Neverwinter Nights - Main Game Walkthrough
 

 

Neverwinter Nights walkthrough. This walkthrough was constructed based upon only one henchman quest, so several unsolved items exist (there are unique items and quests for each henchman you may select provided you keep them for the life of the module).

 

Table of Contents

Starting
Reader's Feedback
Prelude
Chapter One
     Peninsula
     Blacklake
     Docks
     Beggar's Nest
     Finale
Chapter Two
     Port Llast
     North Road
     South Road
     Charwood
     East Road
     Neverwinter Wood
     Green Griffon Inn
Chapter Three
     Luskan
     Host Tower
     Beorunna's Well
     Coldwood
     Moonwood - A
     Moonwood - B
     Spine of the World
     Fire Giant Lair
     Fort Ilkard
     Creator Ruins
Chapter Four
     Castle Never
     Warzone
     Maugrim's Sanctuary
     Source Stone Lairs
 

 

Starting

Basic character selection can take upwards of several hours - read the manual! There are many abilities and limitations - especially if you choose to multiclass your character.

  • You start at first level but are "gifted" to third. Whether you kill all monsters or none, you get two bonus level-ups before the end of the prelude. Pick your class based on level 3 as an assumption.
  • Use the <tab> key constantly. It will highlight not just characters or monsters but also treasure. Monsters occasionally drop treasure when they die and it's often too small to see, so use <tab> to illuminate all. Also useful in rooms full of boxes or books to quickly spot something to examine more closely. As a semi-cheat on entering a new room, open the door, quickly pause the game and press <tab>. You'll get a complete view of all monsters in the area.
  • Traps traps traps. Locked doors, chests, and any treasure container you could imagine. If you don't plan on creating a thief, grab a thief henchmen. If you've taken a weak character and need a fighter henchman, try to grab some basic thief skills. You'll run across all manners of traps and locked items. Everywhere...
  • The maps listed below aren't 100% complete. I've not bothered to document common or basic areas. There are a number of "recycled" graphics, i.e. the standard "empty house encounter" that can occur a half-dozen times on one large map. No point in including it. Same for named, basic areas - like taverns, stores, etc. These areas are all visible from the overhead map and I've included names for key individuals along with locations, so you can zero-in on the place you need to be.
  • Once you've picked a henchman, keep the same one throughout the game. There is an additional question - unique for each henchman, that will unfold throughout the game. For additional details, please see Reader's Feedback.

Reader's Feedback

This area is dedicated to the feedback received from other gamers. I've separated it because I've not been able to verify it but, chances are, it works as advertised.

  • Henchmen quests. You can complete all henchmen quests by:
    • Gathering all materials related to their quests (typically this will be the unique items that you can't find any other use for...)
    • Talk to the henchman as you level up (3 times, at least 6th level)
    • Provided you do not take the fourth reagant back to Aribeth, you can complete each henchmen quest
  • Individual henchmen quests & solutions. One thing I underestimated was the number of quests for the henchman - it appears that there is a quest per henchman, per chapter. Thanks to Daniel & friends for summarizing:

    Chapter One

    • boddyknock - leaven bread recipe: bakers shop, peninsula district
    • daelan - brooch: bloodsailor ship, west side of docks
    • grimgnaw - etched silver ring: house opposite entrance to blacklake district in "no mans land"
    • linu - silver chalise of moonbow: meldanan's laboratory, blacklake district.
    • sharwyn - celestial elixir: tanglebrook estate, peninsula district
    • tomi - fake documents: wagon repair shop, beggars district

    Chapter Two

    • boddyknock: prism blossom seed - creator ruins, level 1 (east of port llast)
    • daelan: notched axe - green griffon inn, motamin's challange, level 3 (north of port llast)
    • grimgnaw: corpse hand - arcane brothers tomb (north of port llast)
    • linu: journal of syth la'neral - cave of troll chieftain (east of port llast)
    • sharwyn: lock of nymph's hair, nymph's house, neverwinter deep wood (east of port llast)
    • tomi: star of calimshan - wanev's tower (south of port llast)

    Chapter Three

    • boddyknock: dragon's scale - bronze dragon cave, spine of the world.
    • daelan: uthgardt's spear - UNSOLVED.
    • grimgnaw: etched dagger - vaath's camp, coldwood.
    • linu: volcanis seed - outside creator ruins.
    • sharwyn: tamorlyn's song - inside creator ruins, present.
    • tomi: ashes of ancient hero - uthgardt fort, fort ilkard homesteads.

Prelude

Senior Barracks

Starting point of the adventure. Search all rooms.

Characters

  • Pavel
  • Bim - Teaches you camera movement and angles

Exits

  • East -> Training Halls

Training Halls

Meet and greet all types of experts who will teach your character how to perform class-specific actions in addition to basic game mechanics. Beware of the thieves area if you are *not* a thief - there are traps that could be deadly. Once you've gone to the graduation chamber and setoff the appropriate events, this area fills with monsters.

Characters

  • Olgerd - Inventory and store buy/sell
  • Berna - Map and journal
  • Herban - Combat generalist
  • Dendy - Combat, melee
  • Hewwet - Combat, ranged
  • Ferdinand - Keeper of exotic creatures; guards menagerie
  • Jarco - Wizard training
  • Ketta - Rogue training
  • Elynwyd - Druid and cleric training

Exits

  • West -> Senior Barracks
  • South -> Graduation Chamber
  • East -> Academy (locked, key from Aribeth/Graduation Chamber)

Graduation Chamber

Meet with Aribeth; chamber is attacked.

Characters

  • Aribeth - Provides key to Academy

Exits

  • West -> Training Halls

Academy

Basic character training. Lots of low-level monsters to practice all kinds of skills on. You will also pickup a henchman by this point. The last area prior to reaching the stables is the toughest battle yet - strong mage and many monsters.

Characters

  • Geldar - provides you with a level up bonus

Exits

  • North-West -> Training Halls
  • South-West -> Stables

Stables

Realization that you are too late to save the creatures; large battle.

Characters

  • Fenthick - provides you with a level up bonus
  • Desther

Exits

  • North -> Academy
  • South -> City Core (Chapter 1)

Chapter One

City Core

You begin in the Sanatorium and progress to the Hall of Justice, where you again meet up with Aribeth. Details on the quest are provided; begin your search in the Peninsula. Travel north to meet up with Oleff and receive the tomb quest.

Trade of Blades

All sorts of henchmen here. Hire one that is complimentary to your skillset. Purchase district maps here. Graxx will sell you a gauntlet pass when pressed.

Moonstone Mask

Brothel... Meet Ophala Cheldarstorm who asks you to steal some art (quest). You require a writ from Oleff to access the "special" backroom.

Shining Knights Arms and Armour

Purchase or sell basic equipment. Press Durga for access to premium equipment and he'll provide a ward stone to the back door. Merrok provides recipe book for making premium equipment.

Cloak Tower

Spellcasting guild - meet Eltoora Sarptyl.

