% weight). In
fact, when reagents are really needed for important tasks you'll always find
them laying about. So don't weigh
yourself down with them.
As to weapons, you will find quite a choice and when
you find magical ones you can even improve them; however, if you find only one
lump of adamantine ore in the first chapter (you won't find it anywhere else),
don't modify any weapon with it yet, but keep it for later when you find even
more powerful weapons.
Try always to have with you whatever wands/spells you
can use, since sometimes ordinary weapons have no effect on the nasties.
In combat, concentrate on the weaker attackers
first. Always go first for any
mage or priest around, and also archers (they tend to be weak and easy to
kill). When an enemy summons
familiars, ignore the familiars and go for the caster. The summoned familiars disappear when
you kill the caster. But you will
no doubt develop your own strategies, such as positioning yourself in such a
way that only one nasty at a time can get at you, or manoeuvring so that your
enemy is between you and his own archer/caster and he gets it in the neck
instead of you.
As to advancing levels, you might find it expedient at
the very start to move one level onto another class, if only to be able to use
certain weapons or magic. The
trouble is that you'll have to go up at least three levels in that class for it
to do you any good... and all the while you are not advancing in your own.
Frankly, you will be probably better off sticking to
your class and hiring the type of henchman you need for a particular section of
the game.
SAVE OFTEN, preferably every time you enter a new
area.
And now, for the game itself.
THE PRELUDE
This is all about learning the interface, so be sure
to visit everyone and learn all you can.
Simply do what you are told.
Before you go through to the Assembly Hall, visit the Store again and
purchase 10 Paladin Robes at 0 gp and sell them at 1 gp each. If you keep doing this till you have at
least 150 gp you will be able to engage the Thief henchman (or another one) at
the very start. When you have
done, go to the last room. Be sure
you are armed.
Talk to Aribeth.
At the end of the conversation you are attacked. Fight whoever is nearest and when the
enemy is dead, talk to Aribeth again.
You get your marching orders.
Visit the whole area over again and start killing nasties, this is good
practice. Then find the exit.
In the next room you get another fight and a couple of
chests will yield a couple of items; in every room or section, you must always
move your cursor around to see what lights up green, namely, what can you
manipulate. Through the next door
you will meet Pavel who wishes to join you; let him and he will explain how the
henchman system works.
Fight your way along the corridor. Keep your eye on Pavel's red bar, he
might need healing. During
battles, use the Healer's Kit on him to save him. On other occasions, just drag a healing potion onto him.
In a room you will meet Geldar, who completes your
training. Explore the whole area,
using the map to make sure you have not missed any rooms.
Carry all the loot you can, if only to sell it and buy
something else. If you find a
potion of Bull's Strength, you will be able to carry more than your allotted
weight.
In the last room, go for the Mage straightaway, he
does more damage than the goblins.
Now you can go to the Stables, where you will fight,
see two creatures buzzing off, talk briefly to Fenthick and Desther and say goodbye
to Pavel. Afterwards you can
question Fenthick more closely.
As you leave the Stables your training is complete and
you should have a pretty good idea of what it's all about. So now, on to...
CHAPTER I
You start at the Sanatorium, where you speak to
Fenthick. Going through the door
to the North will take you to the Temple of Tyr. Speak to Aribeth.
Be sure to get all the information she can give you. At the end, End Dialogue and click on
her again to use the Temple services.
Now is your chance to unload all the loot you were carrying and to buy
anything you fancy. There are
other places to buy, so if you don't see anything you like, try elsewhere.
Before you leave the temple, look at everything and
talk to everyone you can.
Particularly, talk to Oleff and agree to help him. Also, you can take Torni as a henchman
if you want. If you do, don't
forget to talk to him and get his story.
As you go up levels, he'll tell you more and, at the end of his story,
he'll ask for something. Give it
to him and you'll get experience points.
This applies to the other henchmen, too. At any rate, talk to all of them even if you don't wish to
hire them since they provide information.
Oh, yes, you'll find books here and elsewhere. As a norm, read them on the spot and
leave them where they are, specially if they are plain and blue. You'll know the ones you have to take
with you because they contain information about your quests. Drop them immediately they cease to be
useful.
Right, if you've finished exploring the Temple, step
out to...
The City Core
-------------
As you come out, talk to Bethany who is right in front
of you and she will give you information on Peninsula. When that is over, take time to look at
the map. At the 12 o'clock point
(as it were) is Castle Never, which you are not going to enter though you can
talk to the guy at the door.
Clockwise around the perimeter you will see exits to Blacklake (ignore
the Refugee Camp and the City Gate, though you can go and see), Beggar's Nest,
Peninsula and Docks. These are the
districts you will be visiting in due course.
For now, concentrate on the Core. You don't need me to tell you to keep
your eyes peeled while you walk around for chests/barrels/crates, etc. and the
goodies therein. Also, look out
for piles of bodies (pyres) to cremate because you gain experience points and
every little thing helps. Open
doors and go in searching and generally poke your nose everywhere.
Here are the different locations.
Trade of Blades:
Talk to everyone you can. Each henchman has hints about the different districts. Talk to Graxx and say you are looking
for action - buy a pass for 50 gp if you can afford it, if not come back later.
Moonstone Mask:
There is a Courtesan just outside: talk to her and when you leave, give
her some money. Inside, find
Gilles. Listen to him and Persuade
him to tell all. This might take
you several goes. Then demand the
Quill till he gives it up.
Talk to Ophala and Persuade her to tell you about the
works of art. Then tell her you
wish to visit the backrooms and she'll send you to Oleff. You needn't do this right now, but you
could go to Oleff, hand over the Quill and get the paper you need. Back to Ophala, give her the paper and
she'll give you a key. Buy a Pass
Coin from Torgo and go up the stairs.
At the top of the second flight you will find Tamora. Talk to her and say goodbye. Talk to her again and she will give you
a brooch and ask for help with Hoff.
You can leave now.
Shining Knights Arms:
Talk to Durga and ask about special equipment. He will give you a stone and you can go
to the back room. Talk to Marrok
and keep asking about "components" till he gives you a book. Examine the book to see how you can get
better weapons and stuff. You see,
you just click on the Forge and put in the weapon and the ingredient, talk to
Marrok and pay up. You click again
on the Forge and collect the results.
That's the way it works.
Be aware that adamantine is as scarce as horse
feathers, so if you find only a piece keep it for when you get a really good
magic weapon in Chapter III. The
other ingredients are more common and you can use those as soon as you find the
appropriate magic weapon.
The Great Tree:
You will have to Persuade Nyatar to let you help with
the zoo (again, it might take a few goes) and you will get all the necessaries.
The Cloacktower:
You don't need to visit this store unless you are a
magician.
OK, if you've been everywhere in the Core, talked to
everyone you can and done everything you could, the time has come to visit...
Peninsula
---------
First talk to the Guard at the gate and to the folks
sitting around. Go through the
gates. Talk to the Captain to your
right, then do the usual: walk
around, get stuff, enter houses, fight, etc. If you find a citizen in a house, do not hurt them and do
not rob them.
Keep left to be thorough. Going Southwards, first you'll come to Dulcimae, who will
give you important information and will need to be escorted to the gate (you'll
also meet another guy who gives you the same information and needs to be
escorted to the gate - just making sure you've had the message).
You'll find Briley in a house to the East. Talk to the guard, say you come from
Oleff and go down to the tomb to speak to Briley. When you've done, get the four items from the chest - hang
on to them. Read the book.
