NeverWinter Nights

NeverWinter Nights

16.10.2013 09:45:34
Neverwinter Nights
FAQ and Walkthrough v1.2
Copyright 2002 by Orest (y_orest@yahoo.com)

Last updated on October 16, 2002

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SOME CORYRIGHT NOTE:
This document was written by Orest also known as D.Y. and cannot be used
without his permission. To receive my permission you need only one thing: email
(y_orest@yahoo.com) me and receive my permission. Of course, you can read and
print this document but don't post this document on your site without my
permission. I hate copyright violence so don't angry me.

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SOME EMAIL NOTE:
If you have questions about my guide or want to add or correct something then
send me a message (y_orest@yahoo.com). But don't try to send letters with some
nasty remarks. Please put "NWN" subject when emailing me. Latest updates of
this guide are available at www.gamefaqs.com and www.neoseeker.com. I am sorry
if I don't respond to the letters because I read my mailbox not often. I can
respond to the letters lately.

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VERSION HISTORY
v1.0 The first release of the NWN FAQ/Walkthrough (September 25, 2002)
v1.1 Second version (October 7, 2002)
Added some additional information
Fixed some grammar and spell mistakes
Corrected some information
Added arcane spells section
Luskan: Colmorr's Fantabulous Contraptulater quest solution (by Madruk)
v1.2 Current version (October 16, 2002)
I've beaten the game again with rogue(11)/ranger(9) character so I've
included some major updates
Added some additional information
Fixed some grammar and spell mistakes
Corrected some information
Added divine spells section
Added some secondary quests (South Road: Poor Neva, Luskan: The Ghoul
Lords, Luskan: The Ruins of Illusk)
All henchman quests completed


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TABLE OF CONTENTS:
PART 0 INTRODUCTION
PART 1 CREATING MAIN CHARACTER
1)gender
2)race
3)class
4)alignment
6)abilities
7)skills
8)feats
9)my characters
10)arcane spells
11)divine spells
PART 2 GENERAL INFORMATION AND STRATEGY
PART 3 WALKTHROUGH
1)Prelude
2)Chapter 1
a)City Core
b)Peninsula District
c)Blacklake District
d)Docks District
e)Beggar's Nest
f)Finale
g)Henchmans and their quests (all quests completed)
3)Chapter 2
a)Port Llast
b)North (North Road)
c)East (East Road, Neverwinter Wood)
d)South (South Road, Charwood)
e)Luskan and Host tower
f)Henchmans and their quests (all quests completed)
4)Chapter 3
a)Beorunna's Well
b)Coldwood
c)Moonwood
d)Fort Ilkard
e)Henchman and their quests (all quests completed)
5)Chapter 4
Final Battle
PART 4 CREDITS AND SPECIAL THANKS

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PART 0 Introduction
In this FAQ I will cover some aspects about Neverwinter Nights game
processing. Part 1 explains the aspects of the creating the main hero of the
game. There is no information in the FAQ that is available in the manual just
only my opinion. I beat the game twice and have some experience. Of course, it
is possible to spoil the game if for example create the fighter with strength
8, and so here some my advices on creating characters. Part 2 contains some
general information about the game and some strategy tips based on my
experience. I recommend you to choose D&D Hardcore Rules difficulty level
because the lower difficulty levels make the game very easy and boring. Part 3
contains the full walkthrough and secondary quests. It also contains henchman's
quests.
I also recommend you to read the game manual because it contains a lot of
information about NWN rules and creating characters.
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Part 1 Creating main character
1)gender
2)race
3)class
4)alignment
6)abilities
7)skills
8)feats
9)my characters
10)arcane spells
11)divine spells
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1)Gender
I've found that gender has some influence on the NPC dialogs and some game
environment . But this part of the character creation is not important.
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2)Race
Here is all races and some my advices about this races. I will not cover the
race characteristics because they are available in game manual.
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1.Human
Human is not a bad choice for all classes. Humans does not have real bonuses
and no penalties and they are very smart than other races. A human rogue with
high intelligence will gain a lot of skill points.
Recommended classes: all, but for some classes other races more recommended.
Not recommended classes: none.
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2.Elf
Elves are a good choice for wizard and rogue characters, especially ranged
weapon fighters, but -2 CON penalty makes them bad melee fighters.
Recommended classes: wizard, rogue, ranged weapon fighter classes.
Not recommended classes: melee fighter classes.
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3.Dwarf
Dwarves are an excellent choice for fighters and barbarians, but for
charismatic characters not recommended.
Recommended classes:fighter,barbarian,ranger.
Not recommended classes: bards, sorcerers, paladins.
Other classes: you can experiment with other classes.
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4.Halfing
Halfing have some thieving bonuses.
Recommended classes: rogue(highly recommended).
Not recommended classes:fighter,barbarian,paladin,monk.
Other classes: you can experiment with other classes.
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5.Gnome
Gnomes are a good choice for spellcasters.
Recommended classes:wizard,sorcerer.
Not Recommended classes:fighter, barbarian, paladin, monk, ranger.
Other classes: you can experiment with other classes.
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6.Half-elf
Half-elves are not so smart as humans, but they gain some nice bonuses and no
penalties
Recommended classes: all.
Not recommended classes: none.
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7.Half-Orc

I did not find in manual any information about this half-orc ability but when I
create half-orc fighter character I receive one extra feat as humans receive.

Half-Orcs are an excellent choice for stupid chaotic evil fighters who crush
everything in this world. Low wisdom for this characters not recommended
because mind-affecting spells will nerve
you. My henchman was Daelon and Owl's Wosdom was one of my favourite spells
because he ran from battle while fighting some evil mummies and other monsters
with aura of fear, but his damage make him killing machine.
Recommended classes:Barbarian,Fighter.
Not recommended: wizard, sorcerer, bard, paladin.
Other classes: you can experiment with other classes.
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3)Class
Here is classes and my advices. Multiclass system I will not cover because I
played with single class characters. I will not cover the characteristics which
are covered in manual.
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1.Barbarian
This class gains a lot of hit points (HP) per level, more then other classes
and with high constitution you can reach wonderful results in gaining HP. Use
Rage ability in battles and take Power Attack feat.Good for offensive fighting
and exotic weapons feat recommended.
Defense is fair but for barbarians with low or medium dexterity armor
proficiency (heavy) feat recommended to increase defense.

Abilities:high strength(STR) and constitution(CON) recommended,low or medium
dexterity(DEX), for human and half-orcs characters medium wisdom(WIS)
recommended, you can increase your intelligence (INT) for more skill points but
high INT is not recommended,low charisma(CHA). About skills and feats see in
Feats and Skills section.
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2.Bard
The maximum bard's spell level is level 6 so bard need CHA 16 to cast level 6
spells.
Fair for offensive fighting and fair defense. Heavy armor not recommended
because arcane spell failure will be very high in heavy armor.

Advices:medium STR, medium or high CON,medium or high DEX,low or medium WIS,
low or medium INT, medium or high CHA (I recommend CHA 14+ , at high levels CHA
must be 16+).

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3)Cleric
To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
recommended in order to cast level 9 spells).
Fair for offensive fighting and good defense (high DEX not recommended
because heavy armor has some DEX penalties).
Advices:medium STR,medium CON,high WIS (16+ ) (I recommend WIS 16),medium
INT,low or medium DEX, medium or high CHA (cleric's Turn Undead ability based
on CHA modifier and cleric's level ).
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4)Druid
To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
recommended in order to cast level 9 spells).
Bad in offensive fighting and fair defense (armor proficiency(heavy armor)
feat recommended)
spells: Divine (druids cannot access some cleric's spells (such as
Ressurection), but have some unique spells which cannot be accessed by
clerics).

Advices: medium STR, medium or high CON,high WIS (16+),low or medium INT,low or
medium DEX,low or medium CHA.
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5)Fighter
Good in offensive fighting and good defense (high DEX not recommended)
Recommended INT 13, because some useful fighter feats require INT 13.
spells:none.
Advices:high STR and CON,low or medium WIS,INT 13,low or medium DEX,low CHA.
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6)Monk
Monks are specialists in unarmed strike and during leveling up gain some
useful attack and defense bonuses.
Bad armor defense, but monk defence bonuses compensate this penalty.
Advices:high STR,medium or high CON,medium or high WIS,medium or high DEX,low
INT and CHA.
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7)Paladin
To cast spells must have WIS 10+spell's level (max spell level 4)
Good in offensive fighting and good defense.
Advices:high STR,medium or high CON,WIS 14+,low or medium DEX,low or medium
INT,medium or high (very good) CHA.
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8)Ranger
To cast spells must have WIS 10+spell's level (max spell level 4)
Good in offence and fair defense. Remember that ranger receive for free some
useful two-weapon fighting feats.
Advices:medium or high STR,medium or high CON,WIS 14,medium or high DEX,low or
medium INT,low CHA.
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9)rogue
Fair offence(special assasin's weapons will be useful ,sneak attack is very
good and not good armor defence (recommended high DEX).
skill points per level:8+INT modifier(!!!) (VERY GOOD)
Sneak Attack(extra damage (+1d6 damage at 1-st level and +1d6 damage every
two levels), some creatures are immune to sneak attack)
Advices:medium STR,medium or high CON,low or may be medium WIS,high DEX,low or
medium INT(medium or high INT is not a bad idea),low or medium CHA. Human rogue
will be smart one but halfing or elf is a good choice too.

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10)sorcerer
to cast spell must have CHA 10+spell's level (at the higher levels CHA 19
recommended)
Bad offence and bad armor defense (using armor feats not recommended because
spell failure penalties)
Light armor is not a bad idea.
Few skill points.
Special Abilities:
does not need to prepare spells every day unlike wizard and can cast
spells multiply times, but cannot memorize spells from scrolls to the spellbook
and has lesser spell slots than wizard, gain new spells when leveling up and
can get rid of useless spells when leveling up.

Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,medium
INT,high CHA16+.
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11)wizard
to cast spell must have INT 10+spell's level (at the higher level INT 19
recommended)
Very bad offense and bad armor defense. Spells and only spells.
For this class high INT required to cast high level spell, first it seems
that wizards gain few skill points, but high INT compensate this disadvantage
(my character human wizard with INT 23 at level 20 gained 9 skill points).
special abilities:
wizard specialist(while creating new wizard character you can become
specialist in some magic school, it has some advantages in chosen magic school
and disadvantages because every magic school has prohibited school of magic).
Wizard specialist gains one additional slot for each spell level but cannot
cast the spells from prohibited school of magic.
need to prepare spells every day and can cast each spell once per day,
contain more spell slots than sorcerer, can memorize spells from scrolls and
get rid of useless spells from memory at any time.
Use some metamagic feats.
Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,high
INT(16+),low CHA.
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4) alignment
There are 9 alignments in Neverwinter Nights: lawful good, lawful
neutral,lawful evil,neutral good,true neutral,neutral evil,chaotic good,chaotic
neutral,chaotic evil. Remember that your actions in game can change your
alignment and if you break your class alignment restriction you cannot gain new
levels,for example nonlawful good paladin cannon gain levels until he would
become lawful good again. Alignment influence on NPC's reaction and can be
changed during the game with your actions. For example, if you have lawful(85)
good(60) alignment and then some evil action decrease your good alignment
towards 10 and your alignment will be lawful(85) neutral(50).
I recommend you to choose alignment according to your future actions(good or
evil,lawful or chaotic).
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5)abilities

1.Strength
With higher strength you can do much damage in melee combat and can carry more
items in inventory. High STR recommended for melee fighters.
2.Dexterity
DEX modifier adds to AC and Reflex saving throws,range weapon fighters need
high DEX. High DEX is strongly recommended for rogues.Low DEX recommended for
characters who wear heavy armor and don't use ranged weapons.
3.Constitution
High CON increase your number of hit point and hit point you gained per level.
CON modifier adds to your fortitude saving throw (very useful) and spellcasters
with low constitution can easily be interrupted while casting spells.Low CON
not recommended for all classes.
4.Intelligence
Number of skill points you gain per level depends on INT modifier. INT is very
important for wizard class: with high INT wizard can cast more spells, their
spells are more powerful and it is very hard to resist this spells(INT is added
to your spell DC when enemy attempts saving throw against spell). Strongly
recommended for wizards.Low INT is not recommended for characters who gain few
skill points per level.
5.Wisdom
WIS modifier adds to Will saving throw. WIS is very important for clerics and
druids, and important for rangers and paladins. Low wisdom not recommended for
halfings,humans,half-orcs(I recommend 10+). I've found that with high WIS some
NPC dialogs appear with 'Insight' option which are not available for characters
with lower WIS.
6.Charisma
CHA is very important for sorcerers and paladins,important for bards,clerics
and monks. It influence cleric's and paladin's turn undead ability. I think
that CHA is useless for other classes , especially for evil characters(not
sorcerers).
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6)Skills
I will not describe each skill because you can read their description during
the game. I describe only my opinion about all skills. You need only one skill
point to increase your class skill else you need two skill points.
1)Animal empathy
Accesible only by druids and rangers.Recommended for druids and rangers.
2)Concentration
Strongly recommended for spellcasters (especially
wizards,sorcerers,clerics,druids).
3)Disable Trap
Recommended for all characters because there are a LOT OF traps in the game
and some traps damages you greatly and can kill you instantly.
4)Discipline
Not bad for melee fighters classes
5)Heal
Recommended for all characters exept clerics
6)Hide
Recommended for stealth characters especially rogues.
7)Listen
Useless skill
8)Lore
Useless, because you can identify items with traders.
9)Move silently
Recommended for stealth characters, especially rogues.
10)Open lock
Not recommended for wizards and sorcerers and characters with high
STR,because lock can be opened with spells or bashed with weapon. Recommended
for rogues and bards.
11)Parry
Recommended for melee fighter classes but this skill is not so important for
them
12)Perform
Bard unique skill.Increase as high as possible.
13)Persuade
Very interesting skill. I recommend for all characters because it makes game
more interesting. This skill works in conversation. With this skill you can
purchase good items, more gold from NPC and access some NPC quests.
14)Pick Pocket
Recommended for bards and rogues.
15)Search
Recommended for all classes exept wizards,sorcerers and bards,because they
have find traps spell.
16)Set traps
May be for rogues but I thing it is useless.
17)Spellcraft
Strongly recommended for spellcasters. It helps them to identify spell and
perform counter spell.
18)Spot
Useless skill
19)Taunt
Useless.May be for evil characters.
20)Use magic device
Only for rogues and bards. Very useful.
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7)Feats
Some advices about feats.
1.Alertness
Useless
2.Ambidexterity(requires DEX 15+)
Good for two weapon fighters
3.Armor Proficiency (light,medium,heavy)
Some classes have this feat as default.
4.Called shot (requires base attack bonus +1 or higher)
Good for fighter classes
5. Cleave (requires STR 13+ and Power Attack feat)
Not bad for melee fighter classes
6.Combat Casting
Spellcasters must have
7.Deflect arrows(require DEX 13+,Improve unarmed strike feat)
Not bad for all characters.Monks receive this for free at level 2.
8.Disarm (requires INT 13+)
Not bad for melee fighters
9.Dodge(requires DEX 13+)
Not recommended for wearers heavy armor, but it is not bad.
10.Empower spell (Metamagic)
Good for spellcasters(FireBall or Chain Lighting spell with this feat very
good)
11.Extend Spell(Metamagic)
Not bad for spellcasters
12.Extra Turning(for clerics and paladins)
Good.
13.Great fortitude
Usefull for all
14.Improved critical(requires proficiency with chosen weapon and attack bonus
8+)
Very good for nonmagic characters
15.Improved disarm(INT 13+,Disarm feat)
good for fighter classes
16.Improved knockdown(requires Knockdown feat and base attack bonus +7)
very good for melee fighters
17.Improved Parry(Int 13+)
good for melee fighters
18.Improved Power Attack(STR 13+,Power attack feat)
very useful for fighters anf barbarians
19.Improved Two-weapon fighting(requires two-weapon fighting and ambidexterity
feats)
for two-weapon fighters
20.Improved unarmed strike
for monks(they receive this feat for free)
21.Iron will
for characters with low WIS
22.Knockdown
fighters and barbarians must have, very useful for fighters classes.
23.Lighting reflexes
for characters with low DEX
24.Maximize spell(metamagic)
expensive pleasure
25.Mobility (DEX 13+ ,Dodge feat)
recommended for fighter and rogue classes.Not recommended for wearers heavy
armor.
26.Point Blank Shot
range weapon fighters must have this feat
27.Power Attack(STR 13+)
Fighters,Barbarians and other fighter classes must have this feat)
28.Quicken spell(metamagic, ability to cast 4-th level spells)
Very expensive pleasure(for example with this feat you can cast maximum
level 6 spells on level 9 spell slots)
29.Rapid Shot(DEX 13+,Point Blank Shot)
for range weapon fighters
30.Sap(Base attack bonus +1,Called shot feat)
not bad for fighter and rogue characters
31.Shield
not bad for rogues
32.Silent spell
useless (may be in Multiplayer)
33.Skill focus
for all characters who wants increase some skill but I don't recommend this
feat
34.Spell focus
very good for wizards and sorcerers
35.Spell penetration
spellcasters must have
36.Still spell
very useful for wizards who wants wear some heavy or medium armor without
spell penalties
You can choose all three armor proficiency feats and this feat then wear
some magical heavy or medium armor and prepare all spells with this feat. Only
level 9 spells will suffer armor penalties.
37.Stunning fist(DEX 13+,WIS 13+,Sap,Improved Unarmed Strike,base attack bonus
8+)
Monks receive this feat for free, for other characters it is very expensive
38.Toughness
very good at lower levels, bad at higher and medium levels. For all classes.
if you choose this feat at level 1 then at level 20 you will have additional
20 hit points
(good for spellcasters and rogues)
39. Two-Weapon Fighting
for two-weapon fighters
40. weapon finesse(base attack bonus 1+)
very good for rogues and light weapon fighters with high DEX
41.Weapon focus(proficiensy with chosen weapon, base attack bonus 1+)
fighters must have for weapon specialization feat
42.Weapon proficiency exotic
good for monks
43.Weapon proficiency martial
all fighter classes exept monks receive this feat for free
not bad for clerics
44.Weapon proficiency simple
all classes exept monks,druids,rogues and wizards receive this feat for free
45.Weapon Specialization(fighters only,base attack 4+,weapon focus feat in
chosen weapon)
Fighters must have
46.Rogue Special Feats( this feats accessible only by rogue class):
a) crippling strike
must have
b) opportunist
good
c)skill mastery
not bad
d)slippery mind
must have
e)improved evasion
very good
f)defensive roll
not bad
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8)my characters
Here is some characters which I created and walk through the game.
I chose D&D Hardcore Rules difficulty level.
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Character 1:
gender:male
Race:human
Class:wizard(generalist)
alignment:lawful good
abilities:
STR 8
DEX 14
CON 14
WIS 10
INT 18
CHA 8
skills:
concentration +4
disarm trap +2
heal +4
lore +4
persuade +2
search +2
spellcraft +4
feats:
default race and class feats
combat casting
spell penetration
familiar:
panther