Castle Never

Mulland the Admin prevents all access to the castle.

Characters

  • Oleff - tomb quest; letter to provide proof to Briley in the Peninsula district. Return to Oleff with each of the three items and he will reward you. Oleff also "certifies" you for Ophala to provide access to the Moonstone backrooms. Once you've retrieved all three items, he will give you an amulet.
  • Bethany - scared girl; cannot go home to Peninsula. First contact just west of hall of justice.
  • Myater - zoo quest; provides scroll and elixer to save zoo animals in Blacklake district. First contact at the great tree
  • Graxx - sells you a gauntlet pass. First contact at the trade of blades.
  • Ophala - art theft quest. If you want access to the backroom, you will have to buy a writ to give to Oleff.
  • Merrok - premium equipment builder; provide magical items and special ingredients and he will build something according to his recipe book.
  • Eltoora - spellcasting guild
  • Gilles - Plotting against Oleff. Revealed once you receive the tomb quest. You can choose to sell the quest items to Gilles or confront him. Confronting him gains Jacob's Quill (return to Oleff).
  • Torgo - purchase pass coins for the backrooms.
  • Tamora - Hoff quest. Wants to gain revenge against an abusive customer (Hoff in the Docks area).

Exits

  • North West -> Docks
  • North -> Castle Never, impassable
  • North East -> Blacklake
  • East -> City Gates, impassable
  • South West -> Peninsula
  • South East -> Beggar's Nest

Peninsula

Be prepared for a lot of combat. You'll also have to watch any henchman you have - they have a tendancy to runoff into the middle of a battle and continue running as they see new monsters...

Tomb

Meet Briley; gain clarity in quest and three artifacts required to complete. Need letter from Oleff.

Tanglebrook Estate

Access key to enter is under the "welcome mat". In one of the rooms you'll find a "celestial elixir". There are a large number of traps in the chess-room.

Prison

Access points from "a" or "b". "a" leads to "A" while "b" leads to "B". You'll need to enter the sewers to find the prison key that will open up section "a". There are four levels to the prison. At the bottom, you'll find an intellect devourer. Return the corpse to both Sedos and Aribeth. Note that this is an extremely difficult battle - the intellect devourer will hop from body to body until there are no more guards, and you can do only minimal damager per attack to it. Tough battle!

Characters

  • Briley - tomb quest clarity; requires letter from Oleff. Gain additional artifacts required to complete.
  • Sedos Sebile - prison quest; Sedos is in-charge of operation in Peninsula. Gain information on accessing prison

Exits

  • North -> City Core, South West

Blacklake

No Man's Land

The first area of Blacklake. This is the burned out, "lawless" area. Near the northern gate you will find the suspicious plague note after the main battle. Return the note to Aribeth and follow the instructions to talk to Fenthick.

Characters

  • Cendran - Loxar quest; asks you to kill a rogue half-orc named Loxar. Loxar can be found in the tower in the middle of the map. Bring Loxar's head back to Cendran for proof.

Exits

  • North -> Barricades
  • South -> City Core, North East

Barricades

Barrier to protect the "upper" class living in Blacklake from the plague and bandits.

Characters

  • Gate Captain Harn - talks about Meldanen the wizard and indicates you should talk to Formosa (Blacklake core) for more information. Also, to visit the zoo.

Exits

  • North -> Blacklake main core
  • South -> No Man's Land

Blacklake core

City core. Visit the Board Laid Bare tavern for the gauntlet quest. Explore the south-west area for additional information on Meldanen as well as finding the underground passage.

Characters

  • Formosa - Meldane quest. Either retrieve the warehouse key or kill him.
  • Milly - Meldane's cleaning lady. There is a portal in her house to gain secret access to his estate.
  • Weatherson - hunter in the zoo area.
  • Punkin - passage access. Provides rudimentary password and dialogue triggers for the bookshelf. Talk to her mother inside the house to gain access to the passage. Password is "halueth".
  • Thurin, Captain of the guard - Samuel quest; Samuel is a guard who has gone missing. He can be found as a prisoner in Meldanen's Estate.
  • Bartender of Board Laid Bare - gauntlet access. Provided you purchased a gauntlet pass from Graxx in the Trade of Blades in the city core. If you complete the gauntlet (3 wins and and then defeat Claudius), you'll own the inn. See the bartender weekly for a small gold payout.
  • Disgruntled Noblemen - found in the large house to the south-west. Provides some background information on Meldanen. Mentions that he has found a new young lady he is keeping for his amusement.

Exits

  • South -> Barricades

Zoo

Free the lion, wolf, panther, and brown bear if you have taken on the quest from Myater in the City Core. Move to the tree portal, read the scroll as per the instructions, and return to talk to each animal. They will find their way to the portal. Return to Myater to complete the quest.

Passage

Secret access from the bookshelf in Punkin's house. Locked chests and doors. Place ceremonial arrow (from Briley in Peninsula) in the chest near the door for access to Never's Tomb.

Exits

  • North -> Never's Tomb
  • East -> Blacklake city core

Never's Tomb

Retrieve one of Never's artifacts. Nasty combat here - I never did beat the dancing swords... Fastest and quickest method is to run straight to the tomb and select to go to inventory, and pause the game. Grab everything and invoke the stone to return back to Aribeth. Unpause game and return to the city core via magic... Return the artifact to Oleff for a reward.

Exits

  • South -> Passage

Meldanen's Estate

Several wizard apprentices along with various special monsters. Several cannot be hit by normal weapons. You will find Samuel in one of the prison cells.

Characters

  • Grommin - Meldanen's not-so-bright servant. Pursuade him or use insight to befriend him.

Exits

  • East -> Blacklake city core
  • "Milly" entrance -> One-way from Milly's house into the estate.

Meldanen's Sanctum

You'll find a silver chalice of moonbow and dragon blood. You will have to find Meldanen but when he is seriously wounded, you have the choice of negotiating for the key & dryad freedom or completing the job. This is a tough fight - he is a very strong wizard and can not only deal out substantial damage, but also paralyze or disable your characters. Once you've completed this battle, free the dryad. Take her lock of hair back to Aribeth. See Formosa with the warehouse key and silver tooth if you killed Meldanen.

Rumbottom Estate

Contains one of the quest items for Ophala (city core).

Characters

  • Thoms Rumbottom - provides background on Ophala relationship and Portrait quest item. Return Portrait to Ophala for reward.

Hodge Estate

Contains one of the quest items for Ophala (city core). This estate is also one of the nastiest trap-loaded areas anywhere in the game. Move with extreme caution... Hodge has abandoned the estate; you will find a note from him indicating the Urn quest treasure and background on Ophala relationship. Return Urn to Ophala for reward.

Docks

Meet with Gate Captain Soren to enter.