OK, outside, further on you'll find the Stores and
next door, the Militia HQ. Enter
and talk to Sedos (don't forget to come back when you've finished in this
district).
To the SW you'll find the sewers, where you will have
a tough fight and get the prison key.
The prison is in the centre of the map and with this key you can enter
it, but then you would be missing out on the estate.
Go NW and at the door of the estate click on the mat
to get the key, go in and explore, then go downstairs over the dead bodies of
some oversized beatles.
You'll find yourself at a chessboard floor covered in
traps, so be careful where you step.
You can examine the body at the centre and pick up the weapon. Get across (after getting the items in
chests and things) and you will find yourself in the prison.
On the main floor all you have to do is to explore as
usual. A prisoner will tell you
the layout of the floor. Find the
two rooms in the E and pull the two levers to have access at the cells (some of
which contain corpses carrying items), thus freeing the prisoner - you will
also have to unlock the main door so that he can get out. Once you've done the main floor, go down
(in the W).
This is the Containment level and if you go left
you'll meet Emernick, who rushes into a cell and asks you to shut the door will
the lever. Talk to him and no
jokes about you being with the prisoners, he has no sense of humour. When you leave, try to get to the room
in the centre of the map to pull a lever which opens all the cells. Then, as before, explore the whole area. When you've done so, go downstairs to
the Pits.
More exploring to be done. At the last room in the NW, the "Master" throws
Kurdan at you and disappears.
Fight until Kurdan surrenders and pump him till you get all the
info. Right, now rest and do
whatever you have to do to be in top condition. Save.
Go downstairs to the Lair and run around like mad
avoiding the Gaoler and persuading all the guys to leave. Make sure everyone goes away. Now face the Gaoler and fight. Killing him is easy, but once he's dead
you are facing the Brain Devourer and he's no joke. It should be a long fight and you'll have to try and use
whatever hurts him most. Once it's
dead, get the brain from the little bag he drops. Explore this room and then either go back to the
Temple using the Stone of Recall or, better still, go back to the entrance and
visit the Militia HQ. When you
come out to the Core, don't forget to tell the folks camped outside that they
can go home.
Outside the temple tell Betheny she can go home; go
in, give the reagent to Aribeth and find out where you have to go next. In fact, it'll be...
Beggars' Nest
-------------
Now you know the routine, all I have to tell you is
the interesting places.
Talk to the Captain at the gate and you'll find out
he's missing a man.
Again, starting at 12 o'clock, you'll find the Great
Graveyard; and clockwise the Warehouse, the Academy (can't go in), Barricaded
Home, Thomas Wheelwright, the Temple of Helm, the Shining Serpent, the Gate,
Barricaded Home, Barricaded Home (Bakery), Strange House and right in the
middle of the map, Aldo and his wagon.
OK, this time let's go right to the Shining Serpent. Here talk to Callahan, Harben and
Drake, and be sure to come back to them before you leave the district
altogether.
At the Temple of Helm, talk to Bertrand, who wants
news of his brother Marcus. He
lies dead to the right of the Great Graveyard gate - collect his stuff in good
time and give it all to Bertrand.
If you visit Thomas he'll ask you to take him to Aldo
- do so, but before you leave look at the bookcase and you will find a document
which you will later give to Torni, if the Thief happens to be your henchman.
(By the way, you'll find odd things around and about,
like a recipe at the bakery, for instance - these are items you would have
given to other henchmen when they got to the end of their respective stories
and asked help with them. Don't
worry about it.)
Anyway, take Thomas to Aldo and talk to him. When that's sorted, go to the
Barricaded Home to the East.
Inside you'll have to fight zombies before you go upstairs. There you'll find another zombie (kill
it) and Krestal, who will tell you about the Warehouse, amongst other things.
Visit the Warehouse, go downstairs and look
around. After you've killed the
main baddy, you'll find the missing man Walters. Talk to him before you let him
go, and don't forget to talk to the Captain as you leave the district. If you were to continue down you would
get to the Crypts. Don't.
Let us go instead to the gate of the Graveyard and
find Marcus (visit Bertrand at the Temple when you have a minute), then to the
next Barricaded Home, where Jemanie will tell you he needs you to find his
brother Torin. He will also tell
you about the Strange House north of here and give you a stone to enter
it. You can also go south from
here and into the Bakery.
In your travels around this district you will be
attacked by hired thugs - when you've killed them, make sure you collect the
Anonymous Letter one of them drops - read it and remember to take it to Aribeth
later.
Now for the Strange House. Try to enter, say you follow the serpent and go in and
straight into a fight. Look about
you and after you've killed everyone, go down into the Crypts. The first door you'll come to won't
open, but a lever in a nearby room will do the trick. Explore on: the
stairs up to the N will take you out into the Graveyard, and the ones to the E,
into the Warehouse. So, when
you've finished go up to the Graveyard, where the zombies will queue up to get
at you.
Clear the Graveyard and look around. A small building has a chest by its
side. Open it and read the torn
message. Put in the chest the
Ceremonial Shield you found at the Tomb in the previous district. The door will open; go in and fight the
mummy, then get the book (which you will later give to Oleff).
For now we'll go to the Warrens by way of light
relief. As you come in you will
find a jewelled door to the N which cannot be opened. You will also find, in a room to the E of here, the body of
poor Torin with the key for this door and a ring which you will have to take to
Jemanie as proof of his death.
When you come into the large room in the centre of the
map, run to the ramp to the W and, ignoring all else, bash the pedestal (this
kills all the undead milling around).
Then run to the ramp to the E and fight Gulnan till she is dead. Collect her heart.
If afterwards you speak to Jared in a jail to the SW
you'll find he is a very bad man, so don't let him out.
When you have finished here, go around to everyone in
the district who had asked for something and get your reward. Get back to the Temple of Tyr and tell
Aribeth about the letter - she'll tell you to take it to Fenthick (do so), give
her the reagent (the heart) and ask where to look next.
It turns out it's...
Blacklake
---------
You know what to do - talk to the guard outside the
gate and the Captain inside it.
Get exploring till you know where everything is, picking fights and
items as you go along. You can do
this in any order, of course.
Just inside, Cendran will tell you about Loxar. You'll find him towards the centre of
the map, inside a round tower.
Save before you go in. When
you kill him you get his head and, if you are lucky, a lump of adamantine
ore. If not, you might like to
reload and kill him again. Items
appear randomly, you see. Anyway,
take Loxar's head to Cendran immediately, you don't want to carry that about
with you.
As you head for the Barricades you get hit by hired
thugs once more - get the letter they are carrying.
When you go through the gate, talk to Captain
Harn. Go right and talk to
Formosa. Agree with her, say
you'll get the key but will not kill.
Take the job on.
Go N and talk to the Rumbottom guard. Walk in. When you meet Mr. Rumbottom (in a room to the N) talk tough
at first but be kind afterwards.
In this room you will find a painting you need.
Opposite this estate you will find Hodge's. Talk to the guard and go in. The cook in a room to the E will tell
you Hodge has gone, but the urn you seek is in the NW.
And now to the Zoo. Pay to go in and go E.
In a room to the N you will find Sureshot - save before you go in
because sometimes, when you kill him, he is carrying adamantine. With two lumps you can get a decent
weapon now and a better on in Chapter III.
Check out the Tree in the exit to the NW - click on it
to get a portal. Go to the centre
of the map and pull the lever (after you kill the nasty guy in that room) and
then go to the cages and tell the four animals to leave. Follow them to the portal and tell each
one of them to step into it (don't forget to visit Nystar afterwards). Leave the zoo and you will see Milly's
house nearby. Seek Milly (an old
lady tottering about here) and talk to her. She will give you a key. Enter her house and find the portal - using it will get you
into Meldanen's estate.