While playing this character my henchman was Daelan Red Tiger(Half-Orc
Barbarian). At the end of the game I killed Morag Queen with one reloading. My
favoutite spells were chain lighting, Meteor Swarm (good against crowd of
enemies),Premonition,Protections from spells,Greater Stone skin (good
protection spells),Greater Planar Binding( celestian avenger is very good in
battle),Finger of Death (good against nonundead strong enemies),mass haste(good
in critical moments),Gate(EXELLENT , before using this spell it is strongly
recommended to cast protection from evil),ShapeChange (good if all alies are
dead),Tenser's Transformation (use it until you reach Shapechange
spell),Animate dead (good in the middle of the game),Dismissal(good against
summoned enemies),hold monster(use it on melee fighers who attacks you),Time
Stop(VERY VERY GOOD),Improved Invisibility(use it always),Resist
elements(useful at the beginning of the game),lighting bolt,flame
arrow,fireball(use it always),find traps(good),magic missile(use it
always),burning hands(effective at the beginning of the game against the crowd
of enemies),owl's wisdom(increase wisdom).
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Character 2:
gender:female
race:human
class:cleric
alignment:lawful evil
abilities
STR 14
DEX 8
CON 14
WIS 16
INT 12
CHA 12
skills:
concentration +4
disarm trap +2
persuade +4
spellcraft +4
feats:
default race and class feats
extra turning
toughness
domains:
air (turn undead ability works on elementals and I gain some useful offense
Arcane spells)
death (summoned avatar and some good death Arcane spells)

Playing this character was not difficult.I killed queen Morag with no
reloadings. My henchman was Tony (rogue), Grimgnow (monk) and other henchmans
in some locations. My hero was equiped with powerful morning star and wearing
heavy dragon scale armor. At the end of the game my AC was 39 so queen Morag
can't hit me with melee weapon. At level 19 I've change my class to rogue. This
helped me to gain sneak 1d6 damage attack and skill points bonus at level 20.
I've also increase my DEX with rogue's ring.

Character 3:
gender:female
race:elf
class:rogue
alignment:chaotic neutral
abilities
STR 12
DEX 18
CON 12
WIS 12
INT 14
CHA 8
skills:
disarm trap +4
hide +4
move silently +4
open lock +4
persuade +4
pick pocket +4
search +4
set trap +4
spot +4
use magic device +4
feats:
default race and class feats
disarm

When I achieved level 11 then I change my class to ranger. So at the end of
the game my character was rogue(11)/ranger(9). At level 3 I chose weapon
finesse feat and always used small weapons and long bow. My character was
balanced melee and ranged warrior. When I chose improved disarm feat then I
became a really good disarmer (I disarmed Loxar,Calik,Desther in chapter 1,
Gorkan,Vardoc in chapter 2, high captains in Luskan and Aribeth in Chapter 4).
When I became a ranger I used two-weapon tactics in melee and strong long bow
with magical damage arrows as a ranged weapon. I created a fine dagger with
Daze 75%/round effect in Chapter 1 and used it always. Few enemies can resist
daze(undead, golems, immune to mind-affecting) so when the enemy became dazed I
damaged the enemy with sneak attack (6d6 damage at level 11). In chapter 3 I
created a powerful mace with the damage and attack bonus against undead . My AC
was 33 at the end of the game. With rogue sneak attack and ranger's attack
bonuses and two-weapon feats I had no problems when fighting melee fighters
(exept undead and golems). I've killed queen Morag with no reloadings (first I
killed two powerful Morag's lizards then I destroyed the trap and killed the
Protector from Sword with Aribeth's Sword (my magic device skill was 16) and
dagger with daze effect). I also used disarm and improved disarm feats with
tough enemies. At level 10 I chose very useful crippling strike rogue feat. As
a ranger I chose racial bonus feat against giants and lizardmen. My henchmans
were Linu and Grimgnow.

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10) Arcane spells
In this section there is only my opinion and strategy in using all arcane
magic spells. Bards also use Arcane magic but I will not cover some bard spells
which are not accessible by wizard and sorcerer.

Spells:
Level 0 spells (cantrips):
1. Daze (Enchantment)
Useless
2. Light (Evocation)
Useless
3. Ray of Frost(Conjuration)
Use it to kill some weak enemy with "near death" hit points
4. Resisatnce (Abjuration)
Useless
Level 1 spells:
1. Burning Hands ( Transmutation )
Use this spell at the beginning of the game against the crowd of enemies but
watch your allies because they are also can be damaged by this spell (D&D
Hardcore rules).
2. Charm person (Enchantment)
I found this spell useless but you can experiment with this spell on
different NPCs.
3. Color Spray (Illusion)
Not bad against the crowd.
4. Endure elements (Abjuration)
Use it at the beginning of the game as a defensive spell until you reach
higher defensive spells.
5. Grease (Conjuration)
Useless
6. Identify (Divination)
Useless. You can identify the items by traders. Use it if you develop your
Lore skill and cannot identify the item by yourself.
7. Mage Armor (Conjuration)
Forget about AC and this spell
8. Magic Missile (Evocation)
Very useful offensive spell during the game. Use it always.
9. Negative energy ray (Necromancy)
Useless. You can use it at the beginning of the game but don't use it on
undead.
10. Protection from alignment (Abjuration)
Use it on some figher allies. I recommend protection from evil because there
are a lot of evil enemies. At the beginning of the game it has a short duration
so wait until you will be more experienced.
11. Ray of Enfeeblement (Necromancy)
Use it against some powerful fighters. But for sorcerers it is a very
expensive pleasure.
12. Scare (Necromancy)
Useful against weak enemies but you can kill this weak enemies with other
more useful spells. Remember that some races has strong mind-affecting defence.
Don't use it against undead.
13. Sleep (Enchantment)
Useless. May be against some humans and half-orcs.
14. Summon creature (Conjuration)
Use it until you reach more high summoning spells.
Level 2 spells:
1. Blindness/Deafness (Enchantment)
Useless
2. Bull's strength (Transmutation)
Use it on your fighter allies and on yourself to increase your inventory
weight.
3. Cat's Grace (Transmutation)
Use it on Tony henchman.
4. Darkness (Evocation)
Useless
5. Eagle's splendor (Transmutation)
If you have low CHA then this is your spell. You can also use this spell on
Linu henchman when fighting some undead.
6. Endurance (Transmutation)
Use it on yourself
7. Fox's cunning (Transmutation)
If you are a wizard use it always on yourself.
8. Ghostly visage (illusion)
Use it as a defense spell when fighting some tough enemies until you reach
more higher spells.
9. Ghoul touch (Necromancy)
Useless
10.Invisibility (Illusion)
You can use this spell to explore the area but I recommend to forget about
this spell.
11.Knock (Transmutation)
Use it to unlock the locks. Very useful spell.
12.Lesser dispel (Abjuration)
Use it against some weak mages with defensive spell aura. But I recommend
you to forget about spell at the beginning of the game.
13.Melf's Acid arrow (Conjuration)
Use it as a main level 2 offensive spell. At the end of the game this spell
has a small effects on enemies.
14.Owl's wisdom (Transmutation)
Use it to compensate low mind saving throw.
15.Resist elements (Abjuration)
Use it as a main level 2 defense spell
16.See Invisibility (Divination)
Useless.
17.Summon Creature 2 (Conjuration)
Use it as main summoning level 2 spell
18.Ultravision (Transmutation)
Useless
19.Web
Sometimes useful against the crowd of enemies.
Level 3 spells:
1. Clairaudience/Clairvoyance (Divination)
Forget
2. Clarity (Necromancy)
Forget
3. Dispel magic (Abjuration)
Use it to dispel enemy magic defense or for counterspelling
4. Find traps (Divination)
Use it to find and destroy traps.
5. Fireball (Evocation)
Use it always against the crowd of enemies. Very useful with Empower spell
feat.
6. Flame arrow (Conjuration)
Use it as a main level 3 offensive spell during the game
7. Haste (Transmutation)
Very useful but has short duration. Use it in critical situation. At the
end of the game the duration of this spell will be good.
8. Hold person (Enchantment)
Use it on powerful melee fighters
9. Invisibility sphere (Illusion)
For amateurs
10.Lighting Bolt (Evocation)
Useful spell. Use it always but watch for allies near target enemy.
11.Magic circle against alignment (Abjuration)
Good but has a very short duration
12. Negative energy burst (Necromancy)
Not bad but fireball, lighting bolt and flame arrow are more recommended.
13. Protection from Elements (Abjuration)
Use it as a main level 3 defense spell
14. Slow (Transmutation)
Useless
15. Stinking cloud (Conjuration)
Useless
16. Summon creature 3 (Conjuration)
Use it as a main level 3 summoning spell
17. Vampiric Touch (Necromancy)
Useless (this is not a Morrowind)
Level 4 spells:
1. Bestow curse (Transmutation)
Forget
2. Charm monster (Enchantment)
Forget
3. Confusion (Enchantment)
Forget
4. Contagion (Necromancy)
Forget
5. Elemental Shield (Evocation)
Not bad and not good.
6. Enervation (Necromancy)
I found this spell useless but you can experiment on powerful enemies.
7. Evard's black tentacles (Conjuration)
Forget
8. Fear (Necromancy)
Sometimes is not bad but I recommend to forget about this spell.
9. Ice Storm (Evocation)
Extremely useful and dangerous offensive spell. Use it always but watch for
allies.
10.Improved invisibility (Illusion)
Very useful. Use it with other defensive spells.
11. Lesser spell breach (Abjuration)
Forget
12. Minor Globe of Invulnerability (Abjuration)
Not bad. You can use it in some situations.
13. Phantasmal Killer (Illusion)
Interesting spell. I recommend you to leave one slot for this spell.
Sometimes you can kill tough enemy instantly with this spell. I recommend to
use this spell on rude creatures (such as Orcs,Minotaurs and others).
14. Polymorph Self (Transmutation)
Not bad but I recommend you to wait for some higher polymorph spells.
15. Remove blindness/deafness (Divination)
Forget. Useless spell.
16. Remove curse (Abjuration)
Useless
17. Shadow Conjuration (Illusion)
Not good
18. Stone skin (Abjuration)
Use it as a main level 4 defensive spell until you reach Greater Stone
Skin spell
19. Summon Creature 3 (Conjuration)
Use it to summon a creature
20. Wall of Fire (Evocation)
Good spell but Ice Storm is more recommended
Level 5 spells:
1. Animate dead (Necromancy)
Use it as a main summoning spell in the middle of the game until you reach
Greater Planar Binding spell. Has a duration 24 hours (long duration).
2. Cloudkill (Conjuration)
Useful against weak enemies.
3. Cone of Cold (Evocation)
Good but I prefer Ice Storm spell (level 4)
4. Dismissal (Abjuration)
Use this spell against summoning creatures at the latest stages of the
game.
5. Dominate person (Enchantment)
I found this spell useless. You can use this spell on some neutral NPC or
some Orc.
6. Energy Buffer (Abjuration)
Combine this spell with Stone Skin spell.
7. Feeblemind (Divination)
Useless
8. Greater Shadow Conjuration (Illusion)
I prefer Animate Dead spell
9. Hold monster (Enchantment)
Forget
10.Lesser Mind Blank (Abjuration)
Not bad but short duration
11.Lesser Planar Binding (Conjuration)
You can use this spell as an alternative summoning spell
12.Lesser spell mantle (Abjuration)
not bad against spell but short duration
13.Mind Fog (Enchantment)
for amateur
15.Summon creature 5 (Conjuration)
Dire tiger has a very weak defense
Level 6 spells:
1. Acid Fog (Conjuration)
not bad but Chain Lighting is more useful
2. Chain Lighting (Evocation)
Very strong offensive spell against the crowd of enemies. Use it always.
Effective against dragons.
3. Circle of Death (Necromancy)
Try to use on some tough fighter
4. Ethernal visage (Illusion)
Not bad but I prefer Greater Stone skin
5. Globe of Invulnerability (Abjuration)
Sometimes it is very useful (especially against Ice Storm spell) but if you
are a sorcerer then forget about this spell and concentrate on more useful
6. Greater Dispelling (Abjuration)
More powerful dispel magic spell. I prefer lower Dispel magic spel to save
the slots for some other level 6 spells. You can use it to counterspell some
powerful spell.
7. Greater spell breach (Abjuration)
Always use this on tough enemies to decrease their magic resistance
8. Greater Stone Skin (Transmutation)
Use this spell until Premonition spell
9. Legend Lore (Divination)
Forget
10.Mass Haste (Enchantment)
Use it when fighting a lot of strong enemies
11.Planar Binding (Conjuration)
I prefer Animate Dead spell because of spell duration
12.Shades (Illusion)
Not so useful
13.Summon creature 6 (Conjuration)
I prefer other summoning spells
14.Tenser's Transformation (Transmutation)
Use it to fight the enemies. You are a really tough guy.
15.True Seeing (Divination)
Useless
Level 7 spells:
1. Control Undead (Necromancy)
I prefer summoning spells
2. Delayed Blast Fireball (Evocation)
Good offensive spell
3. Finger of Death (Necromancy)
Good but I prefer other spells
4. Mordenkainen's Sword (Transmutation)
Powerful summoning spell but has a very short duration
5. Power Word, Stun (Divination)
Useless
6. Prismatic Spray (Evocation)
Not bad but I prefer to use some metamagic feat slots for offensive spells
on this level
7. Protection from spells (Enchantment)
Very useful. Use it always and combine with some damage defensive spells.
8. Shadow shield (Illusion)
Useful but has a very short duration
9. Spell Mantle (Abjuration)
Useful but has a very short duration
10.Summon creature 7 (Conjuration)
not bad but I prefer Animate dead spell
Level 8 spells:
1. Create Undead (Necromancy)
good but I prefer Greater Planar Binding
2. Greater Planar Binding (Conjuration)
The most balanced summoning spell in the game. Medium duration and powerful
creature.
3. Horrid Wilting (Necromancy)
Very useful against the crowd of enemies. Beware undead.
4. Incendiary Cloud (Evocation)
Very powerful offensive spell but watch for allies
5. Mass Blindness/Deafness (Illusion)
Useless
6. Mass Charm (Enchantment)
Useless
7. Mind Blank (Abjuration)
Useful in some situations but has a very short duration
8. Premonition (Divination)
The best defensive spell in the game against damage. Use it always. Combine
this spell with Improved Invisibility spell and Protection from spells spell.
9. Summon Creature 8 (Conjuration)
Powerful spell but I prefer Greater Planar Binding spell
Level 9 spells:
1. Dominate monster (Enchantment)
Don't lose your spell slot on this spell
2. Energy drain (Necromancy)
Useless
3. Gate (Conjuration)
The best summoning spell in the game. It has small duration. Before casting
this spell cast Protection from Evil spell or you can't control your summoned
creature. Use this spell when fighting very powerful enemies (dragons, Maugrim,
queen Morag and others)
4. Greater Spell Mantle (Abjuration)
Very good but has a very small duration
5. Meteor Swarm (Evocation)
The best offensive spell in the game. Use it always to show the enemies who
is a really powerful mage. Your allies are not damaged by this spell.
6. Mordenkainen's Disjunction (Abjuration)
I prefer lesser dispel magic spells. This spell can counterspell some very
powerful spell.
7. Power Word, Kill (Divination)
Useless, most of the enemies at the end of the game has more then 100 HP.
8. Shapechange (Transmutation)
This spell will transform you to very powerful creature. I prefer to leave
the slots for other spells.
9. Summon Creature 9 (Conjuration)
You can use it as an alternative to Greater Planar Binding spell
10.Time Stop (Transmutation)
Very useful spell. Use it with powerful enemies. Try to cast some offensive
or defensive spells while the time is stopped.
11.Wail of the Banshee (Necromancy)
I prefer to leave slots for other spells
12.Weird (Illusion)
Not bad. You can experiment on enemies.