Characters

  • Gate Captain Soren - allows access to Docks area.
  • Neibor - simply follows you. Talks about an auction at the Seedy Tavern where the rumours indicate it's a cure for the plague being auctioned off. You will need an auction announcement and a blood sailor uniform (or cash). Uniforms can be retrieved by killing the blood sailors guarding the docks as well as in a few other areas.
  • Jace - depressed individual. He burned his house as he lost his family to the plague.
  • Jerol - Storekeeper for the Twenty in a Quiver shop. Talks about Smuggler's Coins and where to find them.
  • Hemmel Masterson - Amulet quest. Callik stole his amulet
  • Gilda - Golden Apple storekeeper. Can provide you with smuggler's coins although it's far more lucrative to loot and kill blood sailors for them...

Exits

  • South -> City Core, North West

Androd Estate

Part of Ophala's quest to return her "artwork". You'll find this particular piece in Androd's main room with him.

Locked House

Encounter with Blood Sailors. Retrieve Calik's Orders and the Tavern Key.

Seedy Tavern

Bribe with smugglers coins or wear a blood sailor uniform. You'll also need an auction announcement.

Characters

  • Jalek - Christov's guard. Jalek likes drinking games...
  • Christov - not particularly talkative...
  • Auctioneer - you can purchase normal or special items. Special items require smugglers coins.
  • Wittian - provides some information on Callik
  • Ulfnog - provides information on basement access. Password is "cornerstone" and you'll require the tavern key (from locked house).

Blood Sailor Hideout

Lots of combat. Ultimately ou'll find Dara'nei. She will provide information on Callik and Vengaul. You will also get her Locket which is required to get through the silver Sails Trading Company to find Callik and Vengaul.

Silver Sails Trading Company

Key area to finding both Callik and Vengaul. Also one of the tougher battles - there is a wraith spider among others guarding this area. It drains levels in addition to major abilities. Use Dara-nei's locket to open the locked down and access the aqueducts.

Aqueducts

Provides access to the tomb as well as sewers where Callik and Vengaul can be found. Talk to Charon who is guarding the boat and he'll give you information on the aqueducts and how to find Callik and Vengaul. Use the ceremonial sword (from Briley in Peninsula) to access the tomb.

Characters

  • Charon - guards the boat and provides access to the sewers.

Tomb

Retrieve one of Never's artifacts (Ancient Symbol of Tyr). Return the artifact to Oleff for a reward.

Sewers

Enter to find both the old and new guards of the blood sailors squared off for a fight. You will have to fight Callik; you can choose to fight or negotiate with Vengaul. The cockatrice is dead.

Characters

  • Callik - fight him and his guards. Gain the amulet for Hemmel Masterson as well as some faerie dust.
  • Vengaul - provides the cockatrice feather. Return it to Aribeth.

Beggar's Nest

Zombie infestation. Meet up with Gate Captain Ergus for access and a quest.

Characters

  • Gate captain Ergus - access and Walters quest. One of his guards, Walters, has gone missing.
  • Marcus Penhold - or his dead body... Take his named belongings (journal and staff) to Bertrand in the Temple of Helm for a reward.
  • Aldo - "hector" and the wheel quest. Hector can be found in the Thomas Wheelright Wagon Repair. Return him to Aldo.
  • Krestal - can be found in the south-eastern barricaded house
  • Harben - provides you a reward after killing Gulnan (and telling him).
  • Jemanie - missing brother quest (Torin). He's in the western barricaded house. Information on the cult and creature who heads it. Provides you with the Estate Ward Stone (required to access the Snake Cult Crypts). Return with Torin's ring to complete quest.

Exits

  • West -> City Core, South East

Snake Cult Crypts

You need the Estate Ward Stone from Jemanie to gain access from the main Beggar's Nest. Lots of zombies and lots of treasure. Gain insight into the plague and the zombie army. Find a gargoyle skull in one treasure pile.

Great Graveyard

Access to the Snake Cult Crypts, Warrens of the Damned, and the Tomb. The Tomb can be entered by placing the ceremonial shield (from Briley in Peninsula) in the chest.

Tomb

Retrieve one of Never's artifacts (Ancient Chronicles of Halueth Never). Return the artifact to Oleff for a reward.

Warrens of the Damned

More zombie combat until you meet up with the leader, Gulnan. Tough battle as Gulnan will summon high-level monsters to defend herself. Concentrate on her and when she is dead, all of the zombies disappear (not just on this level, but throughout the Beggar's Nest). You'll find an ancient key (UNSOLVED).

Characters

  • Jared - zealot. Provides information on the cult and it's leader, Gulnan. You can choose to release him. Or not.
  • Gulnan - Yuan-Ti. Take her heart back to Aribeth. You'll also gain special holy water from her death.
  • Torin - his corpse. You'll find an ancient key (UNSOLVED) as well as his ring. Take his ring to Jemanie to complete that quest.

Warehouse

You'll find Walters on the second level. There is an additional level but it's blocked off magically (UNSOLVED).

Finale

The chapter one finale is triggered by retrieving all four reagents for Aribeth. Talking to Aribeth and selecting the ritual option will transport you to the ritual chamber.

Ritual Chamber

Trigger the ceremony by talking to the characters as indicated to you (Lord Nasher, Desther, Fenthick, Aribeth). At this point, Desther reveals himself as the traitor and you must follow him through the portal to the road to Helm's Hold.

Road to Helm's Hold

Teleportation landing spot. Talk to Bregan for background on Desther and the recent activities. There are two ways into the hold. One is via the cave to the west while the other is via the road and courtyard.

Helm's Hold

Battles are extremely difficult - mages and priests are prevalent.

Characters

  • Aribeth
  • Fenthick - reveals himself as a sympathizer to Desther. Within Helm's Hold you will meet up with him again.
  • Desther - reveals himself as the traitor during the ceremony. Confronted in the Hold, Desther is as tough as the intellect devourer of the prison. He cannot be killed but will be wounded through combat and will surrender after quite some time.
  • Lord Nasher
  • Bregan - background on Desther and the roads travelled.
  • Dumal - paladin held in the hold; provides some background on activities
  • Yari the Knife - part of the force that overran the Hold. Can choose to free, imprison, or kill him.
  • Chaohinon of the Void - demon who took the Hold for Desther. You can free and receive a magic item or banish. Place the Black Grimoire (found in room to the south of Chaohinon) on the stone to initiate this activity.
  • Bodak - unknown but dangerous combat. If you have not defeated Desther, this is one of the more challenging battles as Bodak can instantly kill any henchman. If you have defeated Desther, this room is empty save for the treasure chest.

Chapter Two

Port Llast

Starting point for chapter two. You begin within Kendrack's Barracks.