A journal in a room to the NW tell about the
Dryad. In the E, by the front
door, you will find Grommin. Ask
him about his Master and tell him you are his friends, and the idiot lets you
in. In the SE, in a prison, you
will meet Samuel - talk to him and free him. He'll ask you to look up Thurin at the Inn. Go downstairs to the Sanctum. In a room to the SE you will see the
imprisoned Dryad who will warn you about Meldanen. Sure enough, he turns up and you fight. When he surrenders, ask for the key to
the warehouse. You could of course
kill him if you prefer, but I didn't.
In this room you will find an item which is meant for a henchman
quest. If you don't have that
henchman, you don't need to take it.
Free the Dryad but ask her to help with the cure. She gives you some hair and there you
have your third reagent. Leave and
take the key to Formosa. Enter the
warehouse to see that Meldanen was indeed hoarding food. Plus you might find the odd thing to
take home with you.
Out, find Punkin in the SW corner of the map and talk
to her. Go in the house and talk
to Telma. Click on the bookshelf
in front of her and say Halueth.
Go in and find the door and the chest. Look inside the chest, read the torn page and place the
Ceremonial Arrow in it to open the door.
Save. Go in and fight it
out with the Swords. At the end,
get the items from the sarcophagus (take the armour to Oleff).
Now, go to the centre of the map and enter the Board
Laid Bare. Find Thurin and talk
about Samuel. He gives you a
reward, though I refused it (being in goody-twoshoes mode).
Talk to the Bartender and, if you want, use the pass
for the Gauntlet. Go downstairs
and talk to Kellisai. There are
three medals to earn (kill the animals before you go for each guy) - after
that, you fight Claudus, who cheats.
Before you go in to fight him, ask Kellisai to be fair. At the end, talk to Claudus - the Inn
is now yours. You can ask the
Bartender for the profits, if you want.
OK, that concludes Blacklake. Go around collecting rewards for
completed quests and talk to Aribeth once more. And guess what?
We are now going to the...
Docks
-----
Now, after entering in the usual way, you might like
to do this section differently.
You could cover the whole map concentrating solely on killing thugs,
muggers, etc., because they mostly carry with them special coins which cannot
be spent anywhere else. You can
collect up to 34 or 36. Also, they
carry a notice of Auction which you must read but needn't pick up. After you've been all around, you can
start again from the gate doing the job the regular way.
Go left to the water front. You will find a boat and some Bloodsailors. You can kill them for a uniform so that
you can get into the Seedy Tavern, though you can get in another way, too. In the NE there is a Locked House in
which you will find a key to the Tavern and instructions which reveal Callik's
true nature.
If you continue N along the docks you will meet Hoff;
it is enough to show him the brooch Tamora lent you and threaten to do him
bodily harm. This scares him and
your miniquest is complete. Don't
forget to take the brooch back to Tamora.
Ignore the Silver Sails for now, but around S of the
centre of the map you will find Masterson, who wants an amulet back - mark the
spot.
In the NW there is yet another estate you have to
visit. Go in the usual way and
find Androd (go E, N and through the first door to S): his room is off this one. Be firm with him. You get a key which will open
everything and you find the last of the items you needed for Ophala.
When you leave and try S of here you will notice you
cannot enter the Aqueducts - it doesn't matter.
Visit the Golden Apple and find Gilda. Talk her into giving you her coin.
Visit Twenty in a Quiver - you can buy more coins here
if you want.
Right, if you've done everything, we can go to the
Seedy Tavern. Enter through the
side door if you have the key or enter through the front door if you are
wearing a Bloodsailor uniform.
In any case get into a drinking contest with Jalek,
then you can talk to Christov.
Also, you can spend all your coins here, even if you don't want
anything, because the items you buy will fetch a nice price elsewhere and
cannot do anything else with them.
Talk to whoever you can then go upstairs. Talk to Ulfnog. Go downstairs and you will see the
Chef, talk to him and say "Cornerstone", not that it matters.
In the Hideout, find the stairs down in the S. In the next floor you'll find the girl
you are looking for in the NE corner.
Be nice to her and promise not to hurt Vengaul. She tells you about the Silver
Sails. Also, the guy you killed in
this room drops the means of entering the Aqueducts at the NW, but it will be
more fun to go to the Silver Sails.
So get yourself over there and find your way
downstairs till you are at the Aqueducts.
To your right a door with a chest; look inside the chest and put in the
Ceremonial Sword. The door will
open - go in and as soon as you get the Symbol from the sarcophagus you will be
attacked. You'll win, of
course.
Leave and get to the Mysterious Boat. Talk to Charon and ask to be sent
downstream.
Advance along here and you will find Vengaul and
Callik arguing. Before you know it
you are fighting Callik - he keeps disarming you so that you have to press the
space bar and equip another weapon or rummage around the floor to find the one
you dropped. At any rate, when you
kill him you'll get Masterson's amulet.
Run around to Vengaul and be reasonable. Let him go and get the last reagent
from the big case. Leave and take
the amulet to it's owner. You can
now go to City Core. Take the
brooch to Tamora and give the three items to Ophala. Give Oleff the last artifact. Show note to Aribeth and take it to Fenthick.
Before you give her the last reagent, make sure you
have sorted yourself out. Remember
you can't come back here and you are about to leave. Check your Journal to see that you've done everything, drop
the stuff you no longer need, make sure you have everything you might need and
give the reagent to Aribeth. Go
straightaway to the Cure Ritual.
Talk to Oleff, Aribeth, Fenthick, Desther and
Nasher. At this point the Ritual
starts. Be alert and ready to
fight. Watch what happens - kill
the impostors and talk to Nasher.
Then talk to Aribeth and enter the portal.
You find yourself in...
Helm's Hold
-----------
Talk to Bregan.
You can enter the Hold in several ways, but I went through a cave in the
SW. You've found the Prison. Search around, talk to Yasi but don't
let him out. Talk to Dumal and
free him. Get yourself upstairs
and find a Demon in the NE. He
wants you to free him or something.
Take no notice. Get the
Black Grimoire in the room to the S and the Book of Helm in a small room also
in the NE, near the stairs up.
You will have noticed a large room with an altar in the
shape of a hand. The Armours
standing around would take your side if you found a red gem and placed it on
the altar - when I played this game as a Thief I managed to get the gem from a
chest in one of the cells of the Prison, but as a Paladin I couldn't - not that
it matters. Just stay out of this
room; and don't approach it from the S.
Go to the room to the NE and click on the altar. Banish the Demon and reinstall the good
Spirit. You can ask for one of the
options he offers. Up to you.
OK, up the stairs. You find Fenthick and talk to him. Before you go up the next set of stairs you ought to know
you can't come back down again, so if there is anything else you want to do
down here now is the time.
When you get up there you will fin Desther in a large
room. Fight him until he
surrenders. You have the option to
visit the rest of the rooms here or take him straightaway. Again, up to you. When you go, watch the movie. Thus ends Chapter I.
CHAPTER II
You start at Kendrak's Barracks and are welcome by
Larana. Step outside and talk to
everybody, including the henchmen, for information. Aribeth and Gend will tell you what you are supposed to do.
Apart from that, you should talk to Aribeth about her
personally and be sure to continue the conversation as you go up levels (as you
did with your henchman). In fact,
whatever you are doing, come to her every time you go a level up to hear more
of her story, until she gives you a ring.