Arcane spells conclusion:
It seems that Evocation spell school is the best spell school for offensive
spells (I recommend to choose Spell Focus (Evocation) feat). The Abjuration
school is the best defensive school magic. Conjuration is the best for
summoning spells. Necromancy contains some useful death spells but a lot of
necromancy spells are useless. Illusion also has some useful and useless
spells. Enchantment and Divination are the weakest spell schools but Divination
contains powerful Premonition spell and Enchantment contains Protection from
spells spell. Transmutation is the most universal spell school because it
contains some good transformation, offensive, defensive and summoning spells
and some very useful Level 2 spells.
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11) Divine spells
In this section I'll describe divine spells usefulness. Some divine spells
that are available in Arcane magic school I will not describe here. For more
info about such spells see arcane spells sections. Here we go!
Level 0 spells:
1. Cure minor wounds
Not bad at the very beginning of the game
2. Virtue
Useless
Level 1 spells:
1. Bless (Cleric)
Use it always in battles during the game.
2. Cure Light wounds
Good at the beginning of the game
3. Doom (Cleric)
Not bad. Use it on tough enemies.
4. Entangle (Druid)
Forget
5. Remove fear (Cleric)
Don't waste the slot
6. Sanctuary (Cleric)
Not bad but a very short duration
Level 2 spells:
1. Aid (Cleric)
Not bad but useless at the latest stages of the game
2. Barkskin (Druid)
Good if you want to increase your AC
3. Charm person or animal (Druid)
Useless
4. Cure Moderate wounds
Use it at the beginning and at the middle of the game
5. Flame lash (Druid)
Good druidic offensive spell
6. Lesser Restoration
Useful spell. Use it to cancel some negative effects
7. Remove paralysis (Cleric)
Forget
8. Silence (Cleric)
Very useful against enemy spellcasters
9. Sound burst (Cleric)
Nice offensive spell
Level 3 spells:
1. Call lighting (Druid)
Use it always
2. Cure serious wounds (Cleric level 3 and druid level 4 spell)
Use it always
3. Dominate animal (Druid)
forget
4. Invisibility Purge (Cleric)
Useless
5. Negative energy protection (Cleric)
Sometimes is useful
6. Prayer (Cleric)
very good but small duration
7. Remove desease
Use it to remove desease
8. Searing light (Cleric)
Useful against undead and golems
Level 4 spells:
1. Cure Critical wounds (Cleric level 4 and Druid level 5 spell)
Use it always
2. Death ward (Cleric) (Druid level 5)
Useful against death spells but I recommend to skip this spell
3. Divine power (Cleric)
Very good but small duration. Use it with powerful enemies.
4. Freedom of Movement
Good against paralysis but there are some magic items with Freedom
property in the game
5. Hammer of the Gods (Cleric)
Good offensive spell
6. Neutralize poison (Cleric level 4 and druid level 3 spell)
Very useful when fighting some enemies with poison damage
7. Poison (Cleric)
Not bad
8. Restoration (Cleric)
Very useful spell in the game. Use it always
Level 5 spells:
1. Awaken (Druid)
use it on your animal companion
1. Circle of doom (Cleric)
Forget
2. Flame strike (Cleric)(level 4 spell for Druid)
Not bad
3. Healing circle (Cleric) (Druid level 6 spell)
Sometimes is useful
4. Raise dead (Cleric)
Useless in Single Player Campaign
5. Slay living
Nice death spell
6. Spell resistance
Has a very small effect in the game
Level 6 spells:
1. Blade Barrier (Cleric)
Not bad against a lot of enemies. See you allies
2. Harm (Cleric) (Level 7 druid spell)
Useless
3. Heal (Cleric) (Druid level 7)
Keep one slot for this spell
Level 7 spells:
1. Aura of vitality (Druid)
very useful
2. Destruction (Cleric)
Good against a single enemy
3. Creeping doom (Druid)
Experiment with this spell
4. Greater restoration (Cleric)
Use it when restoration spell failed
5. Regenerate (Cleric) (Druid level 6 spell)
Nice but I prefer cure wounds
6. Ressurection (Cleric)
Useless in Single Player
7. Word of Faith (Cleric)
Very useful spell against the crowd of enemies. Use it alaways.
Level 8 spells:
1. Aura versus alignment (Cleric)
Useful but small duration
2. Create Greater Undead (Cleric)
Powerful summoning spell
3. Fire Storm (Cleric) (Druid level 7 spell)
Not bad
4. Mass heal (Cleric) (Druid level 9 spell)
The best healing spell. Keep one slot.
5. Nature's Balance (Druid)
Very good against tough enemies
6. Sunbeam
Useful
Level 9 spells:
1. Elemental Swarm (Druid)
Use it against elementals
1. Implosion (Cleric)
Very good. Use it
2. Storm of Vengeance
Not bad. Use it
Conclusion: It seems that cleric's spells are oriented to healing and
blessing (increasing some characteristics). Some cleric's spells are against
death magic and good against undead. Remember that healing spells damage
undead. Druids have less healing and blessing spells but they receive some
useful defensive and offensive spells. Paladins are more close to cleric's
spells and rangers are more close to druidic spells.

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Part 2 General Information and strategy

Stone of Recall:
Use the Stone of Recall in critical situations. In some areas you cannot use
Stone of Recall so be careful (such areas are rare).

Hit Points Tip:
When you gain and accept new level then your number of hit points
increases. It depends on your hit dice and CON modifier. For example if you are
a cleric with CON 14 then every level you add 1d8+2 hit points where 1d8 is
your class hit dice and +2 is your CON modifier. But 1d8 is a random value
(which means the random number between 1-8) so for example you can gain 8+2=10
hit points or 6+2=8 hit points. So I recommend you to see how many hit points
you gain before accepting new level and if you don't want to accept this value
you can cancel leveling up. Click again on level up button and the value will
change. With this tip my cleric character had more then 200 hit points at the
level 20. Every level my cleric gained 8+2+1=11 hit points, where 8 is a
maximum 1d8 value, +2 CON modifier, +1 toughness feat.

Heavy Armor tip:
If you are wearing some heavy armor then there is no reason to inscrease
your DEX more then 12-13 because of AC DEX penalty. If you have high DEX then
there is no reason to wear heavy armor.

AC tip:
If you want to increase your AC as high as possible then increase your DEX
to 12-13, wear heavy armor, use one handed weapon and shield, search some items
which increase your AC. I found a good shield which totally increase my AC to
10 (usable only by lawful characters) and I found a good heavy dragon armor
(totally AC to 11).

Skill points Tip:
Don't waste your skill points on non class skills (may be exept disarm trap
and persuasion skill) and develop your class skills.

Feats tip:
Choose your feats carefully and wisely because you can get only one feat
every 3 levels (exept some classes feats abilities). Choose your feat according
to your class development.

Wizard tips:
Rest often and use your advantage of memorizing spells in different
situations . Always cast some defensive long duration spell (such as Stone Skin
spell or Greater Stone Skin spell) and summon some creature (for example
Animate dead spell). Familiar is useful at the beginning of the game but at the
end of the game your familiar is very weak. Create some powerful or not so
powerful items in the magic labs (Chapter 2,3). Don't use melee weapons in
battle, equip your character with some ranged weapon. Combine damage
resistance, damage absorbtion and saving throw increase spells. Cast some
protection spells on your henchman and summoning creatures. Increase your INT
as high as possible. With very high INT few enemies can resist your spells.
Forget about AC and attack bonuses. Choose Metamagic Empower spell feat and use
some middle level offensive spells with this feat (for example Fireball spell).
Use Bull's Strength on your fighter henchman or summoned creature. Use Bull's
strength on yourself to increase your inventory weight. Increase magically your
CON in order to decrease your Concentration failure.
If you have low mind saving throw then increase your WIS magically (Owl's
wisdom). Use Dismissal spell on summoned enemy creatures. Use dispel magic
spells on enemy wizards and try to counter spell with some powerful wizard
spells. Increase Concentration and Spellcraft skill as high as possible. If
your defense is destroyed and enemies attack you then run from the battle or
cast some good defense spell. Prepare a lot of offense spells but don't forget
about defense and summoning spells. Forget about armor (exept may be light
armor - 10-20% failure) because you can fail your attempt to cast the spell
while wearing armor (Still spell feat can change your strategy).

Cleric Tips:
Use your advantage of healing spells and prepare a lot of healing spells.
Don't concentrate on offensive spells but concentrate on defensive spells and
summoning spells. Sometimes use some offensive spells but not so often. Combine
your melee fighting with spellcasting. Increase your AC as high as possible.
Use melee weapons in battle and increase your concentration skill. Increase
your STR and CON with some spells. Use turn undead ability when fighting
undead. Increase your CHA when using turn undead ability. Increase your attack
and saving throws(use Protection from Evil and Bless spells). Choose clerics
domains carefully. I recommend air or stone domain. Air domain has some good
offensive spells and stone domain has some good defensive spells and you can
use turn undead ability on elementals (there are a lot of elementals in some
areas (chapter 2,3)). Remember that arcane magic has more strong offensive and
defensive spells then divine so don't forget about melee fighting in some
situations.

Rogue Tips:
Increase your DEX as high as possible. Choose weapon finesse feat as quick
as possible. Use small melee and ranged weapons in battle. Increase your magic
device skill in order to use some class/race/alignment restricted items. Use
light armor with no or less armor DEX penalty (Mirror or Shadow armor is good).
Create some small weapon in Chapter 1 with daze/confuse/sleep effect. Your
great enemies are enemies that are immune to sneak attack. Find some weapons
with bonuses against undead and Constructs and use this weapons against them.
Recover the traps and use or sell them. Find and equip some item with Immunity:
mind-affecting effect. Equip some item with Haste effect. Remember that you can
use your sneak attack with ranged weapon too. Use arrows or bolts with magical
additional damage. Increase your STR for more damage. Try to use some scrolls
with defensive spells while fighting with tough enemies. Choose crippling
strike feat at level 10. Increase your AC to 30 or more. When fighting some
mages then before fight choose stealth mode and sneak to the mage to fight him
before he uses some defensive spells. You can also try to kill some
spellcasters but choose Point Blank Shot feat. Find some item with dispel magic
effect. Ranged weapons with magic arrows are more effective against constructs
and undead then small melee weapons (with no real bonuses against undead or
constructs).

Battle Tips:
Remember that all enemy's summoned creatures or familiars will disappear if
you kill the enemy who summoned the creature or familiar. Use healing potions
or spells if your hit points are low then 1/2 of total HP. Hire a henchman and
always travel with him. Complete henchman quests to retrieve their items which
increase certain attributes and has some good effects. Concentrate on one enemy
not on all. If the enemy is strong then it would be good if this enemy will
attack your henchman first. Use different tactics with different kind of
enemies, learn their weaknesses (for example Fire Giants are very weak to the
cold damage and with cold damage spell or weapon you can kill them quickly).
Some powerful fighters are very weak to the mind-affecting spells. Remember
that you can quickly destroy enemy wizard's defense with some powerful weapon
or dispel magic spell. Kill enemy archers and spellcasters first then melee
fighters.

Secondary quests:
Don't forget about secondary quests because some quests are highly rewarded
and some quests cross the main quest. Increase your persuasion skill to access
some secondary quests.

Respawn ability:
If you are killed then you automatically respawn in the nearest Temple of
Tyr losing some gold and experience points. I recommend you to load the
previous game and save the game very often.

EXP tip:
In chapter 2 there is a place with strange pillar (Charwood: Haunted
Forest) where the right password (NETHER SHALL RULE) is required. If you enter
the wrong password then you should fight 2 skeletons warriors. This process you
can repeat to earn some EXP. This is good for multiclass characters with EXP
penalty.

Random item tip:
This is a very useful trick. Some chests or other places contain a useful
random item. If you discover such chest then reload the last save, then go to
this chest again and DON'T open it (just disarm or unlock/destroy). Then save
the game and open the chest to retrieve some useful item. If the item is
useless for you then reload the previous save and open the chest again. The
chest will contain another random useful item. You can repeat this trick again
but remember that once you see the contents of the chest then the items in the
chest will be the same if you open this chest secondary, thirdly and so on. The
random item is generated when you open the chest first time. In chapter 2 in
Luskan: Host tower in the hall where Aribeth and Maugrim there is a crate
(middle crate) with some useful magical random item.