Characters

  • Larana
  • Aribeth - next set of major quests.
    • Show letter retrieved from Solomon as initial proof of the cult
    • Note from Jaheel/Neva (Charwood) as proof of the cult
    • Cult Journal from the Village mysterious man as proof of the cult
    • Relmar's journal from the Realm of the Spirit as the final proof of the cult existance
    • Ongoing conversation's after quests and additional levels are gained provide you with "Aribeth's Ring"
  • Aaringend - provides details and quest requirements from Aribeth; Provide two separate sets of leads to prove the cult existence. Once you have retrieved the notes required, Aaringend will provide information for moving to the next Chapter.
  • Kendrack - provides training or lets you join a guild (if you are inexperienced). Once you have completed the werewolf quest, return to Kendrack for the Bounty Hunt quest. You need to find five escape criminals:
    • Zor - a Minotaur, likely in Luskan. In the Green Griffin Inn (the inn itself) on level 2
    • Stirge - gnome thief, likely on the South Road. In the old tree hollow.
    • Wyvern - elven bandit, likely in the Neverwinter Wood. Found just west of the druid encampment.
    • Delilah - halfling assissin, likely in Luskan. In the archeologist barracks on level 2
    • Yesgar - half-orc. Cannot be found prior to finding and returning the previous four ears to Kendrack. Yesgar then kidnaps Kendrack's daughter and takes her to the Port Llast Mines. Kendrack gives you a key to gain entrance.
  • Farmer's Son - outside of Kendrack's Barracks and provides you with a quest to return his mother and rid the northern area of monsters.
  • Shady Character - outside of the dockhouse and sells magic
  • Prichev - within the dockhouse; wants you to convince the captain to take supplies back to Neverwinter
  • Captain Mung - needs "persuasion" of some kind to take supplies to Neverwinter
  • Solomon - provides you with a ring for your services in saving Neverwinter. The ring, in actuality, is a tracking ring and Solomon will turn on you as you move through the North Road area.
  • Ballard - ranger, provides you with a quest. Seek Aawill the druid to help quell the animal unrest. Also provides you with supplies
  • El Toora - provides you with supplies but you need reagents to talk to her
  • Darktongue Breakbone - in the inn; provides information on the cult. Turns on you at Green Griffon Inn.
  • Alhelor - inn; provides information on lycanthropy and cures/prevention
  • Ander - inn; provides background on werewolf quest once you've spoken to Neurik. There are four werewolves that need to be found to complete this quest. See Neurik after finding the three boys and then go to the werewolf cave in the Green Griffon Inn area to find Karathis.
    • Bran - on the road to Charwood. Due south of Port Llast in the North-eastern cave. Right at the very end, of course...
    • Geth - in the Neverwinter Woods. Found on the East Road.
    • Urth - upstairs in the Outlying Farm in his parents house.
    • Karathis - in the werewolf cave on the Green Griffon Inn map. Provides a journal indicating that Alhelor is the Black Wolf. Take journal to Neurik.
  • Elaith Craulnober - inn; information on elves; gem recover quest. Need gems from Wanev (provides a key to Wanev's house), Zamithra, and Setara
    • Wanev's gem is found in Wanev's Summoning Chamber; access to the tower gained either from the cellar in the South Road or by using Wanev's Wardstone found in Wanev's House. Follow the maps to the Summoning Chamber
    • Setara's gem is found in Setara's house in the Neverwinternight Wood, Heart of the Forest. She requires the Mirror of Vanity from the Nymph in the Neverwinternight Wood, Deep Woods.
    • Zamithra. In the Green Griffon Inn, must be seduced and tricked.
  • Jaheel - found outside the inn; wants you to find her little brother Neva who was captured in the South Road area. Neva and Jaheel are actually agents of the cult and will attempt to ambush your character on the in the Charwood Standing Stones area.
  • Neurik - priest in the temple, gives you werewolf quest and charms to cure each afflicted person. Once you have cured the three boys and returned Karathis' journal, visit Alhelor. He will then retreat to his house and must be killed there. Return to Neurik with Alhelor's tooth.
  • Thurwin - inn; after completing many of the quests, will appear and warn of you of assassin named Vardoc. Talks about how dangerous it is to fight the cult... He will turn on you later in this chapter and attack on the East Road.

Exits 

  • North -> North Road
  • East -> East Road
  • South -> South Road

Wanev's House

You need the access key from Elaith to gain access. Pickup all special items as the "stew" recipe requires Slaad tongue, fire beetle belly and 2 skeleton knuckles; place it in the brazier. This opens up a doorway to a secret room. Gain Wanev's Wardstone (for Elaith quest). Information on Wane'vs Tower - use the gong to empty out the barracks where the secret portal lay.

Outlying Farm

Strange son; no access to the room until you gain the werewolf quest from Neurik.

North Road

Recommendation from Aribeth to start cult quest in this direction.

Characters

  • Gerrol - father of farmer's son in Port Llast; quest to return his wife and ogre's head (Dergiab)
  • Solomon - warns you of the cult and then turns on you

Exits

  • South -> Port Llast
  • East -> East Road
  • North -> Green Griffon Inn

Bugbear Caves

Meet up with the tortured bugbear in the prison area; he talks about the chief. Leah (farmer's wife) is in the prison. Fight the bugbear king.

Goblin and Orc Caves

Fight both the orc and goblin king

Ogre Caves

Meet with Nuglat in prison; provides background on the ogre alliances. Fight with Gergiab and Gannon (member of cult). There is a portal that leads back to the north road close to the caves.

Port Llast Mines

Access is restricted by key. Kendrack gives you the key once you have retrieved the four ears from the bounty hunter quest. Gain key to free Shaldrissa either from the chest in front of her cell or from Yesgar.

South Road

The South Road takes you to Wanev's tower and provides access to the Charwood.

Characters

  • Lark the Troll - Brainless troll who provides access to Wanev's Tower if you have the Wardstone from Wanev's house

Exits

  • West -> Port Llast
  • East -> Charwood
  • North -> East Road

Cave - Maegel

Retrieve the Treatise book from the corpse. You'll need to swim through the well, use the endurance potions you find for swimming if needed. On the other side of the well, you'll find the Remains of Maegel; pull on the chain to make him appear. Answer is "mirialis clan", gained from the Treatise book.

Wanev's Tower

Holding Wanev's Wardstone eliminates most of the combat within the Tower and provides easy access. Access can be gained without the Wardstone via the cellar. Go to the second floor and fight Wanev; he will quit when he is close to death. He will give you a quest to kill Gulgash the Imp and return his Summoning Chamber to him. Use the Lever to weaken the demons. Once you have killed Gulgash, put his heart in the Brazier next to the portal and it will seal. Take Wanev's Gem. Return and talk to Wanev for additional experience and treasure. Take Wanev's Gem back to Elaith.

Charwood

The Farmland area is the last "living" area of the Charwood until after yu've completed the Jhareg Tower quests.

Characters

  • Pete O'deel - Dire wolf quest. Kill Silverback (head of dire wolves) and return back or barter with Silverback.
  • Silverback - intelligent and talking dire wolf. Still, an evil dire wolf. Either kill or barter to prevent any further death's.
  • Bandits - Neva, Jaheel and Tarran can be found by the standing stones. All attack immediately on sight; pickup the note for Aribeth.
  • Ingo - provides background on the Charwood area.
  • Quint Jhareg - found in the Village. Quint (along with all others in the village) speaks nonsense and repeats himself.
  • Mysterious Man - found within the inn of the Village. Actually a member of the cult and turns hostile. Provides you with the Cult Journal for Aribeth.