Also, it would be best if you kept all the info on the cult to yourself
till you've covered all the areas and done all you had to.
Kendrak has a job for you, which is to get after some
dangerous criminals. Ask for
details - you'll come across them as you go travel around. I'll keep you posted.
Port Llast
----------
As you leave the Barracks you will be immediately
accosted by a Farmer's Son who wants you to find his mother. Nice start. Now you must visit every single location and talk to
everybody and you'll get a list of errands as long as your arm. Don't worry too much about it;
concentrate on the main quest and if you can do the errands along the way,
fine. If not, it doesn't matter.
Right, first go to the Docks (you find a Shady
Character with interesting wares) and the Dockhouse. Inside, two people argue. Talk to Prichev, talk to the Captain and persuade him, talk
to Prichev and accept no payment.
That's your Good Deed for the day.
Visit the Temple and talk to Neurik. He has a task for you. The boys:
Urth - wait for night and visit the Outlying Farm to
the S in Port Llast. Go up the
stairs and open the shut door.
Fight him till he surrenders, persuade him to use the charm Neurik gave
you and he gives you his ring to take back to Neurik. When he is his own man again, you can question him.
Geth - he is to be found SE of the East Road area,
near a broken wagon, probably at night.
Bran - he is in the last chamber to the E of a cave
full of wolves situated in the extreme NE corner of the South Road area.
Next, the Inn:
Elaith has a job for you, and you'll have to find:
Setara the Witch, in the Heart of the Forest area has
one of the gems. She will give it
to you when you give her a magic mirror.
Wanev will give you the gem if you can get it. His Tower is in the S of the South Road
area.
Zamithra, in the Green Griffon Inn. You have to get her on her own to get
the gem.
Talk to everybody and beware Darktongue (don't give
him any information) and Solomon (don't accept his ring). Go out and start exploring.
Get a load of Alhelor's cosy cottage...
Finally, we'll visit Wanev's Cottage. When you go downstairs you get attacked
by some skeletons. After you kill
them, get a couple of Knuckles from the heaps of bones. Search around - you'll find a Beetle's
Belly in the store room and a Slaad's Tongue elsewhere. Search the place well. Eventually you'll get to the
kitchen. Open the chest and read
the recipe. Click on the brazier
and put in the belly, the tongue and the two knuckles. A portal appears. Use it and get the wardstone. You'll need it later.
In the NE talk to Eltoora and ask for a job. Question her about the books, find out
where they are. When you return
them all, you can use her Lab for making magic potions and such (you enter it
through the glowing portal behind her).
So if you are a magic user, this could be useful. But the experience points come in handy
for anyone.
Right, if you are sure you've been everywhere in Port
Llast, head N into the...
North Road
----------
As soon as you are through the gate, Solomon gives you
a warning. At some point later he
will attack you - get the letter he is carrying.
For now, move forward and talk to Gerrol. Carry on along the road. Nearly at the N of this map you will
see a cave of Goblins and Orcs.
The object of the exercise is to find and kill the Chiefs. The goblin one is to the NW and the orc
one, to the E. If you find
prisoners, question them and free them.
Stairs down take you to the Bugbear Caves. You'll find Leah (Gerrol's wife) in the
Prisons here. The Chief is in the
N and the stairs down to the E.
These take you to the Ogre Caves.
The folks you are after are in the S. Take up Ganon's journal (to give to Aribeth) and Derbiag's
head (to give to Gerrol). Get back
to the Temple before you go any further and sort yourself out, then go to
Gerrol. Next, let's try...
Neverwinter Woods
-----------------
Go along the *East Road* into the woods. You will find some archaeologists. Talk to Jax (he wants proof), go in and
talk to Revat (he wants his Mom) and Lenton (who wants a Troll's head).
Explore this area. To the SE you will find Geth (probably at night). To the SE enter the Caves. The Troll chieftain is to the N, kill
him and take his head for Lenton.
Explore at will but keep going deeper into the caves. In Level 3 you will find Darius in the
SW; once more, talk to him and free him.
In the Crypts (Creator Ruins), Level 1, you will find
a guardian preventing you from going deeper. You have to find a ring in a chest in the SE corner. Go on in and down to the next
level. In the second level you
will need a scroll (read it) which is in the S. This is a password for the guardian golem to the next level. In this last one, you need a key (on a
dead thief, centre of map), but you'll have to fight the golem to get
through. Fight to the last room
and you get to talk to one of the Creators. You'll also have to kill it. Empty the chests in this chamber (you are mainly after the
History, for Jax). Step on the
pressure pad; you are in a cave.
To the S you will find Janis (Mom), give her Revat's ring to free her
and make your way out of the cave.
You might as well go to the archaeologists camp and
give everyone what they want. As
well, go upstairs and meet Delilah.
Fight her, talk to her by all means, but she is a nasty piece of works;
so apply swift justice by killing her and getting her ear.
Leave and go E to the *Druid Encampment*. Go NW and you will find Wyvern; follow
him and fight him. When he
surrenders, listen to his story.
If you think he deserves to die kill him, if not do a deal and get his
ear.
Look for the Camp and talk to Aawill. He is missing three druids. Finish exploring this area and go on E
to *Deep Woods*. As soon as you
are through you get attacked by a Dryad, fight it till it surrenders then talk
and get as much info as you can.
Note the queer tree.
Explore around and find the Nymph's Home in the
NE. Go in and do the usual
rounds. To the NW you will find a
human slave who will attack you but will soon surrender. Talk to him and let him go. Find the Nymph in the NE. She attempts to charm you but
fails. Talk to her and, at the
end, open the chest in this room and take everything in it.
You will find one of the missing druids (Terari) in
the S. Talk to him and leave.
Go to the SE of the map and enter the cave. Explore around. In the Feeding Chambers to the SE you
will find another druid (Orlane) in a cocoon. Of course, before talking to him and setting him free, there
is the small matter of a very large spider and her friends. Leave.
Outside, go E into the *Heart of the Forest*. To the SW of this new area there are
caves in which you will find an Ancient Dire Bear with an attitude. Kill it and leave.
To the NE there is a Cave, which is Setara's
home. In here, to the W, in a
glowing bookshelf, you will find the Tome of Resonance - take it. Setara herself is in the S. Talk to her twice, give her the mirror
and be polite. Search around. In the SW, in the Prison, you will find
Bree; talk to her and free her.
This completes Aawill's quest.
Don't forget to visit him for your reward.
To the SW there are the Spirit Falls. Click on the altar and stab
yourself. In the *Spirit Plane*,
you will find Relmar by the bridge in the NE. Try and make as much sense out of him as you can, and
finally you have to fight him and kill him. Get his journal, which you will later take to Aribeth.
Go to the NW and find the antidote in some rubble.
The Grove of the Spirit is roughly in the centre of
the map. Fight the Spirit till he
stops attacking. "Talk"
to him. End Dialogue and
"talk" to him again, curing him. You find yourself out of this Plane, your job done.
Go visit Aawill at the Druid's Encampment and then you
might like to you the Stone of Recall to unload your loot, but your next job is
in...
Charwood
--------
So take the *South Road*. Roughly in the W there is a cave. You needn't do this, but if you want to, go in and find a
dead body around the centre of the map.
In a loot bag there is a book, take it and read it. To the extreme SW you will find a
well. Take a potion of endurance
and go in. You pop up
elsewhere. Enter the chamber,
explore around, pull the chain and Maegen will appear and ask you a question,
which you can answer because you have the book. Take what is in the sarcophagus and leave through the well. Hardly worth it, wasn't it?