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Part 3 Walkthrough
1)Prelude
2)Chapter 1
a)City Core
b)Peninsula District
c)Blacklake District
d)Docks District
e)Beggar's Nest
f)Finale
g)Henchmans and their quests (all quests completed)
3)Chapter 2
a)Port Llast
b)North (North Road)
c)East (East Road, Neverwinter Wood)
d)South (South Road, Charwood)
e)Luskan and Host tower
f)Henchmans and their quests (all quests completed)
4)Chapter 3
a)Beorunna's Well
b)Coldwood
c)Moonwood
d)Fort Ilkard
e)Henchmans and their quests (all quests completed)
5)Chapter 4
Final Battle
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1)Prelude

Academy Training
Your main quest is to comlete the training in the Neverwinter Academy. Go and
speak with people in academy about some basic game
knowledge(inventory,resting,character, etc.).Then according to the class choose
the training in academy.If you are a mage or sorcerer go to the Arcane magic
training(one of the door in the long corridor, see sign) and speak with Arcane
master about basic magic and then destroy the dummy with some spell(magic
missile will be good) and speak again with master to complete training.If you
are a fighter character(fighter, paladin, monk, barbarian,ranger) speak with
figher trainer in the big hall about fighter's skills and then receive
objective (melee and ranged weapon training). To complete melee training speak
with Dandy in this hall about training and then hit Dandy, for ranged weapons
speak with Hewwet in this hall and then hit the target with some ranged weapon
from long distance then speak again with fighter master to complete training.
For rogue characters speak with rogue master (door in the long corridor) past
the Arcane magic training. For clerics or druids go to the Divine magic
training (door opposite rogue training) and speak with Divine magic master to
receive objective. To complete divine training you should kill skeleton with
turn undead ability and heal injured commoner in this room then speak again
with master. Bards can choose arcane, fighter or rogue training.
After completing one of the training speak with guard near locked door in
order to go through the door and then go to the hall (next location) and speak
with Lady Aribeth. After speaking and killing enemies speak again with Aribeth
to receive the key. Return to the previous location and go to the locked door
to the right and use key to open and follow entrance. Clear rooms from hoblins
and skeletons. In one of the rooms you should meet Pavel who can temporary join
your side. Then speak with Geldar in one of the rooms to level up and continue
clearing rooms. When you came to the big hall you would meet a mysterious mage.
Kill him and exit this location. When you enter next location you will see
Waterhavian's creatures escape. Kill hoblins and speak with Fenthick two times,
then exit location to sanctuary.
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2)Chapter 1

a)City Core
In Sanctuary speak with Fenthick and Desther then go to the Hall of Justice
and speak with Lady Aribeth about main quest in this chapter and receive Stone
of Recall( this item will be very useful during all game and if you lost this
item try search divine pool in the Temple where all important items reappear).
You can use Stone of Recall to teleport to the nearest Temple of Tyr.
Main quest:
The Wailing and the Waterhavians
how to get: speak with Aribeth
situation: Some unknown forces attacked Neverwinter Academy to capture
Waterhavian creatures. But creatures escaped to the unknown direction. The
ingredients of this creatures are a part of plague cure. This plague spreaded
in the Neverwinter City and there is no cure from this plague. You are the hero
who must find all 4 ingredients for plague. First search Peninsula district.
difficulty: hard
solution:
to complete this quest you need to find all 4 waterhavian creatures and the
incredients of this creatures bring to Aribeth to make a cure from plague. This
quest divides into subquests which you receive in all 4 NeverWinter Districts.
More info see below in the main quest sections. Before exploring Neverwinter
districts I recommend you to buy district maps in the Trades of Blade and hire
a good henchman. The sorcerer or cleric henchman is a good choice for fighter
classes, but for wizards and sorcerers a melee fighter henchman is an excellent
choise (Daelan The Red Tiger is a good choice).
Secondary quests:
1.Temple of Tyr:Never's Tomb
how to receive: speak with Oleff in one of the rooms in the Temple of Tyr.
situation: there are hidden Never Tombs somewhere in the Neverwinter City
with unique artifacts and the temple needs this artifacts. The first tomb was
discovered in Peninsula district.
difficulty: hard
solution:
1)go to the east house in Peninsula district then go downstairs to the
tomb and speak with Briley in the tomb. Search the chest near Briley to take
logbook( locations of the other tombs), ceremonial arrow,ceremonial
shield,ceremonial sword.Keep this important items.
2)go to the Blacklake and enter south-west house door (you should see a
child near this door) then speak with Telma about hidden entrance. Touch the
bookshelf in this house and enter
hidden area. Clear the area from skeletons and you should notice a locked door
and a chest with note near this door. Open chest and put ceremonial arrow into
the chest to open door. Enter Never's tomb. The enemies in this tomb are very
tough. If you are not experienced I recommend you run to the sarcophagus and
take Halueth's rusted armor. Return this armor to Oleff.
3)go to the Aqueducts in the Docks District (see main quest Docks
District) and put ceremonial sword into the chest near west locked door. Open
the door and enter tomb. Open sarcophagus and take the Symbol of Tyr. Return it
to Oleff
4)go to the Cemetary in the Beggar's Nest (see main quest in Beggar's
Nest) and put ceremonial shield into the chest near locked door to open the
door. Enter Tomb, kill mummy and search trapped sarcophagus for book "Ancient
Chronicles of Halueth Never". Return this book to Oleff.

2.The Great Tree:Animal rescue
how to receive: speak with druid Nyatar near Great Tree in the City Core
and get transport via plants scroll and scented fetish
situation: People suffer from plague. Animals in the Neverwinter Zoo
suffer from people. Free all animals from Zoo.
difficulty: medium
solution:
1)go to the Neverwinter Zoo in the Blacklake district
2)go to the Giant tree location (north west) and use on the tree
transport via plants scroll
3)return to the zoo and kill master of pens (central room) who guards
lever
4)pull lever to open animal cages
5)go to the cages and speak with all 4 animals( you must possess scented
fetish). Tell them to get out of here.
6)return to Nyatar for reward

3.Moonstone Mask:Art Theft
how to receive: speak with Ophala in Moonstone Mask
situation: some noble mans stole from Moonstone Mask art items. Return
this items to Ophala.
difficulty: hard
solution:
1)Go to the Hodge Estate in Blacklake District and clear estate from
guards. In one of the room you'll find Urn.
2)Go to the Rumbottom Estate in the Blacklake district. Clear estate from
guards and in one of the rooms you'll meet Rumbottom. Speak with him or kill
him then search his room for portrait of the late Sir Reginald Rumbottom 3.
3)Go to Andrade estate and find the room with Andrade. Speak with him or
kill and search his room for statuette of the female form
4)return all three items to Ophala for reward

4.Moonstone mask: An Evil Offer
how to receive: speak with Oleff in the Temple of Tyr to receive Never's
Tomb quest then go to the Moonstone Mask and speak with Gillet.
situation: some evil church is interested in retrieving Never's
artifacts.
difficulty: hard
solution: same as Never's Tomb quest but all artifacts you should bring
to Gillet.

5.Cloaktower:Membership
requirements:only for wizards,sorcerers and bards
situation: you want to become Cloaktower member. You must find 4 magical
ingredients.
difficulty: hard
how to receive: go to Cloaktower and speak about membership. You must
receive wizard lab key
solution: I recommend you to solve this quest because in Chapter 3 you
can create good magic items in the wizard lab.
1)the first wizard lab is situated in the north east corner in
Peninsula. Enter lab, kill creature and retrieve first ingredient
2)the second lab somewhere in No-Man's land in Blacklake disctrict.Enter
lab, kill creature and retrieve second ingredient
3)the third lab is somewhere in the Docks district( marked on the map
for wizards and sorcerers). Enter and retrieve third ingredient
4)the fourth lab is situated somewhere in Beggar's Nest (north west
corner).Enter and retrieve last ingredient
5)return to Cloaktower and bring all 4 ingredients to access final test
6)enter portal and kill monster( he is vulnerable to magical attacks and
invulnerable to physical, lighting spell is very good in this situation)
7)after killing monster return to Cloaktower and speak about membership

----------------------------------------------------------------------
b) Peninsula District
Main quest:
Peninsula: Prison Break (this quest goes with the main quest)
Situation: Some strange thing happened in Prison and all prisoners escaped.
Restore order in the Peninsula. The famous noble Head Gaoler Alaefin
dissapeared in prison. Investigate the situation.
how to receive: near Temple Of Tyr in the City Core speak with frightened
woman
difficulty: hard
solution:
1)go to the Militia HQ(south-east Peninsula) and speak with Sedos Sebile
2)break to the prison( prison is a big house in Peninsula). To break to
the prison you need a prison key. Go to the sewers( entrance is south of
prison) and kill gang leader. Search his body for prison key and enter Prison:
Main Level
3)Prison: Main Level:
The entrance to containment level is west of main gates. To the south
is the entrance to Tanglebrook estate. Go to the south room near main gates and
search for prison storeroom key. Go to the west, unlock the door and enter
containment level
4)Prison: Containment Level
Go to the central hall and pull level near chair to open cell doors.
Go to the east to the pits. Be carefull with prisoner sorcerers (kill them as
quick as possible).
5)Prison: The Pits
Go to the north-west room and fight with Kurdan Fenkt until he
surrender. Then speak with him about his master or kill him and then go to the
Lair of Devourer.
6)Prison: Lair of Devourer
Here you'll meet with Head Gaoler Alaefin. Before killing him I
recommend you to speak with all neutral guards and persuade them to leave this
place, because when you kill Alaefin, the intellect devourer can move into
guard's brain and you have to fight the guard. After killing Alaefin you should
kill intellect devourer. Then search his body for devourer's brain( this is the
first ingredient of plague's cure).
7)return to Sedos Sebile for reward, then return to Aribeth to bring her
devourer's brain. The main quest in this region completed.

Secondary quests:
1.Peninsula: Tanglebrook Estate
how to get:speak with Master Johns in the centre of Peninsula
situation: after prison break Lady Tanglebrook disappeared.
difficulty: easy
solution:
1)go to the Tanglebrook estate (north west). If you don't have a key
you can access estate from Prison: Main Level
2)Go to the chess field location with a lot of traps and explore
lady's corpse
3)return to prison from chess field location
-----------------------------------------------------------------------
c)Blacklake District
main quest:
Blacklake: Tensor's rising (goes with main quest)
situation: The BlackLake is divided into two regions:No-Man's Land with
plague victims and Blacklake with nobles. Nobles don't allow the plague victims
to access Blacklake.
how to receive:speak with gate captain near the Blacklake gates
difficulty: medium
solution:
1)go to the Meldanen Estate in the Blacklake (Blacklake east).There
are two ways to enter this estate: 1.Complex( Go to the main entrance, kill
guards and search the body of one tough guard for key to the entrance then
enter main door) 2.Easy(Speak with Milly (she is somewhere in the town ) about
Meldanen Estate and get the key from Milly's house. Enter Milly's house and
enter portal to the Meldanen Estate).
2)Meldanen Estate:
go to the main door and speak or kill Half-Orc guard. You can
persuade him to unlock south door. The stairs down the to the Meldanen's
Sanctum are in the centre of estate (south main door, then west pass prison
cells and north through the room with Meldanen's Apprentice(kill him as quick
as possible).
3)Meldanen's Sanctum
There are a lot of traps here.In the east room with red sign on
the floor you'll meet Meldanen. Do not allow him to cast poweful spells or
you'll be quickly dead. Fight him until he surrender. Then speak with him about
the dryad or kill him and take the key from dryad's cage. Open cage and free or
kill dryad. Take the lock of dryad hair( second plague cure ingredient)
4)return to Aribeth with lock of dryad hair.

Secondary quests:
1.Blacklake:The Gauntlet Arena
how to receive: Go to the Trades of Blade in the City Core and speak
with Graxx to get gauntlet pass.Go to the Board LordBare Tavern in the
Blacklake and show pass to the Bartender to get the key. Use the key and go
downstairs. Then speak with Kellisa about Gauntlet Rules
situation: The Gauntlet Arena is the arena where fighters fight with
each other. The best fighter Claudus is invincible. Become a champion.
difficulty: easy
solution:
1)Speak with Kellisa to enter Arena and fight 4 times with Hrusk,
Fashi, Agor and Claudus.
2)if you won all 4 battles then speak with Claudus to become
tavern's owner. Now you can go to the bartender and take earned money.

2.Troubles in No-Man's Land
how to receive:speak with Cendran in the No-Man's Land near the gates
to the City Core about Loxar
situation: The evil half-Orc takes advantage of the chaos in this
region and terrorizes the local people. Killing this Half-Orc will bring some
order to this region.
difficulty: easy
solution
1)go to Ruined Tower in this region and kill half-orc Loxar. Take
his head.
2)return to Cendran with Loxar's head (no reward but you are good)

3.BlackLake: Samuel's Rescue
how to get: go to the Board LordBare Tavern and speak with Thurin
situation: Blacklake guard Samuel is missing.
difficulty: easy
solution:
1)go to Meldanen Estate(see main quest) and go to the prison cells(
south east)
2)free Samuel( the key is in the chest) and return to Thurin for
reward

4. Blacklake:Unrest
how to receive:speak with Formosa in the BlackLake(south east on
the streets)
situation: some people blame Meldanen's actions
difficulty:easy
solution:
1)go to Meldanen Estate (see main quest)
2)kill Meldanen and take his tooth and warehouse key
3)return to Formosa for reward

5.BlackLake: Killing Formosa
how to receive: speak with Meldanen after beating him and propose
to get rid of Formosa
situation: Meldanen wants Formosa dead
difficulty: very easy
solution:
1)kill Formosa (she is in the Blacklake south east)
2)return to Meldanen for reward (500 gold)

6.Hints of the Cult Activity
how to receive: In No-Man's Land you'll be attacked by strange
assassins. After killing them search the bodies for note(same note you can find
in the Docks District and Beggar's Nest)
situation: some strange assassins attacked you. There are clues of
some strange cult.
difficulty: very easy
solution:
1)go to Aribeth and speak about the note
2)go to Fenthick and speak with him about this strange note
----------------------------------------------------------------------
d)Dock District
main quest
Docks:Trouble in the district (goes with main quest)
how to receive: speak with guard near city gates
situation: smuggler's activity increased and some local authorities have
evil intensions against Neverwinter order and Lord Nasher. Search for more
clues.
difficulty: medium
solution:
1)speak with Neibar near City Core gates to know about auction in the
Seedy tavern(north)
2)go to the Seedy tavern (to enter Seedy tavern you need tavern key or
bloodsailor uniform or gold). Tavern key you can purchase in the Lost house
(east of tavern), bloodsailor uniform you can purchase by killing Bloodsailors
in the docks or simply you can bribe a guard to enter tavern. The best way I
think go to the Lost House and search for the tavern key, because you'll need
it later.
3)in the tavern in order to go downstairs you'll need password. You can
persuade chef or go upstairs and speak with Ulfnog to know password. Go
downstairs to the Bloodsailor hideout.
Then follow south to next location. In next location go to the north-east room
where is Dara'nei. Kill enemies in this room and search the body of the one for
instructions from Calik.
It seems that Calik's basement is in Aqueducts (north-west Docks District).
Speak with Dara'nei to retrieve Dara'nei's Locket or kill her. She says that
you can reach Aqueducts from Silver Sail's trading company .
4)Return to the streets and enter Silver Sail's trading company. Clear
your way by killing giant spiders and fire beetles until you'll come to the
strange door(marked on the map).Use
Dara'nei's Locket to open door and go downstairs to the Aqueducts. Go to the
mysterious boat carefully (a lot of traps). Speak with Charon to go to the
sewers.
5)Sewers: Find Calik and kill him. Then speak with Vengaul until he
escapes. Kill his thugs and search the crate for Cockatrice feather( third cure
ingredient).Return this feather to Aribeth.