Exits

  • West -> South Road

Old Pillar

Clue to access is in the "old scroll" found in the north-west area of the Haunted Forest as well as the Explorer's Journal. Touch the pillar and answer as the scroll indicates: "NETHER SHALL RULE". The pillar disappears and a portal opens up providing access to the Haunted Crypt.

Haunted Crypt

The only access is via the portal created after touching the pillar and answering the questions (see "Old Pillar"). The portals within the crypt will all return you to the portal by the Old Pillar. Lots of undead and a fight with a Mummy Lord.

Village

None of the villagers makes any sense as you speak with them. All of them, save the "Mysterious Man" in the inn are actually undead. They will disappear (and are freed) once you complete the Castle Jhareg quest depending on your handling of the situation (see Castle Jhareg for more). Many of the villagers will also talk about the disappearance of the children.

Castle Jhareg

There is a large chest in the entrance room. There is a riddle and riddle key within it. Effectively there are 3 paths through the castle:

  • West -> "Karlats" path, full of fire monsters
  • East -> "Quints" path, full of undead
  • North -> the "true" path, no monsters, some treasure chests.

The easiest way is straight north - there is no combat. You can only select one path through - the riddle key disappears when you open the first door. The path you take is irrelevant to the plot - take either east or west for substantial combat and a powerful boss monster (and substantial experience points!) or north for simplicity. All paths lead to the Chamber of Justice where you receive background from the guardian and next steps. When you complete both Karlat's and Quint's tower, return here. Upon returning, you should have two (Karlat and Quint) or three (Karlat, Belial, and Quint) Oaths. You will have three options:

  • Karlat guilty. Gain experience
  • Quint guilty. Gain experience
  • Neither guilty. Belial is summoned. You can then choose to either leave the phylactery with the guardian (cursing all to remain undead) or take it with you (freeing all). Taking it restores the Charwood to a simple forest and provides you with extra treasure & experience as you exit the castle and meet the mayor for the final time. The castle is sealed after you leave regardless of your choice.

Karlat's Tower

Read all unique books and journals to gain clues to Karlat's judgment. It is not critical to summon Belial (fire demon) but makes for a complete view and gives you an additional option for judgment. Summoning Belial requires Karlat's Protection Wand and a Fire Beetle's belly (reagents). The key provides easy access to Karlat but the doors can be broken down as well. Obtain Karlat's Oath. If you choose to summon Belial, obtain his Oath as well.

Quint's Tower

Read all unique books and journals to gain clues to Quint's judgment. Obtain Quint's Oath.

East Road

The East Road is primarily a junction point to other key plot areas. One major quest involving a number of dungeon levels.

Characters

  • Jax - Troll quest. Retrieve the book he has been searching for. Found in the third level of the Creator Ruins - "Complete History of the Creator Ruins".
  • Revat - quest to find his mother. His mother is Janis and can be found in the Troll Caves Storage Area. Gives you a ring - this is required to free her! Touch the ring to her and she will be freed from her imprisonment.
  • Lenton - quest to retrieve a troll head trophy to show his brother has been avenged. The head belongs to the chieftain in the Troll Caves Level 1.

Exits

  • North -> North Road
  • West -> Port Llast
  • East -> Neverwinter Wood
  • South -> South Road

Troll Caves

Kill the chieftain and return his head to Lenton.

Creator Ruins

Each of the three levels generally has a golem guardian who requires proof that you are one of the creators before it will allow you to pass. The guardian on the third and final level actually attacks you on-sight. Level one requires the Signet Ring and level two requires the Creator Scroll.

Level three requires the Seal Key. After you gain entry, you will meet a powerful Creator Sorceror. Once defeated in combat, he provide background on the master race and queen. There is also a portal here that will take you back to the entrance in the Troll Caves Storage Area.

Neverwinter Wood

The primary quest is to find why the animals have turned evil and restore the Spirit of the wood.

Characters

  • Elgar
  • Janken
  • Welcar
  • Jaer
  • Dregin - guards the gate; you'll need the contract with Archdruid Aawill to gain access to the deeper woods
  • Archdruid Aawill - Spirit of the wood quest. Includes finding the three druids sent in previously who have not returned. Return after finding any or all of the druids as well as when you cure the Spirit of the wood.
    • Orlane - can be found in the caves, guarded by a spider army and queen...
    • Bree - can be found in Setara's house
    • Terari - can be found in the Nymph's home
  • Henna - talks about Kend. You'll find Kend's tombstone in the Deep Woods

Exits

  • West -> East Road

Nymph's Home

You will find Terari (Archdruid quest). The Nymph also provides information on how to enter the portal as well as two key items - the ceremonial dagger and mirror of vanity. The dagger is required to enter the grove while the mirror is required to free Bree (Archdruid quest)

Setara's Home

You will find Bree (Archdruid quest). Bree's cell is locked and requires the key from Setara. Setara will give you the key to her cell as well as Setara's Gem (Elaith quest) when you give her the Mirror of Vanity.

Realm of the Spirit

Relmar provides background on Maugrim the Mage. You will have to fight him once you finished talking; take his journal. You will find the antidote to the poison as Relmar indicated. Fight the Spirit of the Wood and then cure when given the opportunity. You'll be teleported back to the Heart of the Forest by the waterfall that gave you access to the Realm. There is also a portal that will teleport you there as well. See the Archdruid once you have completed and take Relmar's journal back to Aribeth.

Green Griffon Inn

This area is dedicated primarily to the Challenge under the Inn as well as connects to the next chapter (Luskan).

Characters

  • Gam - in the Inn, talks about the the challenge. Met again on level 3 of the challenge.
  • Gorkan - in the Inn, talks about the challenge Attacks you on level 3 of the challenge.
  • Kasma - in the Inn, talks about the challenge. Killed on level two of the challenge.
  • Zamithra - retrieve the gem and give to Elaith (gem quest)
  • Mutamin - talk about the challenge; gain basement key. Return to Mutamin once you have completed all levels of the challenge.

Exits

  • South -> North Road

Mutamin's Challenge

Level 1

Yuan-Ti riddle answer is 12 trinkets and 5 girls and gain the crystal frog. Find the crystal skull earlier in another room.

Level 2

Find the crystal insect. Kasma will be killed. Fight the minotaur chief.

Level 3

Meet Gam and heal him. Talks about the pillar of light. It's extremely useful and kills the invisible stalkers as soon as they enter that room. Find the crystal eggs.

Gorkan attacks on-site.

Find Dydd dead with a note on the rooms and signposts. The sign posts & statue indicate the correct door to open. If you cannot solve the riddle, note that all but one of the treasure chests are trapped and cannot be disarmed. The one untrapped chest is the only valid one, and contains the key to open the locked door. Riddle answer is "19".