Out in the South Road again, there is a cave in the
extreme NE. Go in and fight the
wolves till you get to the last chamber to the E. Fight Bran and persuade him to use a charm.
To the S there is Wanev's Tower. You can go through the front door or
through a cave (the cellar). At
any rate, in the main floor, in a room to the NE, you will find the Tome of Ice
in a trapped glowing bookshelf.
Search around; banging the gong brings out all the guards harmlessly,
and then you can inspect their belongings. Find the stairs up, step onto the portal and you will meet
Wanev himself. Talk to him, ask
for the gem and he will explain matters.
Do exactly as he asks: go
through the door behind him to the Summoning Chambers. The lever is in the corridor, to the
E. The gem is in a chest in the N
and the imp you are after is in the SW.
Kill it and take its heart.
Use it in the brazier by the portal and return to Wanev. He gives you a present and sets up a
portal for you to leave. Nice of
him.
You can leave now and continue E to Charwood.
You enter the *Farmlands*. Go NE and find Ingo walking around. Talk to him and also ask for directions
and for a job. Go to his house and
talk to Erik, undertaking the job.
Leave and go NW. You will
come to Stirge in the Old Tree Hollow.
Talk to him. You can do
what you like, but I killed him because I don't generally approve of
baby-killers. Pocket his ear.
Go to the SE to the Standing Stones. Jaheel attacks. When you kill her, get the letter she
carries. Go SW and talk to Pete
O'Deel. Again, undertake the job
(don't go into the house yet). Go
to the cave in the S and fight your way to the SE, where you'll find
Silverback. As usual, at death's
door the animal stops attacking.
Talk to it. I persuaded her
not to eat cattle OR people, always a nasty habit. Then back to Pete and persuade him that this is OK. Now go into the house, talk to
Constanze and buy the brooch off her for 250 gp. Take it to Erik.
Now you can go E to the *Haunted Forest*. Keep left, to the NW there is a chest
in a ruined house which contains a scroll. Read it. In the
SE there is a pillar. Search the
bodies for a book, read it. Click
on the pillar and insert "Nether shall rule". A portal appears, step into it. Go through the door into the
Crypt. Use one of the levers, to the
W or to the E. Go N and open
sarcophagus. Go around the back
and open the chests. I don't know
what this was all about, probably a job I didn't get, but enter the portal to
leave.
Go E to Charwood Village. Quint meets as you go in. Talk to him for a bit, if you can stand it, until he
disappears. Go to the Inn and talk
to the Strange Man; after a few questions he turns on you and you have to kill
him. Take the book he was
carrying, to be taken to Aribeth eventually. Find the Mayor and talk to him. Leave and go E, talk to the guard and go through the gates
into *Castle Jhareg*.
Look at the chest in the middle of the room, read the
message and get the key. Walk
straight N. At the door, look
inside the chest and read the message.
Pull the lever, go in and talk to the Guardian. Go N again and enter Quint's quarters
(I think it's the door on your left).
Start searching very carefully the whole area. To the NW is an alchemist apparatus where you can concoct
potions and stuff if you are that way inclined. N, in a little circular room, you will find a key which will
give you access to Quint. In a
room to the W with a huge book, click on the candelabra to examine it. Also in this room, in a glowing chest,
the Tome of Death. Quint's Journal
is in a room to the SE; take it and read it. Enter Quint's room through the glowing door. Talk to him, mention his journal, get
his oath. Leave this area and go
through the opposite door.
Again, be very thorough. In a room to the E you'll find Karlat's journal, take it and
read it. At the big book in this
room, click on the candelabra to read it.
In a room to the NW there is a chest with a key and a wand which you
will need. Make sure you get a
Beetle's Belly from somewhere here.
In a room to the SW, in a glowing case you'll find the Tome of
Fire. When you've finished, go to
Karlat and talk to him, mentioning the journal and Belial. Get his oath. Now go to the summoning room and cast Protection from
Evil. If you don't have this spell
(a Paladin should have it) and haven't found the Wand of Protection here, use
the Stone of Recall and get it - Eltoora probably has it. Back to the summoning room, once you've
cast the spell, place a Beetle's Belly in the brazier (click on it to open it),
close it and then cast Burning hands on it with the wand, or any other way you
want. Belial appears, talk to him
and get his oath.
Now we are all set. Go to the Guardian, tell her you are ready, answer Yes to
the first question, declare neither Quint nor Karlat guilty (they are
well-meaning idiots), the real culprit being Belial. Keep the phylactery yourself. Leave by the front door of the Castle because the Mayor will
be there to thank you and give you a present.
Right, that's that. Go back to Port Llast and sort yourself out. This time go N and N again towards
Luskan. No sooner you enter the
*Green Griffon Inn* area you get attacked by Darktongue, who wants to be
famous. Simply kill him.
Before you get into the Inn, go SE to a cave. Find Karathis, fight him and persuade
him to take the charm. He gives
you a journal for Neurik. Read
it. Hm.
Next, go to the NE, talk to the caretaker and buy the
key to the graveyard, go in, have fun with the zombies. Enter the tomb; the place is heaving
with assorted undead. Work your
way in patiently till you find a key in the N which will allow you to get
through to the NW, where you'll fight it out with Brother Toras to get the
book. OK, once you have it you can
go.
Time to enter the Inn. Talk to everyone you can. Gorkan: tell him you've come for the competition. Lerner: fork out.
Zamithra: when you talk to
her, chose the first line of three lists of options, then follow her to her
room. Ask for the gem, she is
disgusted; when she leaves, take it from the chest.
Finally, go to Mutamin downstairs, talk about the
competition and say you wish to take part. Go downstairs, speak to the guard, go straight E and talk to
Jaroo. You'll have to pay.
Once in, take it from the top and fight the
spiders. You will notice that
there are two exits down to the E.
First go to the southern one and you will meet with a Yuan-Ti. The answer to her riddle is 15. Talk to her again for a little extra,
the answer is 12, 5. Move on. In the room with the signposts (click
on the statue first) pick up poor old Dyadd's journal. The answer is 19. Open the door by that signpost and
collect the key. Make your way to
the northern way down.
Just work your way towards the Exit, where you'll have
to fight a very tough cookie. Go
through the door and E past the pillar.
Help Garn who is being attacked, heal him and he will give you a
tip. Go through the door and run
back, drawing the nasties to the pillar.
In the room to the NE you should find a crystal egg in a chest which is
essential for finishing the competition.
As you head to the SE and the final exit Gorkam will attack you. I don't know why. But of course, you must kill him. If you pick up the axe he drops, you
will find later that it's worth 0 gp, which means that this was a quest I
didn't hear about.
In the final room click on the statue for the final
riddle. Place the egg in the chest
and you get teleported out. Go to
Mutamin for your reward.
Now go upstairs and find Zor - you might need to knock
his door down. Of course you get
fighting, but when you hear his story you are inclined to be clement. However, you are not given a chance and
you have to kill him. Pity, I
rather liked him. Still, now you
have his ear.
OK, that's it, time to tie up loose ends. Get to Port Llast, so use the Stone of
Recall. Talk to Neurik and show
him Karathis journal. He asks you
to do the necessaries. Speak to
Aribeth about her personal problems before you go up another level, if she
hasn't given you the ring yet.
OK! Take
the last book to Eltoora. You now
have access to her lab, if you need it.
Go to the Inn and give the gems to Elaith. At this point Thurwin will warn you about Vardoc, and as
soon as you leave Port Llast, he will attack and leave a telling letter behind
him. Go to Alhelor's house, have a
brief talk to him and kill him.