secondary quests:
1.Docks:Masterson Amulet
how to receive: Speak with Hemmel Masterson on the streets south-west
situation: local authority Calik possessed Masterson family amulet.
difficulty: very easy
solution:
1)Kill Calik( see main quest) and search his body for amulet
2)return to Hemmel with amulet
-----------------------------------------------------------------------
e)Beggar's Nest
main quest:
Beggar's Nest: Undead Infestation (goes with main quest)
how to receive: speak with guard Mano near the Gates to the Beggar's
Nest
situation: A lot of undead creatures raised from local cemetary and
kill people on the streets. Investigate the reason of this chaos.
difficulty: medium
solution:
1)go to the Shining Serpent Inn and speak with Harben Ashensmith to
know more about this problem
2)It seems that solution must be somewhere in the cemetary. You can't
enter cemetary through the main north gates. There are two ways to enter
cemetary:
way 1: go to the strange building (north west) and try to enter.
It seems that access to this house is private. Go to the barricaded house in
the west (south from strange house) and speak with Jemanie to know some
information about Strange Cult and retrieve estate ward stone. Return to the
strange building and enter Snake Cult Estate. Clear your way until you'll come
to the room with snake cult leader. Kill him and search the bookshelf for some
information then go downstairs to the crypts. Follow east and pull the lever to
open locked door. Go north then east and north downstairs to the cemetary.
way 2: Enter Warehouse (north near Academy). Then follow
downstairs. Clear your way by killing ghoul lords and other undead. In one of
the rooms kill Drawl (undead swordcoast leader) and free the guard Walters
from the cage. Go downstairs to the crypts. In crypts go to the west and pull
lever to open locked door the go north to the cemetary.
3)In the Cemetary kill undead and go to the Warrens of the Damned.
4)Warrens of the Damned:
Go north to the locked door. Clear your way to the north-east
room and search this room for ancient key. Return to the locked door and open
it. Here is some good armor. Then go to the central hall( the entrance is from
north side) and confront Gulnan. She is very tough until you destroy the
pedestal in the west part of the hall. Then kill Gulnan and search her body for
Yuan-Ti heart( last cure ingredient).
5)Return to the Shining Serpent Inn for reward and then return to
Aribeth for final preparations.

secondary quests:
1.Beggar's Nest: Missing guard
how to receive: speak with Gate Captain Ergus near City Core gates.
situation:The local guard is missing. He was last seen near academy.
Find what happened with him.
difficulty: easy
solution: Go to the Warehouse, kill Drawl and free Samuel( see main
quest)

2.Beggar's Nest:Aldo and Hector
how to receive: speak with Aldo in the centre of Beggar's Nest on
the streets
situation: after undead arrival Aldo's business crashed. His
companion Hector missed with Aldo's wares.
difficulty: very easy
solution:
1.Go to the Thomas Wheelwright Wagon Repair (south east) and speak
with Hector
2.Return to Aldo with Hector and speak with Aldo

3.Beggar's Nest: Find Krestal
how to receive: ?
situation: ?
solution: I simply spoke with Krestal (in the barricade house down
Neverwinter Academy) and this quest appeared in the completed quests list.

4.Beggar's Nest:Sword Coast Boys
how to receive: speak with Krestal(see above)
situation: Local Sword Coast boys leader Drawl became a powerful
undead. Other boys became undead too. Investigate the reason.
difficulty: medium
solution: complete main quest and this quest will be completed
(don't forget to kill Drawl in the Warehouse)

5.Beggar's Nest: Lost Soul
how to receive: speak with Bertrand in the Temple of Tyr (Beggar's
Nest south east)
situation: Bertrand lost his brother Marcus. Find what happened with
Marcus.
difficulty: easy
solution:
1.go to the main cemetary gates and search the body of Marcus for
journal and magic staff
2.return to Bertrand with journal and staff

6.Beggar's Nest: Find Jemanie
how to receive: ?
situation: ?
solution: Jemanie is in the barricaded house to the west

7.Beggar's Nest: A missing brother
how to receive: speak with Jemanie (see above)
situation: Jemanie's brother Torin get involved with some strange
cult in Beggar's nest. Investigate the fate of the Torin.
difficulty: hard
solution:
1) go to the Warrens of the Damned and search for corpse of Torin
in the south-east room. Retrieve Torin's ring from corpse.
2)return to Jemanie

8.Beggar's Nest: Strange Cult
situation: some strange cult activity after undead arrival
how to receive: speak with Jemanie
difficulty: medium
solution: complete the main quest in this region

-----------------------------------------------------------------------
f)Finale
main quest:
When you bring Aribeth all 4 ingredients then speak with her to go to the
ritual chamber.
Ritual Chamber:
The Cure at last:
go to the ritual chamber and speak with Aribeth, Fenthick, Desther
and Lord Nasher. Then watch the ritual until Desther and Fenthick would escape
with plague cure. Then speak with Lord Nasher and Aribeth and go to the Portal.
Sins of Traitor:
Go to the north gates and speak with strange person who will appear
behind you. Then enter gates to the courtyard. From the courtyard go to the
Helm's hold through back or main entrance. Clear your way through enemies to
the north-east and go upstairs. Speak with Fenthick and go upstairs to the
final battle with Desther. Before going to the hall with Desther I recommend
you to prepare for battle (rest, cast some protective spells) and enter hall.
Desther is immune to damage. First you must kill all ritual creatures and then
concentrate on Desther. If you are a Paladin or Cleric then use your turn
undead ability and the battle will be easy. Fight Desther until he surrender.
Search rooms for some useful items before speaking to Desther then speak with
him and proceed to Chapter 2.

secondary quests:
1.A Devil's Deal
how to get: speak with demon Chaohinon of the Void in the north-east
room (Helm's hold location) near altar
situation: The ritual of summoning evil demon Chaohinon is not
completed.
difficulty: easy-medium
solution:
1)go to the small room to the south not far from altar and search
the bookshelf for book 'Black Grimoire'.
for evil characters:
2)use the book on the Altar to comlete the ritual and speak again
with demon for reward
for good characters:
2)use the previous book on the Altar to banish the demon then go
west to the small north-east room and kill False Helmite Elite and search
trapped bookshelf for the Book of Helm. Then return to altar and use this book
to summon Guardian Spirit. Speak with him for reward.
-----------------------------------------------------------------------
g)Henchmans and their quests
Henchman's quests are available when speaking with your henchman. If you
are enough experienced then your henchman will give you some quest. You can
complete all henchman's quests having one henchman. When your henchman will
give you a quest go and speak with other henchmans to hire them then speak
about their quests and hire again your henchman. You should complete this
quests before entering Chapter 1 Finale. This quests are very difficult but the
rewards are not bad and you gain access to henchman's quests in next chapter.
Your henchman levels up with your character but cannot be more then level 14.
Henchman's reward items can be updated while completing their quests in next
chapters (for example Daelan's amulet has +1 STR in Chapter 1 and +3 STR in
Chapter 3).

1. Daelan Red Tiger (Half-Orc Barbarian)
profit: The best fighter henchman but weak to spells (especially
mind-affecting spells). Recommended for spellcasters.
quest: find his family talisman brooch (Are you lucky?)
difficulty: hard
solution: the brooch is in the Docks District in one of the chests on
the streets (west on the ship)
reward: amulet of the Red Tiger (STR+1, immunity: fear)

2. Boddyknock Glinckle (Gnome Sorcerer)
profit: The best spellcaster henchman. Good combination of offence and
defense magic. Very weak in the combat and needs protection. Recommended for
fighter,rogue and cleric characters.
quest: find recipe for 'leaven bread'
difficulty: hard
solution: the recipe is in the Beggar's Nest in one of the barricaded
houses(west) on the dead body
reward : Lantanese ring (CHA +1, regeneration +1)

3. Linu La'nera (Elf Cleric)
profit: the only healer henchman. Some spells are good and she is a
medium figher. Recommended for all.
quest: find silver chalice of moonbow
difficulty: hard
solution: search Blacklake: Meldanen Estate near Meldanen
reward : pendant of the elf (DEX +1, darkvision)

4. Sharwyn (Human Bard)
profit: Bad fighter and fair spellcaster. Not recommended (may be
recommended for fighters).
quest: find cure for Sharwyn's mother(celestian elexir)
difficulty: hard
solution: search Peninsula: Tanglebrook Estate
reward : belt of the performer (CHA +1, perform +1,persuade+1)

5.Tony Undergallows (Halfing Rogue)
profit: Medium fighter (sometimes his sneak attack does a lot of
damage). Very useful in opening locks, searching and disarming traps.
Recommended for all exept wizards, sorcerers, rogues and bards.
quest: find some official documents
difficulty: hard
solution: Beggar's Nest: Search Thomas Wheelwright wagon repair( south
east)
reward : ring of the rogue (DEX +1, disable trap+1,open lock+1)

6.Grimgnow (Dwarf Monk)
profit: Good fighter (not good as Daelon Red Tiger) and very resistive
to spells. Good offence and defence combination. Recommended for all. He serves
Silent Lord and hates necromancers and undead.
quest: retrieve forged silver ring from Alaganda
difficulty: very very hard!!!
solution: (very difficult to find. If you are not so lucky to find the
ring then see below) Search the desk for silver ring in one of the unnamed
houses (north-west No-Man's Land near gates) (Where is Alaganda?).
reward : amulet of the long death (CON +1,spell resistance:10)

-----------------------------------------------------------------------
-----------------------------------------------------------------------
3) Chapter 2
a)Port Llast
main quest:
The Search for the Cult:
how to get: speak with Aribeth and Aarin Gend in Kendrack's barracks
situation: It seems that Desther was the agent of some strange evil cult.
You need to know more about this cult. There are some cult activities near Port
Llast region. Investigate the clues and find cult headquarters.
difficulty: hard
solution: see North, East, South sections. First I recommend to explore
caves to the north road.

secondary quests:
1.Port Llast: Bounty Hunt
how to get: speak with Kendrack in Kendrack's barracks
difficulty: hard
situation: five prisoners escaped from well-guarded Waterhavian prison.
Zor used his strength to break the doors, Deliah poisoned guards, Wyvern
tricked guard dogs and Stirge retrieve prison map.Yesgar was the initiator and
the leader of the escape from prison. There is a bounty for their ears.
solution:
1)the first criminal assasin Deliah is in the East Road: Archaeologist
barracks (Jax barracks) level 2 upstairs. Kill him or speak with him to
retrieve his ear. Return with his ear to Kendrack.
2)The second criminal elf Wyvern is in the Druid Encampment
(Neverwinter Wood). Fight him and his animals until he surrender. Then kill or
speak with him to retrieve his ear.
3)The third criminal Stirge is in the South Road: Farmland north-west.
If you want to save his life and know information about other criminals then
speak with him and play the game. Ask candle, wall, goodness. Take his ear.
4)The forth criminal minotaur Zor is in the North Road: Green Griffon
Inn in the Inn. Search second floor for Zor and kill him. Take his ear.
5)If you bring all four ears to Kendrack then he will tell you about
his kidnapped daughter Shaldrissa by half-orc criminal Yesgar. Go to the North
Road:Port Llast Mines (north-east) and search for Yesgar. Fight him until he
surrender then kill him or speak. Take his ear and free Shaldrissa from locked
room. Return to Kendrack for reward.

2.Port Llast:Five tomes of Imaskar
how to get: speak with Eltoora Sarptyl near Eltoora's magical sundries
situation: five tomes of Imaskar are useful books for any wizard. Find
all 5 tomes.
difficulty: hard
solution:
1)Tome of Resonance is located in the Setara's house(north-east cave
Neverwinter Wood: The Heart of the Wood). Search shining bookshelf for book in
the central library.
2)Tome of Ice is located in the Wanev's Tower Main floor north-east
library in the shining bookshelf (South Road).
3)Search Imaskar Tome of Fire in the Karlat's Chambers south-west
library (South Road , Charwood village Jhareg's castle)
4)Imaskar Tome of Death (west library in the shining chest in Quint's
chambers South road Charwood village Jhareg's castle)
5)Imaskar Tome of Life. Go to the North Road: Green Griffon Inn and
enter Arcane Brother's Tomb in the graveyard (north-east). Find brother Toras
in the tomb and kill him. Search his body for the Tome.
6) Return to Eltoora with all 5 tomes. If you are a wizard or sorcerer
than you can create some useful items from recipes from this books in Eltoora's
lab.

3.Port Llast: The Serpent's Gems
how to get: speak with Elaith Craulnober in the Inn
situation: The famous adventurer Elaith Craulnober is interested in
purchasing some unique gems for her daughter.
difficulty: hard
solution:
1)the first gem is in possess of Neverwinter wood witch Setara. Go to
the Cave(Neverwinter Wood:The Heart of the Forest north-east). Speak with
Setara and present her mirror of vanity (see main quest Neverwinter Wood) or
kill her and retrieve Setara's gem.
2)go to the South Road: Wanev's tower(the entrance to Wanev's tower is
from the Cave near tower or use the key on the main gates). From the main floor
go to the second floor and enter portal. Fight Wanev until he surrender. Then
speak with him about creature's portal and Summoning Chambers. Search Wanev's
gem in the chest to the north.
3)go to the North Road:Green Griffon Inn and enter inn. Speak with
Zamitra and go to her room upstairs. Search the chest in her room for Zamitra's
gem.
4)Bring Elaith all 3 gems and retrieve reward (random good magical
item(armor or belt))

4.Port Llast: The werewolf hunter
how to get: speak with Neuric in the Temple of Tyr
situation: Werewolf hunter Sir Karathis and some adventures hunted some
strong Werewolf Black Wolf but werewolf infected them with lycantrophy and they
became werewolfs. Only young adventurer Anoler escaped desease. Find Sir
Karathis and other werewolf and cure or kill them.
difficulty: hard
solution:
1)speak with Anoler in the Inn about the locations of the werewolves
2)the first werewolf Urth is in Port Llast in the outflying farm
upstairs. Find and fight him until he surrender then speak and cure him or kill
him. Bring his ring to Neuric.
3)the second werewolf Geth is in the East Road (south east near exit
to Charwood)
4)the third werewolf Bran is in the Cave (South Road north-east). Cure
or kill him.
5)the fourth werewolf Sir Karathis Ironheart is in the Cave
(south-east) North Road: Green Griffon Inn. Fight him until he surrender and
speak with him to retrieve his journal about Black Wolf. Return to Neuric with
journal.
6) It seems that Alchelor is the Black Wolf. Go to the Alliance Arms
Inn and speak with Ander. Then go to the Alchelor's home (centre of the town)
and kill Alchelor Black Wolf. Bring his tooth to Neuric.

5.Aribeth tale
how to get: speak with Aribeth
situation: after Fenthick's death Aribeth is changing
solution: speak with Aribeth (good solution reward: Aribeth ring)

6.Aarin Tale
how to get: speak with Aarin Gend
situation: Aarin's life history
solution: speak with Aarin (good solution reward: Aarin amulet)

7.The search for cult: Solomon
how to get: meet Solomon in the Inn and get his ring
situation: strange gnome Solomon is interested in your quest
difficulty: very easy
solution: Solomon will meet you on the North Road or somewhere else
randomly. It seems that he is a cultist's assasin. Kill him then search for the
letter. Return to Aribeth with letter.