Put the appropriate trinket (crystal) in the chest next to the statue. The correct trinket to use is the golden eggs. You will be teleported back to the basement of the Green Griffon Inn. See Mutamin to close the quest.

Cave

Werewolf cave without the werewolves. You'll find a note fragment to help.

Caretaker's House

Gives you the key to the Arcane Brothers Tomb (graveyard).

Arcane Brothers Tomb

Fight Brother Toras, gain some treasure. Find a unique treasure (hand). UNSOLVED.

Chapter Three

Centered around the closed city of Luskan. The first major sequence of events is to gain access to the tower. 

Luskan

The city core. Fighting amongst the various High Captain's has left much of the city in-ruins. You'll often encounter different factions and will be forced to fight them all. Most of the unmarked buildings are simple slums, but visit them all for experience and treasure. Some include locals who will provide some basic plot information. Prior to confronting either of the high captain's, it pays experience, treasure, and magic items to barter with the other. Both captains are evil and should be killed, but by returning the head of one to the other, you can profit from one's death.

Characters

  • Gregor - guard. You'll meet him at the entrance fighting one of the faction. He provides some background and can point you to the different areas of interest
  • Aarin Gend - in the temple. Talks about Aribeth's disappearance and the need to get a High Pass from one of the captain's. The High Pass will allow you to pass the wards and gain access to the tower. Return to Aarin once you have killed one (or both) of the high captain's and he will create a Diplomatic Pass from the Seal, allowing you to access the tower.
  • Alaya
  • Colmarr - the contraption quest. Talks about his lab in the sewer. Return to him when you have completed his contraption and rid the sewers of the undead.
  • Smith - in the smithy. Basic store.
  • High Captain Baram - undead lover. Found in the sewers.
  • High Captain Kurth - fighter lover. Found in the docks.
  • Bela - owner of Wink and Tickle.
  • Rhaine - female prostitute, in the Wink and Tickle. Gives you the keys to both Kurth's and Barath's base; wants to know when they are both dead but disappears...
  • Erb - in the Wink and Tickle. Ring retrieval quest. Needs his ring back from Jadale.
  • Oreth - male prostitute. ah, whatever...
  • Yvette - female prostitute, in the Wink and Tickle. Quest to retrieve her baby from Galrone. Visit Galrone in his house.
  • Lady Jadale - in the Jadale Estate. Retrieve Erb's ring
  • Aruph - innkeeper at the Cutlass
  • Londa - in the Cutlass, Baram took her children. Quest to return them is impossible (they are dead and lycanthropes). Give her the child's bear from Baram's Lair to complete the quest.
  • Elynwyd - in the Cutlass, her sister is held by Kurth. Gives you signet ring to identify her; quest to free her.

Exits

  • None...

Sewers

Street access comes from a couple of different areas within Luskan. Gaining Baram's key from Rhaine provides access via another doorway. If you access the sewers using Baram's key, you will be confronted with the projected image of High Captain Baram. You can barter to kill the other captain (Kurth) or storm past him and kill him in his lair.

Ghoul Outcast - Give him the Amulet of Power and gain the Sewer Control Key and Lever of Water.

Retrieve all three levers and insert them in the proper place on the floor. Pull the chain to activate the contraption; return to Colmar to complete that quest.

Access Keys

  • Baram's Key - required to get into the second level from the first level of sewers; retrieve from Rhaine
  • Sewer Control Key - required to open the door closest to Colmar's Contraption; retrieve from Ghoul Outcase
  • Vault Key - required to access the treasure vault in the SW corner; retrieve from Londa

Levers

  • Wind - Southern area of first level sewers, after large battle.
  • Water - Barter and retrieve from Ghoul Outcast
  • Stone - from the Wink and Tickle on level one. It's a locked room with a guard dog.

Baram's Lair

You'll encounter Londa's nanny. She describes what happened to the children and gives you a child's bear (quest item). Return to Londa and either tell her the truth or lie to protect her. Access to Baram is blocked until you kill the Yuan-Ti. The Yuan-Ti cannot be harmed and will continue to create undead until you:

  • Kill the greater mummy and all monsters by the Shrine Spirit. Gain the Necromancer Journal
  • Destroy the bone transmitters by the Bone Spirit; the Bone Alter then self-destructs
  • The Yuan-Ti can no longer summon undead and can be killed. Gain the crypt key that opens the locked door and provides access to Baram.

Take the High Captain's Seal and Baram's head (if you took the quest from Kurth). Destroy the gargoyles as per the notes you've picked up.

Kurth's Base/Docks

There are two ways onto the docks. One way is via the Luskan doorway. You'll encounter Kurth's projected image and be blocked from any further access to the docks. You can barter with him for the head of Baram. The other way is via the locked tower, provided Rhaine has given you the key. The locked tower leads through the sewers and a massive battle when you reach the dock level.

Kurth's Lair

Just north of the entrance you'll find some book-burning goblins. There is nothing critical (Burke's Manual can be found later in his room) but you should kill them and search the room for scrolls and the manual. The manual tells you how to close the portal. You'll need the Glowing Sphere and Smooth Token to do so.

Tolon - provides background information on Kurth and the demons you'll face.

Kurth - this is a serious battle. High level demons, summoned monsters, and Kurth himself makes this one of the more difficult battles yet. Retrieve his head (if you have made a deal with Baram) as well as his captain's seal. Close the portal using the Glowing Sphere and Smooth Token. Free Evaine and return to Elywyd to complete the quest.

Ruins of Illusk

Access to the ruins is via the docks; the house is labeled "abandoned house". This is a side quest, but with some spectacular battles and good treasure. There are three levels and actions required:

  • Level 1: Place the Skull Warrior's Head on the altar
  • Level 2: Place the Hero's Heart on the altar
  • Level 3: Place the Blessed Water on the altar

On level one, there are two levers. The double floor lever releases a flesh golem that will kill zombies. The single lever unlocks the gates. Voleron can be found on level three. There is a portal that returns you to the Ruined House.

Host Tower

The Host Tower, or Wizard's Tower is effectively additional plot development without any formal quests. Quite a bit of fleshing out occurs - you'll find more background on the attacks on Neverwinter, the powers behind it, and what the deal is with Aribeth...

Courtyard

Starting point - you will gain access from Luskan and the forged seal. Give the Seal to the guard to open the gates to the courtyard. You'll meet Captain Islund who will also require the seal. He'll provide a huge amount of background information on the tower.

Ambassador's Quarters (1st Floor)

You'll meet the two key army leaders - Yeanasha and Gurak. They'll provide background information on the pending Neverwinter assault, their role, and also Aribeth's role. In one of the room's you'll find Aribeth's journal (it provides additional background) as well as the Tower Entry Key. You'll need that key to get to the first teleporter. The teleporters are like elevators with one special twist - you need to be hoslding the special portal stone for any given floor to gain access to that floor. None of the stones are particularly well hidden but you do need to visit most floors and explore fully to find them (they are marked on the maps).