Sigh. Get his tooth and
take it to Neurik.
Finally, go to Kendrak with the ears and he will tell
you that Yesgar has kidnapped his daughter. So get yourself to the Mines, open the door with the key
Kendrak gave you, fight your way to Yesgar, don't believe a word he says, kill
him, get his ear and the key, free the girl.
Go back to Kendrak and get your just reward. If you've had Aribeth's ring, NOW is
the time to present all the evidence you took such trouble to collect. Talk to Gend and you are all set to
enter Luskan. Sort yourself out
first; check the Journal to make sure you have no matters pending. You can't come back here.
So, head N till you hit the city gates and talk to the
guard. You are now in...
Luskan
------
You've hardly stepped in when the man on the bridge
gets attacked. Help him and
question him.
You know what you have to do: talk to absolutely everybody everywhere
and get jobs. Rhaine is
particularly important.
The most important person to talk to is Gend at the
Temple. Basically, you have to get
the seal from one of the High Captains in order to enter the Host Tower. You can go to one of them and agree to
murder the other, but you'd be better off destroying them both and bringing
peace to the city. Kurth is SW,
though a wall. Barem is NE, in the
sewers. There are no particular
problems you haven't experienced before, so I won't bore you with details.
Right, if you've been all around and talked to
everybody, let's go for Barem. Go
in the sewers, talk to him, refuse to work for him and open the gate behind
him. He disappears. Be sure to look into every chest, box,
barrel and crate here. There are
steps down in the SE, but that takes to you a gate you cannot open. So go N to the steps up. You have to fight a tough Yuan-Ti, but
when she is dead pick up the parchment she was carrying and read it. Go up.
In Barem's Lair, don't get involved in fights just
yet, run to the SW and smash the two tablets and the altar. Fortunately you can outrun the
zombies. Run SE and kill all the
skeletons, plus the Mummy if it appears afterwards, then run to the centre and
kill the Yuan-Ti to the E of the generator, pick up and read the book she was
carrying. You should be able to
kill the Yuan-Ti to the W of the generator, though it won't be easy. Try a little magic if you can, but keep
at it. When she dies, you get the
key to the Crypt. Before you enter
it, in a little corridor W of here filled with spiders, free Nanny from a
cocoon and you'll get a toy. This
is for the Londa quest.
Go into the Crypt and go Barem in the NW. Bash the stone gargoyles, kill the
Priestess and concentrate on Barem.
When he is dead, you can pick what he was carrying. The seal you are after is in one of the
chests in this room. Leave.
Let's go for Kurth. Go to the SW of the map, through the broken wall, into the
Docks. To the SW of the new map
there is a diversion (Abandoned House), perhaps a quest nobody got around to
asking me (not that I was that interested). I'll describe it anyway. Click on the statue outside the door to get the info. Go in, kill the skeleton and pick up
his head. Click on the
statue. Click on the altar and put
the head in it. That breaks the
seal. You can now enter the Ruins
of Illusk, Level 1.
Look at the two gates. Pull the lever to the right and fight the zombies on your
side of the gates while a flesh golem deals with the zombies the other
side. When they are all dead, pull
the lever on the left to open the gates.
To the S, in a room with 4 sarcophagi you will have to kill a Fallen
Hero to get his heart. Put it in
the altar. In, go to the NW. Kill the water elemental, pick up the
bowl it was carrying and put it in the altar. In, go S, kill Voleron. There is a portal around the back here which will take you
to the entrance. I've no idea what
all that was about, other than experience points. Leave.
The Captain is to be found in the NE, so go over
there. Enter the house and
straight into the library, where you need to find Burke's Manual in a bookshelf
to the left. Read it. Go to the Prison in the SE, kill the
guards and get the key. Free Losen
but talk to him first. Now, the
glowing sphere is a fountain to the NE, and the smooth token is in a small room
at the centre, on Burke's body.
Rush to the W and stand in the portal, follow the instructions to close
it.
The Captain is in a room to the N, so get over there
and kill him. Amongst his
possessions you will find a key to a small room off this chamber. Free the girl for the Elynwyd quest. Leave.
Now, you could get involved in the sewers finding the
three levers to get the potion making Colmarr's contraption going. Me, I was already carting enough
potions to start a shop.
However: two of the levers
are easy enough to find if you open everything and look inside. The third is probably harder. In the main sewer room where the lab
is, talk to the Outcast Ghoul in the SW then go and kill the Ghoul Lord in the
SE. You get the Amulet of
Power. Also, one of the levers is
right here, in a chest at the back of the tents. Go to the Outcast and give him the amulet, and you get a
lever and the key which will open both locked doors in this section. At the lab all you have to do is click
on the little mounds by the standing lever and all the levers will set
themselves up. To make potions,
you pull the levers. Have fun
pulling one, two, three different levers or all four together.
If you took on Erb's job, go to the Jadale house in
the S of the main map and make Jadale believe that she's done something
wrong. Persuade her to part with
the ring. There Yvette quest to
retrieve the baby is so easy I won't insult your intelligence by explaining
it. At any rate, go back to the
Cutlass and get your rewards.
Don't forget to visit Rhaine and tell her the Captains are dead.
And now, enough waste of time.
Go to Gend in the Temple and hand over one of the
seals. You get forged documents
and can go to the Tower which, as you know, is in the NW. Take with you whatever magic you can
use.
The Host Tower
--------------
When you get to the Host Tower, use the pass to go
in. Then talk to Captain Islund
and get as much info as you can.
He tells you to wait in a room to the right; of course that wouldn't
do. It's not that we are terminal
nosey-parkers, but...
Visit the two other ambassadors. In Aribeth's room the guardian golem
attacks. Destroy it. You will find some important
information here and a key. Go
through the door to the S and you get into a big fight. When its over, click on the pedestal
and choose, what else, the 2nd floor.
Stand on the platform; now this isn't easy. If you stand still under the beam of light sometimes it goes
off and you remain where you are, having to click on the pedestal again. So move about on the platform with
short steps till you are teleported to the 2nd floor.
From here on you are looking for information and for
portal stones, so don't miss anything.
Any book or note you find, read.
You also find a lot of people dying to kill you.
On the 3rd floor there are two portals, to the SE and
to the NW, spewing out evil creatures.
Avoid them and get to the lab in the NE where the two kinds of imp are
fighting it out. Don't get
involved. Pick up one eye of each
from the bags you'll see on the floor.
Taking the long but safe way around put an imp's eye in the NW portal
and a quasit's eye in the one to the SE.
That's that.
On the 4th floor you have to find two rods. Use them on the box by the portal (as
usual, click on it for instructions) and a golem appears. Follow him and he'll bust a locked door
open and do battle for you. At the
end, it's between Rimardo and you.
Fight until he stops and then question him.
On the 5th floor I found Nyphithys to the NE and after
talking to her I refused to bash the brazier as she had asked, thinking I could
save the game and try doing so - I didn't trust her. However, when I said "no" she attacked me
immediately. Forewarned, you might
like to save before you talk to her and try the alternatives. I have a feeling one ought to free her,
not that it seemed to make any difference. In the NW, do not go into a small circular room where there
is a Brain Devourer impossible to kill.
Save, look about and when you find the room, reload and avoid it next
time.
On the 6th floor I tripped over another Brain Devourer
(perhaps the same one had followed me) so I run off and bumped into
Valindra. The two of them got into
a ding-dong battle, so I left them to it.
I found the two portal stones I needed and left.
On the 7th floor you will find Deltagar in the W of
the prison, in the cell nearest the pedestal room. Don't open the other doors when you get the key from the
gaoler, they are full of monsters.