8.South Road: Poor Neva
how to get: speak with Tarran (near Temple of Tyr) or Jaheel in Port
Llast after completing the main North Road quest
situation: Neva was kidnapped by some bandits and is being held
somewhere on the South Road.
difficulty: very easy
solution: Go to the South Road: Farmland and find Neva near the
entrance to Charwood. It seems that she is a cultist and Taran with Jaheel are
their companions. Kill them all and take the Maugrim's letter from Neva's
corpse

9.The search for cult: Vardoc's hunt
how to get: meet Lerner in the Alliance Inn after completing some main
quests in the regions.
situation: your efforts in searching the location of the cult are
noticed by the cultist leader Maugrim after Solomon's and Neva's failure.
Maugrim sent his personal killer fighter half-orc Vardoc to kill you.
difficulty: easy
solution: Vardoc will find you on the North Road or somewhere else
when you complete the main quest in Neverwinter wood. Kill him (he is very
strong in melee fighting) then search his body for Maugrim's letter.
-----------------------------------------------------------------------
b)North
North Road:
main quest:
The Search for Cult:
Go to the caves (North-West)
Goblin and Orc Caves:
west exit leads to surface to the North Road
south-west stairs lead to Bugbear Caves
North exit also leads to surface
Goblin King is in the north-east (south west from north exit)
South-East - Orc Temple
Orc King to the East (some good loot here)
You can go to the Bugbear Caves or clear all this places from monsters
than go downstairs.
Bugbear Caves:
North exit to the Goblin and Orc Caves
Bugbear King is south from north exit not far
East stairs lead to Ogre Caves
in the south centre (north from kennels)is Prison
west exit leads to surface
Kennels are to the south (beware wild animals)
Explore this area than go to the Ogre Caves.
Ogre Caves:
go to the south to the Dergian's Lair. Kill Dergian and cultist agent
Ganon than search the chest for Ganon's journal. Go to the nearest small room
and enter portal to the North Road. Than return with journal to Aribeth. That's
all, the search for cult in this region is ended.

secondary quests:
1. North Road: Gerrol's wife
how to get: speak with farmer's son near Kendrack's barracks
situation: Orcs from north caves kidnapped Gerrol's wife. Rescue her.
difficulty: medium
solution:
1) go to the North Road and speak with Gerrol about missing wife
2) His wife Leah is in the prison in Bugbear caves (see main
quest). Find and speak with her.
3) return to Gerrol for reward
2. North Road: Dergian's Head
how to get: speak with farmer Gerrol (North Road)
situation: Dergian is the leader of the monsters in the North
caves. His monsters terrorize local farmers.
difficulty: medium
solution:
1)Kill Dergian and take his head from his body (see main quest)
2)return to Gerrol with Dergian's head

North Road: Green Grifin Inn
main quest: if you have completed all main quests in area then you are
ready to go to the Luskan. Speak with Aribeth and Aaron Gend and then speak
with guard near gates to city Luskan.

secondary quests:
North Road: Mutamin's Challenge
how to get: go to the inn and speak with locals about competition.
Then speak with Mutamin about competition and retrieve his key.
situation: There is some competition. The group of adventurers enter
dungeon and must leave this dungeon. The first group who leaves dungeon is a
winner.
difficulty: hard
solution:
1)go downstairs and speak with Jaroo to enter dungeon.
2) Level 1:
east - exits to level 2 and level 3 (more south)
search one of the rooms for crystal skull (false ingredient).
You can speak with Yuan Ti and ask her questions( 15, 12 trinkets and 6 girls)
to retrieve crystal frog (false ingredient).
3) Level 2:
east: to the Level 3
one of the minotaurs has crystal insect (false item)
4) Level 3:
signpost 19 room has puzzle key
north-east room chest: crystal egg (true ingredient)
In the corridor you'll meet dwarf Gorkan who has Great Axe.
Kill him and retrieve his axe. Go south-east to the competition exit. Speak
with statue and place crystal egg to the chest. Exit dungeon.
5) Return to Mutamin for reward
-----------------------------------------------------------------------
c)East

East Road:
main quest: The Search for Cult
go to the Neverwinter wood (east)

secondary quests:
1.East Road: What Lurks Below
how to get: speak with Jax near Archaelogist Barracks (north-east near
centre)
situation: Jax has some theory about ancient creator race. Find clues
(book) about this race.
difficulty: very hard
solution:
The book is in the Creator Ruins Level 3. Here I'll explain some
areas that you need to explore in order to reach Cretor Ruins Level 3
East Road: Caves
Troll Caves: Storage Area
west - exit to the surface
south - deep into caves Level 1
Troll Caves Level 1
east - to the Storage Area
south-west - deep into caves Level 2
north-east - exit to the surface
north - Troll chieftain
north-west - exit to the surface
south-west - deep into caves Level 2
Troll Caves Level 2
north and north-east - exits to Level 1
north-west - exit to surface
south-west - deep into caves Level 3
Troll Caves Level 3
north-west - exit to Level 2
south-east - deep into caves (Creator ruins Level 1)
Creator Ruins Level 1
north-west - back to caves Level 3
north-east - entrance to Creator Ruins Level 2
First, speak with Golem, but he don't allow you to pass without a
ring. Go to the south-east area and search large chest for golem signet ring.
Then return to golem and show him the ring. Go to Level 2. In some of the
chests you can find useful items.
Creator Ruins Level 2
north-west - back to level 1
north-east - entrance to level 3
Speak with another guardian golem about password. The creator's
scroll with password is in the chest (south area with flesh golems). Return to
golem with password and proceed to Level 3
Creator Ruins Level 3
north-west - to level 2
Kill seal guardian golem and go to the locked gates. You need
key. The key is on the dead thief body in the central room. Unlock the door
with a key and kill some creator sorcerers. Then search one of the chests in
the last room for book 'Complete history of the creator ruins'. Go to the
portal and bring this book to Jax.

2.East Road: A Troll lead trophy
how to get: speak with Lenton in the Archaeologist Barracks (Jax
barracks)
situation: local Troll Chieftain terrorizes local people
difficulty: medium
solution: kill Troll Chieftain in the Troll Caves Level 1 and bring
his head to Lenton (location of Troll Chieftain see in the previous quest)

3.East Road: The simpleton's mother
how to get: speak with Revat in the Archaeologist barracks
situation: Revat's mother missed somewhere in the Troll Caves
difficulty: medium
solution: Revat's mother Janis is somewhere in the Troll Caves :
Storage Area. Find and speak with her then return to Revat.

Neverwinter Wood:
main quest:
The Search for the Cult:
Neverwinter Wood: Druid Encampment:
speak with archdruid Aawil and receive quest The Spirit Of the Wood.
Something strange happened with local animals. They became hostile. The Spirit
of the Wood doesn't protect animals and druids. Go east, deep to the
Neverwinter Wood.
Neverwinter Wood: Deeper Woods:
locations: north-east - Nymph home
east - to the Heart of the forest (deep Neverwinter
wood)
south-east - Cave
Go to the Nymph's house and follow north-west to the big room.
Speak with Nymph and retrieve ceremonial dagger and mirror of vanity from the
chest. Exit house and go to the Heart of the Forest.
Neverwinter Wood: Heart of the Forest
locations:
north-east - Cave(Setarro's Home)
south - Cave (some good items there)
south-east- Altar of the Spirit of the wood
Go to the Altar( south-east Spirit falls) and touch altar. Choose
option 'Draw forth the dagger and plunge it into your chest and have your
henchman do the same'. You'll appear in the Realm of the Spirit.
Realm of the spirit
Speak with dwarf cultist agent Relmar. He is mad because his
companions left him in this place. You can purchase some useful information
from him if your persuasion skill is high. He tells you about other cultist
agents, about poisoned Spirit of the wood and about his master Maugrim. After
dialog, kill him and search his body for Relmar's journal. Then go north-west
and search the ground for spirit poison antidote. Find the Spirit of the Wood
and fight him until he surrender. The speak with him and cure(if you have
spirit poison antidote) or kill him. Return to Aawil then to Aribeth.

secondary quests:
1. Neverwinter Wood: Missing Druids
how to get: speak with Aawil
situation: After Spirit's illness three druids missed somewhere
in the Neverwinter woods.
difficulty: hard
solution:
1)the first druid Orlane is in the Cave (Deeper Woods
south-east)
go to the feeding chamber (south-west cave) and fight Queen
spider then free Orlane from cocoon.
2)The second druid Terrari is in the Nymph's house (south
room).Speak with him.
3)The third druid Bree is in the Setarro's Home (cave
north-east The Heart of the Forest). Go south-east and speak with Setara. Give
her the mirror of vanity (see Nymph's house in the main quest) or kill her.
Take the key from her. Then go south to the prison cells and free Bree.
4)return to Aawil

-----------------------------------------------------------------------
d) South
South Road:
locations:
west: entrance to Port Llast
north: to the East Road
east: to the South Road: Farmland
north-east: Cave (werewolf Bran)
south-west: Wanev's Tower and Cave (you can access Wanev's Tower from this
cave)
north-west: Cave. There are remains of Maegel in this cave. Go to the pool
well and dive to the pool to swim to the another part of a cave (high CON
required, increase CON with potions or spell). Than go to the Maegel's remains
and summon Maegel. Answer his question (the correct answer you can find in the
journal on the dead body in the cave) and search his remains for some useful
items.
main quest: No cultists tracks there.
go to the South Road: Farmland (Charwood entrance).
secondary quests:
1.South Road: Closing Wanev's Portal
how to get: go to the Wanev's Tower through the cave or from the main
gates( you can retrieve the key to Wanev's Tower in the secret room in Wanev's
cottage in Port Llast). Find wizard Wanev in the tower upstairs and fight him
until he surrender. Then speak with him.
situation: Wanev has problems with creature's portal in his summoning
chambers.
difficulty: medium
solution:
1)go to the summoning chambers. Clear your way to the south-west where
you find creature Gulgash. Kill him and retrieve his heart from body. Return to
portal in the chambers and place Gulgash's heart to brazier.
2)return to Wanev for reward

South Road: Farmland
locations:
west: to the South Road
north-east: Erik and Ingo's home
south-west: O'Deel Ranch
south: Cave (Silverback wolf)
east: entrance to the Charwood: Haunted Forest
main quest: No cultists tracks. Go to the Charwood: Haunted Forest
secondary quests:
1.South Road: Peter and the wolves
how to get: speak with Peter O'Deel near his ranch
situation: some agressive wolves with their leader wolf Silverback
attacked Peter's cattle.
difficulty: easy
solution: go to the Cave and fight Silverback. Bring his head to
Peter. When I've played as a rogue/ranger character then after some fight
Silverback surrendered. I've spoken to him and persuaded him don't attack
Peter's cattle then I've persuaded Peter.

2.South Road: Erik's Despair
how to get: speak with Erik in the Erik and Ingo's home
situation: Erik need his brooch
difficulty: easy
solution:
1)go to the O'Deel Ranch and speak with Constance O'Deel. Buy the
brooch or kill her.
2)Return with brooch to Erik

Charwood: Haunted Forest
locations:
west: South Road: Farmland
east: Charwood village
south-east: strange pillar (not marked on the map)
main quest: No cultists tracks. Go to the Charwood village.
secondary quests:
There are no secondary quests but you can find some useful items in
this location.
Go to the north-west and search one of the chests for Old Scrol with
words NETHER SHALL RULE. Go to the strange pillar and search the corpse near
pillar for explorer's journal. Touch pillar and choose words NETHER SHALL RULE.
Go to the opened portal and enter crypt. In the crypt there are some useful
items and some powerful undead enemies.

Charwood village
locations:
west: Haunted Forest
east: Jhareg's Castle
centre: Mayor's house and Inn
main quest:
Go to the central house (Inn) and speak with a strange man. He is a
mad cultist agent. Kill him and search his body for his journal. Return to
Aribeth.
secondary quests:
1.Charwood: The village of Eternal Night (interesting quest)
how to get: speak with Quint near gates
situation: The village is cursed. Villager's spirits cannot leave
village.
difficulty: hard
solution:
1)go to Mayor's house and speak with Mayor to know more about
problem.
2)go to the Castle Jhareg : main floor. Search the chest for scroll
and key and choose one of the three doors( north: law, east: neutral, west:
chaos). Go to the north central hall and speak with guardian. Now you are a
Judge and you must investigate the crimes of two brothers: Quint and Karlat.
3)go to the Karlat's Chambers:
in the north-west you can find Karlat's key and Karlat's burning
wand (burning hands spell, see Belial's Tale quest). Search one of the rooms
(east) for Karlat's journal and Karlat's protection wand (protection from
alignment). Go to the Karlat's summoning chambers and summon Belial (see
Belial's Tale quest). Speak with demon and retrieve his oath. Go to the south
room and speak with Karlat. Retrieve his oath.
4)go to the Quint's chambers
Search small north room for Quint's key. Journal of Quint is in
the south-east room. Go to the south room and speak with Quint. Retrieve his
oath.
5) Return to Guardian and preserve oaths. Then judge brothers. You
can return guilty one of the brothers or none at all. If you decide not to
punish brothers than you can preserve Belial's oath (if you have) and decide to
take Karlat's phylactery or not. If you decide to give phylactery to guardian
then the village will be cursed as before but Demon Belial cannot leave this
castle. In other situations the curse is removed and you can speak with the
spirit of mayor near castle gates, but demon will not be punished for crimes.
Karlat's phylactery is not a bad item (Sanctuary spell 1 use/day ) but the
duration of the spell is very short.