2nd Floor

You'll find portal stones for the 3rd through 6th floors

3rd Floor

There are several portals that allow demonic creatures to flow through to this floor along with notes on how to close them. These demons refill the rooms very quickly...

4th Floor

The first substantial battle with a wizard and his army. You'll absolutely need the golem on your side. Gather the Control and Replication rods and insert them into the construction chamber. It will create a helmed horror that will fight for you. It smashes down the locked door and attacks. Tough battle! Golems, wizards, and Rimardo. Rimardo is extremely tough. When you beat him, you can negotiate information and treasure and then deal with him as you see fit. You will also find the portal stone for the 7th floor after that battle.

5th Floor

You'll encounter Nyphithys. You can choose to free her or not. Destroy the brazier to free her and she searches for Arklem (who is now a lich).

6th Floor

You'll find two stones here - one for the 8th floor and one for the pinnacle (10th floor)

7th Floor

Warden Erjack holds the prison key and another pinnacle stone. You'll encounter Deltagar who will provide background on the tower. There are a number of tough creatures in the cells, including a lich.

8th Floor

Lots of combat

9th Floor

You'll meet Arklem. He was one of the wizards of the tower but is now an imprisoned lich. You can free him by destroying the four braziers. He will then open up the door to the pinnacle portal room and ultimately Maugrim. Destroying each brazier releases a tough monster, so do not destroy all four without returning to Arklem to fight the single monster released.

Pinnacle (10th Floor)

The gates are locked until after Maugrim has finished talking and disappears. You can also use this time to visit his lair by going down the stairs (not shown on map, very small room). Once you have completed this level, return to the temple and talk to Aarin about your findings.

Maugrim's Lair

Good treasure and Maugrim's Journal. Provides background on Aribeth and Neverwinter.

Beorunna's Well

Beorunna's Well is the next major base of operations. You'll begin in Aarin's Lodge where Aarin will provide the key quest points. You'll also find the standard selection of henchman.

Characters

  • Aarin - found in his lodge. Provides the major quest points for this chapter. You'll need to find the Words of Power and return. Once you've found all three, you move to Chapter Four in the story.
    • Word of power - found in the Snowglobe quest
    • Word of power - found on Klauth in the fire giant dungeons.
    • Word of power - found in the Creator Race Ruins
  • Lillian Cambridge - found in the Drinking Well. She is to provide you information on the first Word of Power but first wants you to solve the Snowglobe Quest.
    • Snowglobe Quest - Nax the wizard has taken it from Lillian. She provides you with a teleport scroll to gain access. Nax is in the Wizard's Grove. Once you retrieve the snowglobe and give it to Lillian, a portal is opened in her room (second floor) on the pedestal.
  • Averik - found in the Drinking Well. Says little until you've spoken with Neurik about the Rolgan trial. After the Rolgan quest has been initiated, he will talk extensively about what he saw
  • Barkeeper in the Drinking Well
  • Lodar - found in the Drinking Well. Says little until you've spoken with Neurik about the Rolgan trial.  After the Rolgan quest has been initiated, he will talk extensively about what he saw. Buy him drinks - this is crucial to successfully closing this quest. After several drinks, Lodar gives you the crucial evidence for the trial
  • Rolkid - found in the Mercenary Enclave. Provides you with the Supply Line quest
    • Supply Line quest. Retrieve the heads of two named orcs and return to him. Once you have retrieved the first two heads, he quests you to retrieve King Obould's head. King Obould cannot be found prior to this quest.
      • Vaath can be found in the Coldwood.
      • Guzud can be found in Fort Ilkard, in the caves.
      • King Obould can be found in the Moonwood - A, in the caves.
  • Jevon - found in the Mercenary Enclave. Says little until you've spoken with Neurik about the Rolgan trial. After the Rolgan quest has been initiated, he will talk extensively about what he saw
  • Zed - found in the Mercenary Enclave. Says little until you've spoken with Neurik about the Rolgan trial. After the Rolgan quest has been initiated, he will talk extensively about what he saw. He is also injured but will not talk about it yet.
  • Neurik - found in the Temple of Tyr. Provides healing and equipment, and quests.
    • Rolgan Trial quest. He gives you the Defence Council Journal and tells you who to talk to. The two key people are Lodar and Zed. Lodar is crucial as his evidence is the only evidence that will free Rolgan. Trial strategy basics - don't talk about being drunk nor racism. Specifics per person:
      • Lodar - ask whether he saw who started it; ask about the spiked drinks
      • Zed - ask whether he saw who started it; ask about the spiked drinks
      • Vanda - ask why she sent her husband
      • Rolgan - do not question
      • Closing arguments. Talk only about the spiked drinks and that no-one saw who started it. You will see all five torches glowing.
  • Edegar - found in the Temple of Tyr
  • Rolgan - found in the Temple of Tyr before his trial and outside in Beurunna's Well after (assuming he survives his trial...)
  • Sergol - found in the Temple of Tyr. Provides you with the Stone of Recall if necessary.
  • Eltoora - found in the Mony Starred Cloak Enclave. Sells magic and has a lab to create magic items if you have a wizard class
  • Husher Clay - found in the Trading Post. Provides the Star Sapphire quest.
    • Star Sapphire Quest. Find and return the Star Sapphire, found in Layenne's Tomb
  • Barun Silverblade - found in the Trading Post. Can create magic items if you have the reagents; provides you with a recipe book.
  • Yusam - found in Beorunna's Well. Provides information on the Elk tribe and Rolgan's trial.
    • Quests you to investigate the Uthgardt and return with information on why they are acting strange. Return with the Dreamcatcher from Zokan in the Uthgardt Fort.
  • Dalcia - found in Beorunna's Well. Provides information on Rolgan's trial.
  • Endar - found in Beorunna's Well
  • Palla -  found in Beorunna's Well. Provides information on Rolgan's trial
  • Vanda -  found in Beorunna's Well. Provides information on Rolgan's trial

Exits

  • North -> Coldwood
  • West -> Moonwood
  • South -> Fort Ilkard

Coldwood

Forested area that closes some minor quests and leads to information on the Words of Power. There is a Cult Leader at the entrance to the Wizard's Circle who will provide a Cult Journal and some background. Access to both the Wizard's Grove and Layenne's Tomb.

Characters

  • Delvar - at the entrance to Coldwood. Talks about both the orc bandits and the portal to Wizard's Grove.

Wizard's Grove

You'll need the teleport scroll from Lillian to gain access to the Grove. Destroy all four pedestals in the Fire Summoning Chambers to prevent any fire creatures from being summoned. The libraries contain information on how to summon water creatures. Access to the Snowglobe is via the Gong Room. Ring them as per the order below:

Dragon (4) Bear (3)
Dog (2) Puma (1)

You'll find the Snowglobe in the next room (the door unlocks after the gongs are rung in the proper order).