On the 8th floor there isn't much of interest, you
might like to skip it and go straight to the Pinnacle. There you will find Arklam. Talk to him and get all the info, then
agree to free him. Destroy each
brazier and fight the creature which appears in the centre of the room. The last one took ages to kill. You must choose the right weapon; the
Blade of Rashemi did the trick for me.
At the end, Arklam will thank you and open the
door. In, step into the portal and
walk cautiously to the gates to listen to what is being said. You are discovered and attacked while
the interesting people disappear.
When you've cleared this lot, examine the corpse and go downstairs to
Maugrim's lair and search the desk.
Take and read the journal.
When you've done use the Stone of Recall and report to Gend; after a
little chat you break into...
CHAPTER III
Beorunna's Well
---------------
Here we go again. Talk to Gend and to all the people in his lodge, you get a
lot of info. Leave and visit the
Temple; talking to Neurik will get you a job with a vengeance. Talk to the folks here and then go to
the Mercenaries. It is important
that you talk to Zed first because he is the one who really knows what
happened. If you heal his leg he
will tell you all, but you have to handle him right. OK, carry on talking to people here then go to the Drinking
House.
Again, speak to everyone here; Lillian is particularly
important. Next, go out and go the
Druid Grove and speak to everyone.
Particularly, make sure you've talked to everyone concerned with the
trial. They are all around the
Grove. If you have done so, let's
get this problem out of the way.
Go to Neurik, save your game and say you are ready. You have to insist on the fact that no
one saw the fight start, that Griff brought on his own fate by drugging the
poor guy and starting the fight.
With Vanda, hint at prejudice.
You should get a unanimous verdict. If not, you've chosen the wrong options while questioning
the witnesses, so reload and try again.
Anyway, once this is out of the way, you can travel N to...
Coldwood
--------
You will meet Delvar who will give you a lot of
information. Vaath is in the SE
corner of the map. Take his head sometime
to Rolkid at the Mercenary's for a reward.
Go to the NE quarter of the map and you will see an
exit to the N and another to the E, to the Wizard's Circle. Go E; find the Wizard's Grove. Stand on the circle and drop the
Teleport Scroll. You are in the
*Wizard's Dungeon*.
There are two fire elemental summoning braziers in the
NE and SW corners, and you should concentrate on destroying them first. Visit the libraries in the other
corners and search them well. In
the one to the NW you will see a Diary Page which you must read. Now go to the gong chamber in the NW
quarter and look at the gongs, then click on Puma, Wolf, Bear, Dragon. A door opens and you are able to go in
and get the snowglobe. To the NE,
there is a lab where you'll find some interesting stuff. Go to the SE and you will find Nex in
Prison. Agree to help him and go
to the SW, to the summoning pool.
You will have probably picked up the Melf ring and a Slaad tongue by
now; if not, find them. Put the
tongue on the pool, close, use the ring and cast the spell on the pool. Tell the elemental to free Nex. Talk to him and you will find he can't
reward you, but never mind. If you
are finished here, leave altogether and try the entrance to the N from
Coldwood.
Still in Coldwood, towards the NE you will find
Layenne. She attacks immediately
and when you kill her, you might as well enter her Tomb. Another quest not solicited? Difficult to find everybody who wants
you to do something. At any rate,
work your way to the room in the S.
Look at the pedestals. I
think we are missing something here.
You are going to need four gems.
Start looking!
In a room to the SE you'll find a trapped
Succubus. Talk to her and agree to
help. When you give her the first
talisman, you can ask her to open all the doors.
In a room to the NW run around and destroy all the
glyph generators, this kills the golem.
Apart from that, nothing you haven't done before. Just make sure you open every single
container in this area. Once you
have the talismans for the Succubus, go to her. After handing her the second, you can ask for a magic
item. After handing her the third,
she will attack and you'll have to kill her. That's gratitude for you.
When you have the 4 special gems, go to the chamber to
the S and click on each pedestal, inspect each runestone and place in it the
gem of the same colour. The
pedestals will light up. This allows you to get at the Star Sapphire in the
middle of the room which no-one has requested.
Ah, well.
Let's leave this place.
Go to Lillian at the Drinking House and hand over the
snowglobe. Go upstairs and enter
the large room to the NW. Click on
pool. You will see the options
"Enter globe" and "Rotate globe". Enter globe, go W, help dryad against dwarf and talk to her. At the end, go E, then N (helping the
dryads all the way) till you find Arwyl.
Question her. Then, go over
the bridge and S. Enter the cave,
click on the book pile, read both journals, turn to your left and open
chest. Get the amulet. Go further in and talk to the Dragon,
and for goodness' sake be polite.
Leave. Go to Arwyl and ask
about the amulet. Go to the portal
and get back to the Drinking House.
Click on the pool and this time choose the "Rotate"
option. Next, "Enter"
the globe. Go W and this time help
the dwarf against the dryads. Talk
to him and go N to find Hodd (again, helping the dwarves). Talk to him and ask about the amulet
and get him to fix it. Leave
through the portal, click on the pool, "Rotate" and
"Enter". Go to Arwyl and
ask her to magic the amulet. Once
that's done, go to the Dragon, who will attack straightaway. Kill it and find a large chest. Get the loot first then the Word of
Power. Haedraline appears and
talks to you a while, then disappears.
Use the portal back to the Drinking House.
Take the WoP to Gend. Do whatever you need to do about your inventory and then
let's go to the SW of the map.
Fort Ilark
----------
Go right through the first map to the next exit.
In the NW corner you will find a cave full of orcs. What you need to do here is find Guzud
in the centre. Fight him and he tries to make a deal, but you can't since he is
threatening the lines of supply.
Kill him and get his head.
In a room off this one you will meet Uncas, who gives you a feather and
asks you to speak to Zokan. Let
him go. Finish here and leave.
Next, go SE to the Fort. Talk to the guard, go in, find Damas. Volunteer to do something about the
catapults. Leave and find the gap
to the SW of the fort, go through it, fight the commander of each catapult and
click on it to destroy it. Go
right around where you can reach to destroy them all. Go back to Damas for the reward. You get another job.
Through the gap again and fight Subchief Arness and get his head. Back to Damas. Right, through gap, head NW, check the
dead messenger before going through to *North Homesteads*. Explore around, go W, find the
homesteads, help Galia. When
ready, go to the Uthgardt Fort.
Speak to the guard. He lets
you in. Find Zokan (room in the
centre) and talk to him. Ask about
the alliance, offer to cure, ask about Damas, he'll give you some
blankets. Off you go. Confront Damas and insist on having the
cure - buy it off him for the lowest price. Though I have to confess I would have cheerfully throttled
the dreadful man; still, I'm supposed to be nice and I don't want to lose my
alignment. Return to Zokan with
the cure.
OK, back to the Well (use the Stone of Recall) and
visit Yusam. That's that. Visit Rolkid with Guzud's head and
he'll ask for yet another, Obould's.
Still, it pays to get ahead.
By the way, you will see Rolgan's head in front of the Temple. It seems your proving him innocent
didn't do him much good. Cheer
up: if you visit Vanda you'll find
Rolgan by her side in excellent health.
May be they just impaled his spare head.
We'll now go back to the Fort and go through the SE
exit to take a look at the Ruins.
To the S, at the Stones, bash the altar to stop creatures popping
out. Enter the cave to the SE.
The Ruins
---------
Click on the body, get the Translator Amulet, read the
note. We are going to go straight
to the garden with a minimum of fuss.