2.Charwood: Belial's Tale
how to get: read summoning tome (Karlat's chambers)
situation: instructions of summoning demon Belial
difficulty: medium
solution:
go to the Karlat's summoning chambers and place fire beetle's belly
in the ritual brazier. Then cast protection from evil on self and cast Burning
Hands spell on brazier to summon demon. Speak with Belial and retrieve his oath
(recommended) or magical item.
-----------------------------------------------------------------------

e)Luskan and host tower
locations:
south-east:The Cutlass
Jadale Estate
south-west: Kurth's Quarter
west: Mercantile Store
Runehammer Smithy
Temple of Tyr
Colmorr's Fantabulous
north-west: gates to Host Tower
north-east: Sewers (Baram's quarter)
north: Slums
Garlone's Home
centre - The Wink and Tickle

main quest:
The Search for Cult:
Previous investigations show that the cult headquarters are somewhere in
the city Luskan.
The city is ruled by high Captains who fight each other. But the rumors said
that the real power has the guilt of mages Arcane Brotherhood and high
Captains are their marionettes. The Arcane Brotherhood headquarters are in the
Host Tower. But the gates to the host tower are guarded and access denied
without a permission. Go to the Temple of Tyr and speak with Aaron Gend. He
tells you about Aribeth disappearence and access to the Host Tower. Aaron can
forge for you diplomatic pass to the Host Tower but you must find a captains
seal. The seal is in the High Captains headquarters. There are two High
Captains in Luskan: Baram( sewers north-east) and Kurth (south-west Docks). To
retrieve the keys you should go to the Wink and Tinkle and speak with Bela to
retrieve quest Strange Bedfellows. You should go upstairs and speak with
Rhaine(for male characters) or Oreth (for female characters) to retrieve the
keys to the High Capatains headquarters. Then go to the Kurth or Baram
quarters.
1)
1.1 So you decided to go to the Kurth quarters then go and speak with high
captain Kurth in the Docks near gates to his base. Then open gates (Kurth and
his people will become hostile) and clear your way to the Kurth Lair. Enter his
lair. In this location there is a creature's portal. You can close this portal.
Find and search Burke's corpse in the central small room for journal and smooth
token. Then go to the north-east room with fountain. Search fountain for
glowing sphere. Then go to the portal room (west) and put smooth token and
glowing sphere to the portal to close it. Find high captain Kurth in the north
room and kill him. Search his body for some useful items. Then go to the
north-west room and search the chest for captains seal. Return to Aaron.
1.2 If you decided to go to the Baram's quarters then enter sewers to the
south-east. Speak with Baram and infiltrate his base. Go stairs up to Baram's
Lair. Find two necromancers near necromantic summoning portal. They are
invincible now. To weak them go to the Bone spirit ritual and destroy with
weapon or magic two bone transmitter tablets. Return to the portal and kill one
of the necromancers. Then go to the shrine spirit ritual and kill all skeletons
and greater mummy. Return to portal and kill second necromancer (conjurer).
Search his body for crypt key and unlock north door. Find and kill high captain
Baram and search his body for some magical items. Search the nearest chest for
captains seal. Return to Aaron.
2)speak with Aaron Gend and retrieve diplomatic pass to the Host Tower. Go to
the Host Tower Gates and speak with guard to present diplomatic pass. Then
enter courtyard and speak with captain Islund. Enter Host Tower: Ambassador's
quarters.
3)Host Tower:
Ambassador's quarters:
go to the east room and fight hostile golem. Then search armor in the
room for tower key and Aribeth diary. It seems that Aribeth in the Host Tower
and has meeting with Maugrim (the cult leader). After Fenthick's execution
Aribeth decided to meet with Maugrim . Go to the north and unlock the door.
Touch hosttower portal and go to the 2-nd floor.
Level 2:
Search south-west room for 4-th floor portal stone and go to the 4-th
floor.
Level 4:
Search the body of Arteno Geth for his journal. Search the chests in the
south-east and central rooms for golem control rod and golem replication pod.
Place this two items to the golem replication pod and summon golem. Follow
summoned golem until he will crash the door. Then fight Rimardo Domine and his
creatures (tough battle) until Rimardo surrender. Then speak with him to know
more and go to the north-west library. Search the chest for 7-th floor portal
stone. Return to the portal and go to the 7-th floor.
Level 7:
Kill Warden Erjack in the prison and search his body for pinnacle portal
stone and prison key. Go to the level 9.
Level 9:
speak with Arklem (Arcane
Brotherhood exleader). He tells you that powerful wizard Maugrim and his people
now rule the Arcane Brotherhood and Luskan. Destroy four braziers in the cages
to free Arklem and then speak with Arklem again. Enter pinnacle.
Pinnacle:
Notice and Listen Maugrim and Aribeth dialog. It seems that Aribeth
bertrayed Lord Nasher's alliance and joined Maugrim to lead Maugrim's army.
After dialog kill Gorgoth and his minions. Search the chests for some random
useful items (I found useful dragon scale armor in one of the chests). To learn
more about queen Morag you can go downstairs and find Maugrim's journal. Return
to Aarin and speak with him about Aribeth's bertrayal and proceed to Chapter 3.

secondary quests:
1.Luskan: Erb's delicate problem
how to get: speak with Erb (Wink and Tickle 2-nd floor)
situation: Erb need his ring from lady Jadale
difficulty: easy
solution: go to the Jadale Estate and speak with Lady Jadale to retrieve
Erb's ring. Return to Erb for reward.

2.Luskan: the Harlot's husband
how to get: speak with Yvette in the Wink and Tickle (2-nd floor)
situation: Yvette's husband Garlone has her child. She wants to return
her child.
difficulty:easy
solution:
go to the Garlone's home and speak with Garlone to retrieve the child
or kill him. Then to Yvette with her baby.

3.Luskan: Saving Evoine
how to get: speak with Elynwyd in the Cutlass.
situation: Elynwyd's girl Evoine is held in the Kurth's quarters as a
prisoner. Free her.
difficulty: medium
solution:
1)Evoine is in the Kurth's Lair in the room near the room where you
fight captain Kurth. Find and free her.
2)return to Elynwyd

4.Luskan: Nine Lives
how to get:speak wit Londa in the Cutlass.
situation: High Captain Baram kidnapped Londa's children. Find and free
children.
difficulty: hard
solution:
Go to the Baram's Lair and search cocoon in the south room for Nanny.
Speak with her about Londa's children and retrieve bear. Return to Londa.

5.Luskan: Colmorr's Fantabulous Contraptulater
how to get: speak with Colmorr
difficulty: hard
situation: Colmorr has some strange machine in the sewers. This machine
can convert sewer water into magic potions but now the machine is broken.
You'll need to repair this machine. To repair machine you must find 4 machine
levers.
solution: The full solution of this quest was given to me by Madruk (he
was the first). Soon, I solved this quest and fixed some location errors. He
also wrote the info about potions which can be created by this machine.
Here is this solution.
1) The first lever is in the locked room in the Winkle and Tickle (with
a guard dog)
2) south-east sewers (entrance in the middle of the Slums): In the
chest behind the Ghoul lord
3) south-west sewers: return the amulet from the previously killed
Ghoul lord to the ghoul outcast
4) Already at the machine (north-west)
The ghoul outcast will also give you the key required to open the door
leading to the machine, which is north-west of the sewers
possibilities of potions for the 4 levers:
potion of Lore (Lore +13)
potion of Barskin
potion of Bull's strength
potion of Aid
potion of Cat's Grace (DEX +3)
potion of Invisibility
potion of Cure Serious wounds
potion of Cure Light wounds
potion of Fox cunning (INT +2)
potion of Endurance (CON +5)
potion of Cure Moderate wounds
potion of Speed
potion of Clarity
bottle of Sewage
(thanks to Madruk)

6. Luskan: High Captains
how to get: speak with Kurth or Baram.
situation: Kurth wants Baram be dead and vice versa.
difficulty: hard
solution:
Killing Baram: kill Baram and return to Kurth with Baram's head
Killing Kurth: kill Kurth and return to Baram with Kurth's head
7. Luskan: the Ghoul Lords
how to get: speak with ghoul outcast in sewers (south-west)
situation: Some evil ghoul lord stole the amulet from ghoul outcast
difficulty: easy
solution: Kill ghoul Lord in sewers (south-east) and retrieve the
amulet of power. Return this amulet to ghoul outcast.

8. Luskan: The Ruins of Illusk
how to get: Go to the Docks region and touch the statue near Abandoned
house
situation: There are some ancient ruins under the Luskan. This ruins
are cursed by immortal lich Voleron and you must destroy 3 seals in order to
face Voleron and remove the curse.
difficulty: hard
solution:
1) The first seal: go to the abandoned house near statue and kill
skull warrior. Take skull warrior's head and put it on altar near entrance. Go
dowstairs to the level 1 ruins.
2) The second seal: Fight some zombies. Go south and kill Fallen
Hero. Take Hero's heart and put it on altar to destroy the second seal. Go
downstairs to level 2 ruins.
3) The third seal: Fight some shadows and mummies. Go north-west and
kill water elemental guardian. Take blessed water and put it on nearest altar
to destroy the last seal. Go downstairs to level 3 ruins.
4) Voleron the Damned: Find and kill Voleron and his undead servants.
He is very tough and resistive so be careful. Collect some useful items from
the chests and exit the ruins from portal.
-----------------------------------------------------------------------

f)Henchmans quests

1.Daelon Red Tiger:
quest: Daelon's mother was killed by some killer. The killer has
notched axe. Find killer and retrieve the axe.
difficulty: very hard
solution: the killer is dwarf Gorkan. He is in the Mutamins Challenge
dungeon: Level 3. Kill him and retrieve his axe.
reward: amulet of the red tiger(STR+3, immunity: fear)

2. Boddyknock Glinckle
quest: Boddyknock is searching for rare seeds of flower 'prism
blossom'.
difficulty: very hard
solution: go to the Creator Ruins Level 1 and search the crate for
seeds (near exit to the caves).
reward: Lantanese ring (CHA+3, regeneration +1)

3. Linu La'neral
quest: Linu lost his husband. Her husband is an archeologist. She
seeks some clues about husband.
difficulty: very hard
solution: go to the Troll caves Level 1 and search the corpse
(north-west area) for journal of Synth La'neral.
reward:pendant of the elf(DEX +3, darkvision)

4. Sharwyn
quest: She seeks the nymph's hair
difficulty: hard
solution: Go to the Nymph's house and search south-east room for the
lock of Nymph's hair.
reward:Belt of the perfomer(CHA+3,perform+2,persuade+2)

5. Tony Undergallows
quest: Tony wants to retrieve the famous ruby "Star of Calimshan".
difficulty: hard
solution: Search one of the chest(middle chest) in the Wanev's bugbear
barracks (Wanev's tower: Main floor in the centre)
reward: ring of the rogue(DEX+3,disable trap+2, open lock+2)

6. Grimgnow
quest: He seeks some special corpse hand to free his followers from
the lich's curse.
difficulty: hard
solution: go to the Arcane Brotherhood Tomb (North Road: Green Griffon
Inn) and search the chest (north from exit) for corpse hand.
reward: amulet of the long death(CON+3,spell resistance:10)
-----------------------------------------------------------------------
=======================================================================
-----------------------------------------------------------------------
4)Chapter 3
a)Beorunna's Well
main quest:
Word of Power:
how to get: speak with Aarin Gend
situation: It seems that Maugrim is a servant of an ancient lizard queen
Morag who seeks for some unique powerful artifacts called The Words of Power.
Some sources said that this artifacts are somewhere near Beorunna's Well.
Adventures must find this artifacts and bring them to Aarin who will transport
this artifacts to the castle Never with Lord Nasher himself.
difficulty: hard
solution: go to the Drinking House and speak with Lillian Cambridge. She
will give you the quest: The Snow Globe. This quest is a part of the main quest
in Coldwood. See other sections for main quest.

secondary quests:
1.Rolgan's trial
how to get: speak with Neuric in the Temple of Tyr
situation: Rolgan killed a man. You are a defender of Rolgan. You need
to investigate what happended and defend Rolgan in the court.
difficulty: medium
solution:
1)speak with Edegor and Rolgan in the Temple of Tyr
2)speak with Zed (HEAL HIM with potion or spell) and Jevon in the
mercenary enclave. If you are evil then you can bribe Jevon.
3)go to the drinking house and speak with Averic (you can bribr him).
Then speak with Lodar and offer him a drink. Then speak with Lodar again what
happened. It seemed that Rolgan couldn't control yourself while doing his crime
and Lodar is your witness.
4)go to the Uthgardt settlement and speak with Palla and Vanda.
5)return to Neuric and begin trial. Answer and ask questions. Persuade
people that Rolgan could't control yourself and is innocent. If everything will
be ok then you win the trial.

2.Recover the Star Saphire
how to get: speak with Husher Clay in the Trading post
situation: The Star Saphire is a rare artifact and Husher wants this
artifact. It is somewhere in Coldwood tomb.
difficulty: hard
solution:
1) go to the deeper Coldwood past the Wizard's circle. The entrance
to the tomb is somewhere north-east in the deeper Coldwood. Enter Layenne's
tomb.
2) go to the large room with 5 pedestals( south ). The central
pedestal contains the star saphire but it is locked (DO NOT DESTROY PEDESTALS).
You'll need to retrieve other four gems to unlock the pedestal. This gems are
somewhere in the toms
3)gem of misery and gem of pain :search the sarcophagus in the
north-west rooms (there are two north-west rooms). To kill golem you must
destroy 4 glyph generators in the golem room.
4) gem of duty: go to the central room (more east) with some
skeletons and zombies and search the sarcophagus for gems.
5) gem of honor: go to the north-east room with a lot of chests and
search the sarcophagus for gem.
6) return to the room with pedestals and put the gems in pedestals
in following combination:
north-west pedestal: gem of honor north-east pedestal: gem
of misery
south-west pedestal: gem of pain south-east pedestal: gem
of duty
7)take the Star Saphire from central pedestal and return to Husher
Clay for reward

3.Save the supply lines:
how to get: speak with Rolkid in the mercenary enclave
situation: some bandits attack merchants supplies and there is a
bounty for their heads. Kill two leaders: orc Vaath in Coldwood and Guzud
somewhere near fort Ilkard.
difficulty: hard
solution:
1) go to the Coldwood and fight Vaath somewhere south-east in the
Orc camp on the surface. When he surrender decide his fate. Bring his head to
Rolkid.
2) go to the fort Ilkard region and enter the cave(Orc Lair)
somewhere north-west from fort. Find Guzud and take his head. Bring his head to
Rolkid.
3) Rolkid offer you a reward for the head of Orc King Obould Many
Arrows. You can find him in the south-west orc cave in Moonwood. Bring his head
to Rolkid. You can see all three heads near the entrance to mercenary enclave.

4. Investigate the Elk Tribe
how to get: speak with druid Yusam near Druid Grove.
situation: Suddenly the Uthgardt Elk Tribe became Neverwinter
alliance's enemy. Investigate what happened.
difficulty: medium
solution:
1) go to the Fort Ilkard and go to the Fort Ilkard: Homesteads
(west entrance). Then enter the Elk Tribe Keep (north-east entrance to Uthgardt
fort).
2) find and speak with Elk tribe leader Zokan. You can kill him
and return to Yusam or choose another good way: speak with Zokan about the
plague cure and go to the fort Ilkard , speak with commander Damas in the
Commander's lodge and buy the cure from him. Bring the cure to Zokan and return
to Yusam.

b) Coldwood
main quest:
The snow globe:
Enter Coldwood and go to the Wizard's circle (somewhere north-east near
the entrance to the deeper Coldwood). Fight cultists in the Wizard's circle and
enter the portal to the Wizard's Dungeon.
Wizard's Dungeon:
There are two fire summoning chambers(north-east and south-west). You
must destroy braziers with spells or weapon to interrupt the elemental's
appearing from chambers.
There is a wizard's room with altar in the north-east region. Search the
chest for ring of Melf (Melf's acid arrow spell)if you are not an arcane
spellcaster. If you are an arcane spellcaster then you can create the Staff of
Command( put rakshasa eye and quartz crystal to the altar and cast Dominate
person spell on altar).
You can summon the greater water elemental in the Summoning pool
south-west. Simply put slaang tongue to the pool and cast Melf's acid arrow
spell on pool to summon the elemental. Then speak with elemental.
There is a hong puzzle in the north-west room and you must solve this
puzzle to unlock the door to snow globe. Go to the north-west library and find
the diary page in the chest. Read this diary page because this is a solution to
this puzzle. Return to the puzzle room and touch the hongs in following order:
puma, dog, bear, dragon. If everything ok then the door will be opened. Search
the pedestal in the unlocked room for snow globe then return to Lillian
Cambridge.
Drinking House:
Speak with Lillian and go upstairs. Enter room with pedestal and touch
pedestal. Enter the globe.
Snow Globe:
If you are male then dryads will be your enemies. If you are female then
dwarfs will be your enemies. Arwyl is a dryad's leader and Hodd is dwarf's
leader. Go to the south cave (north entrance). Speak with guardian white
dragon. It seems that there is a war between dryads and dwarfs but after
killing each other they respawn again. There is a legend about amulet of ages
which can stop the fight. You can find this amulet in the chest. But I don't
know how to stop the fight (see Note). So I simply kill the dragon and search
his chest for Word of Power. Then speak with Haedraline and go to the portal.
Return to Aarin.
Note (by Andrew Wilson): To solve the amulet puzzle go to the globe, get
the amulet, have the dryads/dwarves fix it, exit the way you came in (click on
the little red thing in the center of the portal), ROTATE THE GLOBE, go back
in, have the other people fix it, kill the
dragon. The amulet gives you 30 cold resist and 5+ to cold saving throws.
(thanks to Andrew Wilson)

c) Moonwood
main quest:
The Word of Power:
go to the Moonwood
locations:
west: cave( Orc Lair)
north-east: deep to Moonwood
go to the Moonwood deeper
locations:
centre: cave entrance (dragon Akulatraxas)
north: spine of the world
west: Giant cave entrance
go to the spine of the world and fight cultists.
Spine of the World:
locations:
south-west: cave (with dead dragon)
centre(more east): cave (dragon Gorgotha)
north: cave (Fire Giant Lair)
go to the fire giant lair.
Fire Giant Lair:
locations:
centre: entrance to East Fire Giant Lair
north-west: entrance to North Fire Giant Lair
go to the East Fire Giant Lair
East Fire Giant Lair:
locations:
north-east: deep cave (slaad Cavern)
east: deep cave (Dragon Dungeon)
south-east: Klauth's Lair
kill king Scrogg and search his body for pass amulet. Unlock the door
and go to the Klauth's Lair.
Klauth's Lair:
Speak with Klauth. The word of power is in his room but this room is
locked and Klauth has the key. If you want to kill Klauth then it will be a
great challenge for you because Klauth is very strong (when I've played as a
wizard I use chain lighting spell). There is another safe way to kill Klauth:
Go to the Dragon Dungeon and search dragon sphere in the fountain. Then kill
Dragon (he is not so difficult as Klauth). Then put dragon sphere to the
pedestal and take full dragon sphere. Then return to Klauth and bring him the
sphere to kill him. Search his body for a key. You can also take his quest for
dragon eggs and after completing this quest he will give you a key. Go to the
Klauth's room and search his chest for Word of Power. Speak with Haedraline and
return to Aarin.

secondary quests:
1. Working for Akulatraxas
how to get: speak with dragon Akulatraxas in her cave
situation: Hill giants wants to steal her eggs. Kill their leader.
difficulty: easy
solution:
go to the Hill giant's Lair and clear the way through giants. Go deeper
to the caves in the centre. Find and kill Hill Giant Chieftain (south-west) and
take his head. Return to Akulatraxas.