It's the door directly opposite you. In the garden, talk to Sapphira. Go all the way E, through the lightning door and then N to a
sundial. There is a very good
reason for this and you'll find it out when you are in the past. Use the crystal on the dial and you'll
be there; come out of the door and, on your left, you will find an important
man with an even more important ring.
Obviously, you'll talk to him (equip the Translator Amulet first).
When you have the ring, go off looking for slaves and
talking to them. Show it to them
and the guys making the Golems will agree to give them vulnerability to
whichever weapon/spell you favour.
You must find all these slaves.
First go all the way S, open a door, fight, get the
scroll one of the guys was carrying.
Read it. Right, we can
forget about that for now. N, then
W to the centre. While here, we
might as well do the garden bit.
Go in, you meet Morag. Ask
as many questions as you can, but it will all end the same way. Sigh.
When that little episode is over, move to the red
circle "Dirt and Weeds" and you will be given the option of planting
the seeds. Do it.
Now carry on exploring and try to end up in the NW
room, where there is a sundial which will allow you to travel back to your own
time. When you are ready, do
so. The first thing to do is to
solve the riddles. The nearest one
is the Riddle of Light, S of here.
Kill the golem and get his key.
In. First kill the nasties
and get what you want from the chests.
Next, go to the central pool and choose the purple stones. Split them so you have two separate
stones (right click on them to get that option). Then go to each primary colour pool and choose blue for one
and red for the other. Now put the
single purple stones in each of the secondary fountains. All but the central pool should
disappear and you have solved this riddle. On. Let's go to
the N chamber, kill the golem, get his key and enter the room to the E. Kill the guy and pick up the
pixie-in-the bottle. Now this is a
Simple Simon sort of thing, so face E and you will see the gongs thus:
A B
C D
Stand where you can see them all. Use the bottle on yourself an the pixie
will go and hit the gongs. The
sequence is: B, A, D, C, D, A, C,
B. Click on them in that order and
you will have solved the riddle.
Go SE to complete the last riddle. Stand in the glowing thingie (use only
once) before you tackle the golem.
Get the key and go to the lab.
Kill the nasties and click on the table to pick up all the powders. Look at the brazier. Click on it to open it. Put in a yellow and a red, then a blue
and a red and finally a blue and a yellow. Riddle solved.
Now you have to go to the S.
On the way, pop into the garden to get your reward from Shappira. Come out of the garden.
When you come to it, open the door S and face a huge
daemon, kill it and get his key.
Click on the altar and get the WoP. Haedraline will turn up. Talk some more.
Step on the portal or use the Stone of Recall, give the WoP to Gend.
I guess we haven't any place else to go but to...
Moonwood
--------
Enter the orc cave to the W and kill Obould, who is in
the centre of the map, and get his head.
Leave and head to the NE, killing a few nasties on the way, help the
guys with the dire bears and talk to Ixaristu. Afterwards, heal his men. The exit is on the NE tip of the map.
In the next section there is a cave in the middle of
the map. You can't miss it. Go in
and talk to the Dragon; a creature that size, I don't need to tell you to grovel shamelessly. She also wants a head, so let's go get
it exactly where she said.
Enter the cave to the W and go to the centre to get
further in. The guy you want is in
the deeper level, to the SW. When
you kill him, get his head and read the letter. Free the prisoners (or should I say lunch?) to the W,
they'll give you some info. Kill
the Fire Giant in the NE to read the letter he carries. Take the head to the Dragon. Leave and head N for the exit of this
area.
You are now in the *Spine of the World*. The cave in the SW contain a dead
dragon and deader Fire Giants.
There are two more caves, one roughly in the centre the other to the
N. Go first to the central one and
speak to the dragon there, get some info, offer to do the right thing. On to the N cave.
This is the first level of the Fire Giants Lair. You have to explore it thoroughly but
the main thing is to free a half-orc to the W on your way to the N. You'll be coming back here to nip E,
but go N for now. In this new
level, don't trust the prisoners in the NW and there is an important book in
the NE, come back to the previous level and this time go E.
Go to the SW and kill King Skrogg, getting his pass
amulet and reading the book he is carrying. Take the S door from this room. The exit to the NE of the map (i.e., Deep Cave) is not
terribly interesting, but you must use the one on the E. In this chamber you will find a young
dragon guarded by Yuan-Tis. Kill
everybody, dragon included, and find a sphere and a book in a fountain. Read the book, take the sphere and
place it on the pedestal in the middle of the room and you will have a deadly
sphere with which to visit Klauth.
Let's do so right now.
Into the lair, along the long road to the S (mind the
fireballs) and talk to the dragon.
Get all the info and give her the sphere - then it is an easy matter to
finish her off. Well, when I say
easy I mean relatively easy. When
you've killed it, get the head and the key, which opens the door to a little
room here where you'll find the WoP.
Haedraline appears again, have a chat and use the portal to the surface.
Go visit the dragon in the other cave, on your way to
Gend. Be sure to finish off any
quests still pending before you talk to Gend, because you won't be coming back
here.
Talk to Gend and thereby start...
CHAPTER IV
Castle Never
------------
Have a depressing conversation with Nasher and then
talk to Gend. Go to the dungeon,
talk to the Jail Guard and speak to Haedraline. One more WoP to get.
Go down to Castle Caverns, talk to Cletus and to Master Ford. Go and look at the Source Stone. One of the pedestals is missing a WoP.
Leave and go to City Core. You might like to visit old haunts. Try and buy a Wand of the Heavens
before you leave. The exit is in
the SE corner. Talk to the
soldiers before you go out.
The War Zone
------------
In the War Zone, speak to the Gate Guard, he has
important information.
Out, go around searching for houses you can enter, use
the map. Run from the golem. When you kill a Captain, look for an
informative note. Destroy all the catapults you find. You must find and kill the Wizard controlling the golem (the
golem then drops dead). An
important person to find is Asgard, in a house to the SW. There is a secret exit in that house;
use it as soon as you are ready (click on the bookshelf at the back).
Outside, do exactly the same thing - the first
priority is to find the Wizard and kill him to get rid of the golem. If you have finished here, a house in
the SE corner with two doors will lead you to a portal which takes you to...
Maugrim's Sanctuary
-------------------
You meet Aribeth. After a few well chosen words, you fight. When the battle stops, you talk
again. Be nauseatingly noble. When given the chance, mention the ring
she gave you and persuade her to go to Nasher. When she leaves, go through the door to the E to tackle
Maugrim.
When you meet him you will talk briefly and then
you'll fight. You might like to
try a little magic first, to soften him up (the wand I mention above has the
advantage of harming all of the enemies at the same time). Then go in for the kill. The battle will go on forever, because
you keep missing and he keeps taking healing potions. Still, eventually you will win (it took me a quarter of an
hour). Go further in and get the
last WoP from the chest. Read the
journal.
Get back to Haedraline and talk to her. Tell her something can be done. Go to the Source Stone, use the empty
pedestal (put in it the last WoP) click on the Source Stone and choose
"Enter".
Keep going and battling it out: you will see some unbreakable
doors. When you come to the two
dragons, kill them both and get their keys. Go into the cave in the N. Have a fight and get the key. Go in. After a
few words with Morag, first bash the statue, they kill the protectors against
whatever weapon you are using. In
my case "sword" and "fire". Kill Morag's Hands and whoever else she chucks at you. Then go for her. When you destroy her the Source Stone
collapses, take the portal and you will be met by Haedraline. Use the portal.
It's all over.
If anyone has any queries or has found out more about
this game, you can e-mail me at [email protected]