2. Gorgotha the Gold Dragon:
how to get: speak with dragon Gorgotha in her cave
situation: dragon Klauth and his fire giants wants her eggs.
difficulty: hard
solution: kill Klauth (see main quest) and bring his head to Gorgotha.

3. Klauth the Ancient Red Wyrm
how to get: speak with Klauth
situation: Klauth wants some dragon eggs.
difficulty: medium
solution: Go to the Gorgotha's cave or Akultraxas's cave and kill
dragon. Search the incubator for dragon egg and return to Klauth.

d)Fort Ilkard
main quest:
The Word of Power:
Go south from Beorunna's Well. Kill some elk tribe warriors and go south
to the Fort Ilkard. Speak with knight to open fort gates.
Fort Ilkard:
Locations:
north-west: Cave (Orc Lair)
west: Homesteads
south-east: Ruins
other places in the fort: Commander's Lodge, settler's barracks,
soldier's barracks,
Uthgardt command post (near fort)
If you want some secondary quests then speak with commander Damas. To
continue the search for word of power go to the Ruins. Kill cultists and their
leader and go to the cave entrance (south east). It seems that you have found
some ancient creator race ruins.
Creator Race Ruins:
locations:
centre (entrance from west): garden
north-west: sun dial
north-east: riddle of sound, invincible golem and another sun dial
(more east and north)
south-east: riddle of smoke and invincible golem
south-west: riddle of light and invincible golem
south: the locked gates
Enter the ruins and search the corpse near exit for translation amulet.
You'll need this amulet in order to understand the creator race language. Equip
this amulet. The south gates (the door of three) are locked and don't try to
open them. Don't try fight golem because they are invincible. Go to the garden.
In the garden speak with Sapphira. She will give you Time Crystal and some seed
(need for her secondary quest). It seems that you cannot kill golems and unlock
south gates now. The solution must be in the past of the ruins. You must travel
to the past and find solution. Return to the ruins and go to the Sun dial. Use
Time Crystal on sun dial (same as Stone of Recall) to travel to the past.
Creator Race Ruins : Past
locations: same as in present time but the environment differs
Go north-east and speak with Lokar. He is a slave leader. Retrieve his
ring. You need this ring to persuade the slave workers to weak the golems. You
can also persuade this workers without Lokar's ring. Go west near riddle of
light and speak with slave worker (translation amulet must be equiped).
Persuade him to weak the golem. Then choose golem weakness. You can choose
fire, cold, blunt weapons, slashing and piercing weapon weakness. Choose it
wisely because golems will be vulnerable only to the chosen weakness. For
example when I played as a wizard I chose fire weakness and lately killed
golems with fireball and flame arrow spells. For fighter or rogue classes fire
and cold are not recommended. To unlock the south gates you'll need to solve
three riddle puzzle. But you cannot solve this puzzle in the past. Search the
old one defenses scroll in the riddle of light room. This scroll describes the
puzzle's rules. Go to the garden and speak with young queen Morag.
Unfortunately you can't kill her. So fight her lizard guards and put Sapphira's
seed into Dirt weeds. Return to ruins and go north-east to the riddle of sound
entrance. Speak with another slave worker and choose weakness for another
golem. Then go south-east near riddle of smoke and speak with the last slave
worker to choose golem weakness. Return to the sun dial and use your time
crystal to return to the present.
Creator Race Ruins: (present time)
Riddle puzzle: Unlocking the Door of Three
1)Riddle of smoke
Go to the riddle of smoke. Kill golem (golem must be vulnerable to
the some kind of damage which you chose in the past from the last slave
worker). Take golem key from his body and unlock the gates to the riddle of
smoke. There is a smokey brazier,alchemist's apparatus and some painting. The
puzzle is not difficult: Take red, blue and yellow powders from alchemist's
apparatus. Put this powders in the brazier in following order: red-yellow,
blue-red, yellow-blue. If everything is ok then this powders will dissapear and
the riddle of smoke have been completed. Your journal must be updated after
completing the riddle.
2)Riddle of sound
Go north-east and kill another golem. Take his key and unlock the
gates to the riddle of sound. Kill odd one bodak champion and search his body
for fairy bottle. Use this bottle in the inventory to free the sprite from
bottle and repeat her actions with hongs to complete the riddle of sound. There
are 4 hongs in the room:
North-west hong (4) North-east hong (1)
South-west hong (3) South-east hong (2)
The right combination is 2,1,3,4,3,1,4,2.
3)Riddle of light
Go to the riddle of light and kill the last golem. Take his key and
unlock the gates to the riddle of light. Take purple,orange and green gems from
pool of swirling. The puzzle is easy: you must press color gem in each pool of
primary colors and then put the gem from poll of swirling to the each pool of
secondary colors. If the placed gem is the combination of the primary pools
colors then the riddle will be solved. For example press red and blue gems in
the pools of primary colors. The combination of red and blue color is a purple
color. So split the purple gems in the inventory and place one purple gem in
each pool of secondary colors to solve the puzzle.

If all three riddles are completed then go south and unlock the door
of three. Fight Balor Lord. Take his key and unlock the altar. Take the last
Word of Power and speak with Haedraline. Return to Aarin and proceed to Chapter
4.

secondary quests:
1.The Siege of Fort Ilkard
how to get: speak with commander Damas in the commander's lodge
situation: Fort Ilkard is under siege by elk tribe
difficulty: medium
solution:
1) first you need to destroy all catapults near fort. Simply kill some
elk tribe warriors and commanders near fort then destroy 4 catapults and 2
ballistas. Return to Damas.
2) the next objective is to kill elk commander Arness. Go to the
Uthgardt command post and find Arness. Kill him and bring his head to Damas.
3) and finally you need to kill Elk leader Zokan. Go to the Homesteads
and enter Uthdardt Fort (Elk Tribe Keep) (north-east). Find Zokan. Kill him and
return to Damas. You can also speak with Zokan and take his quests for plague
cure, then return to Damas and buy the cure then bring this cure to Zokan and
return to Damas to complete the quest.

2. Deliver Eckel's Note
how to get: speak with Eckel in settler's barracks
situation: Eckel wants you to deliver his note to his wife
difficulty: easy
solution: Go to the Homesteads. Go north-west and enter Eckel's
homestead. Kill elk brute and speak with Galia.

3. Plant the Ulforg Tree Seeds
how to get: speak with Sapphira in the creator ruins garden
situation: Sapphira wants to plant some unique tree
difficulty: easy
solution: Go to the past and enter garden. Kill Morag guards and put
the seed into Dirt weeds. Then return to Sapphira in the present time for
reward (4 rubies).

e) Henchman's quests

1.Daelon Red Tiger
quest: Daelon wants to find ceremonial Uthgardt spear which is great
Uthgardt relic.
difficulty: medium
solution: This spear has Elk tribe leader Zokan. Kill him or complete his
quest to retrieve the plague cure.
reward: amulet of Uthgardt(STR+4,immunity: fear, spell resistance: 12)

2.Boddyknock Glinckle
quest: He searches some dragon scale
difficulty: hard
solution: Go to the Moonwood: Spine of the World. Enter south-west cave
with dead dragon and search the rubble for dragon scale.
reward: prophyro's ring (CHA+4, regeneration +1)

3.Linu La'neral
quest: She wants to find some volcanic oak seed.
difficulty: very hard
solution: Go to the Fort Ilkard: Ruins and search the volcanic oak seed
near the summoning Altar outside the creator race ruins (thanks to xavier for
help).
reward: pendant of the elf (DEX+4, immunity: mind-affecting spells)

4.Sharwyn
quest: She wants the rare legendary bard Tamorlyn's love song.
difficulty: hard
solution: Search the sarcophagus in the east room of the Creator Race
Ruins (present time).
reward: belt of the performer(CHA+5, perform +4, persuade +4)

5. Tony Undergallows
quest: He wants to find the ashes of the great hero
difficulty: hard
solution: go to the Elk Tribe Keep and search the north room for the
Ashes of Running Wolf
reward: Ring of the Rogue(DEX +4, disable trap +4, hide +2, move
silently +2, open lock +2, pick pocket +2)

6. Grimgnow
quest: He wants to complete the Final Challenge of the order. He needs
some weapon with the mark of his order to face Silent Lord.
difficulty: very hard
solution: go to the Coldwood (Orc Camp) and search the unnamed dagger
somewhere near criminal Vaath.
reward: amulet of the Silent Lord (CON +4, spell resistance: 10,
immunity: level/ability drain.
-----------------------------------------------------------------------
=======================================================================
-----------------------------------------------------------------------
Chapter 4
Final Battle
main quest:
Now you are back in the Neverwinter City. Speak with Lord Nasher and Aarin
Gend. It seems that Neverwinter city is under siege by Aribeth's and Maugrim's
army. They occupy some Neverwinter regions exept City Core. Go downstairs to
the castle prison and speak with Haedraline. She tells you about Maugrim's Word
of Power and you need to retrieve this word of power from Maugrim himself in
order to travel to the source stone portal where is lizard queen Morag. It
seems that Morag awakened and Maugrim is her servant.
So go to the City Core and enter War Zone (south-east).
War Zone:
There are two invicible golems in the area. You need to kill two wizards who
control this golems. Enter house with shining door near catapults and kill
first wizard and Balor. Then go to the big gates and unlock or destroy them.
Then quickly enter another shining door, kill wizard and Balor and exit house.
Now golems are dead. Go to the south-east house and exit from the other side of
the house. Kill half-dragon Baalor. Enter portal to Maugrim's Sanctuary.
Maugrim's Sanctuary:
Fighting Aribeth:
Speak with Aribeth and fight her until he surrender. Then you can speak
with her and persuade her to surrender and go to the prison or kill her. If you
kill her then search her body for her sword. This sword is very good but can be
used only by lawful evil paladin. So if you are a paladin then you can kill
some citizens in the City Core until your alignment changes to evil then equip
this sword. You can also use this sword if your magic device skill is 10+. The
description on this sword tells that you possessed this sword from Aribeth's
corpse but I didn't kill Aribeth I simply disarmed (improve disarm feat) her
with my rogue/ranger character (developers forgot this factor). Aribeth is not
an easy enemy because she heals herself and can cast spells and has a good
sword. When I've played as a cleric my AC was 38 and Aribeth was not a
difficult opponent. Kill her as quick as possible.
Fighting Maugrim:
Find and speak with Maugrim Korothir. Then fight and kill him. Search his
chest for Word of Power. Maugrim is more easy fight for spellcasters but he is
also very tough (more than Aribeth). He casts Time Stop spell at the beginning
of the fight and ressurects two flesh golems. So Greater dispel spell
recommended to dispel some effects from Maugrim. He also heals himself and
casts some powerful offensive level 7-9 spells such as Meteor Swarm. Beware his
spells. When you kill him return to castle Never.
Castle Never:
Go downstairs and speak with Haedraline. Then go to the castle cavern and
put the word of power on word of power pedestal. Enter source stone.
Source Stone Sanctuary:
Speak with Asheera and retrieve her amulet. This amulet is very good
against lizards so I recommend you to equip this amulet. Fight lizards and
enter the portal in the centre.
Guardian lair:
Kill two guardian dragons and search their bodies for guardian keys.
Unlock the gates. Then before entering cave I recommend you to rest, to prepare
necessary spells and take some potions because in the next area you can't rest
and can't use stone of recall. Then enter caves.
Inner Sanctum:
Listen the dialog between Morag and lizards. Kill lizards and search the
body of the one of the lizards for the key. Unlock the door and prepare for
final battle with queen Morag. Speak with Morag and prepare for fight. Don't
try to fight her now because she is invincible. She is protected by her
followers and her followers are protected by the trap. You can't access her
protectors because of a trap. First you must bash the statue near the trap to
destroy the trap. Kill some powerful enemies. There are 8 Morag protectors:
protector against mace (blunt weapons), sword , the lessers (ranged weapons),
venom (some poison damage), frost, spear , storm and flame. Each protector is
vulnerable to his kind of protection, for example the protector against fire is
vulnerable to the fire damage and can be killed by some fire spells, and for
example if you killed the protector against fire then queen Morag will be
vulnerable to the fire. Same with the other protectors. When I have played as a
cleric I killed the protector against mace with my morning star and then killed
queen Morag with this weapon. Queen Morag is very powerful enemy and can cast
some powerful wizard (Time Stop spell) and healing spells. Kill Morag and
enter portal. Speak with Haedraline and enter portal to complete the game.
Congratulations, you have beaten the game!!!

-----------------------------------------------------------------------
secondary quests:
1. Neverwinter under siege
how to get: speak with Tranear in the Trade of Blades
situation: Neverwinter under siege
difficulty: medium
solution: go to the War Zone and destroy 3 catapults then kill 2
wizards (see main quest). Return to Tranear.

2. Rescue Leesa
how to get: speak with Luce in the Moonstone Mask
situation: Leesa is lost somewhere in the War Zone
difficulty: easy
solution: go to the War Zone and speak with Leesa somewhere north-east.
Then return to the Luce for reward.

-----------------------------------------------------------------------***********************************************************************
-----------------------------------------------------------------------
PART 4 Credits and special thanks
Firstly, I would like to thank a God because he created me and made me free.
Of course, I thank Bioware for their difficult work and wish them to continue
create another great and exiting games.
Special thanks to www.gamefaqs.com for their game FAQs. I hope that my guide
would help some people in their difficulties.
Credit to Madruk for Luskan: Colmorr's Fantabulous Contraptulater quest
solution.
Credits to Andrew Wilson and xavier.
Don't lose optimism.
-----------------------------------------------------------------------
***********************************************************************
Permitted sites to post this guide
www.gamefaqs.com
www.neoseeker.com
http://DLH.Net
www.actiontrip.com
www.sorcerers.net/index.shtml
If you have the information about other sites with my guide then please email
me. If you want my permission then email me (y_orest@yahoo.com).
.......................................................................




 
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