Characters

  • Nax - locked in a prison cell. It is entirely optional to free Nax as you can gain the Snowglobe without his help. Freeing him involves the summoning chamber and some reagents as per the Nature of Water Summoning book.

Snowglobe

This is the world of the Snowglobe, accessed via the second floor of the Drinking Well after completing Lillian's quest. You can either enter the world, or "switch" the worlds by rotating the globe. You'll see that either the dwarves or the dryad's are evil after each switch.

Characters

  • Arwyl - leader of the dryad
  • Hodd - leader of the dwarves
  • Guardian White Dragon - "master" of this world, found in the cave

You'll need to go into the cave, retrieve the journals and amulet, and then fix the amulet prior to attacking the White Dragon. Seriously. I'm not kidding, that damned dragon is nearly invincible prior to fixing the world up. You'll need Hodd to fix the amulet first, so if the dwarves are evil, return to the Inn, rotate the globe, and then return. Return to the Inn, rotate again, and visit Arwyl to completely fix the amulet. Wear the amulet and go after the Guardian Dragon. The locked chest opens. You'll be visited Haedraline, a lizard-projection who will provide some background on Maugrim. Take the Word of Power and return to Aarin in Beorunna's Well.

Layenne's Tomb

Solving this dungeon provides you with the Star Sapphire. You need to retrieve four gems (misery, pain, duty, and honor) and place them on the pedestals in the southern room. Match the colours and inscription details to the individual gem. Once completed, the Star Sapphire appears on the middle (fifth) pedestal. Take it back to Husher Clay in Beorunner's Well to complete this quest.

There is an Iron Golem guarding two of the gems. Destroy all four of the glyph generators and he will instantly die.

There is a smaller subquest where you can free a succubus. You'll need to retrieve three talismans (ring, necklace, and stone).

  • Ring - all doors are open (unnecessary as most doors will be open at this point)
  • Necklace - gives you magical treasure
  • Stone - Succubus is free and attacks

Moonwood - A

First section of Moonwood available from Beorunna's Well. Smallest of the giant encounters - you'll primarily  encounter some hill giants and ettins.

Caves

You'll encounter two drow commanders (tough battles) prior to Chief Obould's Quarters. The Chief is not around until you've completed the first part of Rolkid's supply quest. Rolkid gives you another quest - to return with the head of Chief Obould. Only after this can you find the Chief in his caves.

Characters

  • Ixaristu - Uthgardt Shaman. Talks about the giants stealing dragon eggs and driving the uthgardt from their homes.

Exits

  • North - Moonwood - B
  • South - Beorunna's Well

Moonwood - B

Tougher battles with giants. Hill giants very common and numerous in battle. Several fire giants as well.

Exits

  • North - Spine of the World
  • South - Moonwood - A

Caves

The hill giant champion is extremely tough. Has healing potions and deals out heavy damage. He's guarding the stairs down to the second level.

On the fire giant on the second level you'll find the note from Klauth talking about dragon eggs and alliances. You'll also find the chieftain - take his head once he's been killed and give it to Akulatraxas to complete a quest. There are two prisoners that can be freed - both are captured Uthgardt warriors.

Dragon Caves

You'll meet Akulatraxas (green dragon). Complete a quest by returning with the hill giant's head (second level of cave above). Akulatraxas will turn hostile if you touch the door leading to her eggs...

Spine of the World

Filler adventures for the most part. The first cave is empty - remnants of a battle between a brass dragon and many giants. Gorgotha (gold dragon) quests you to retrieve the head of Klauth, an ancient red dragon. As with all the female dragons, do not touch the door leading to her eggs or she will turn hostile.

Exits

  • North - Fire giant lair
  • South - Moonwood - B

Fire Giant Lair

Large number of rooms. If you are interested in finishing quickly, you can skip half of the map. The ritual book can be found in at least *4* places. Effectively it talks about putting either a live dragon (keeps Klauth young) in the dragon sphere or a dead dragon (damages Klauth) in the same sphere. All required elements can be found in the same room. Brunhilda's diary provides some background but no useful combat information.

Characters

  • Wogar - advisor to Orc King. Found as a prisoner. Provides information on Klauth and the "fast growing dragon eggs"
  • King Skrogg - fire giant chieftain. You'll find one of the ritual books as well as a pass amulet. He's not well guarded so the battle is not one of the more difficult.
  • Prisoners - sort of. These aren't prisoners - they will turn on you so simply argue with them long enough until they become hostile and kill them.

Deeper Caves - Slaad Cavern

Notable for the Death Slaad Lord. He can constantly summon additional slaadi as well as being generally combat-tough. You'll find the same ritual book as on the king.

Deeper Caves - Dragon Lair

All of the components required to either help or kill Klauth are present. There is a fountain which contains the dragon sphere (and another ritual book). The dragon orb pedestal initiates the capture of the dragon - dead or alive. To help Klauth, capture the dragon live. To kill Klauth, kill the blue dragon and then capture the dead body. In either case, the Dragon Sphere absorbs the dragon and can be picked up into inventory.

Klauth's Lair

You can talk freely to Klauth. Decision point - you can either steal eggs from the good dragons and give them to Klauth or kill Klauth. Klauth is extremely tough even when wounded. To kill, give Klauth the poisoned (dead dragon in dragon sphere). Klauth then attacks but is gravely injured - the battle is still tough but at least winnable at this point. Gather Klauth's head (give to Gorgotha as proof) as well as the key that lets you into the treasure room. You'll find a word of power in the treasure room as well as another Haedraline visit. Haedraline provides additional background on the words of power and history. A portal is also created that takes you outside the fire giant lair back to the spine of the world. Give Aarin Gend the second word of power.

Fort Ilkard

Smaller sub-adventures; primarily related to saving the fort from the attacking Uthgardt and resolving the treaty issues.

Characters

  • Commander Damas - found in the Commander's Lodge. Provides background as well as quests:
    • Catapult quest - destroy all catapults and ballista attacking the fort. There are six, marked on the map as "A". Head west from his quarters and you can destroy each one in sequence. Note that you must take out the crew and commander for each catapult prior to destroying it.
    • Return with the head of Arness.
    • Return with the head of Zokan. Damas actually caused the plague for the Uthgardt, so you can confront him with the evidence (as provided by Zokan), gain the cure, and return to Zokan. Or you can kill Zokan and return with his head. This will affect your allies and ability to complete the earlier quest as per Yusam in Beorunna's Well.
  • Eckel - found in the Settler's Barracks. Quests you to give a note to his wife (turnip quest???) His wife can be found in the marked house to the west.
  • Galia - wife of Eckel. Found west in the Northern Homesteads. You will meet her as she is being attacked. Give her the note from Eckel to complete quest.
  • Uncas - prisoner in the caves. He gives you a Feather of Peace to allow you free access to the Uthgardt Fort
  • Zokan - found in the Uthgardt Fort. Talks about the betrayal by Damas. Offers an alliance if you can cure his people. Confront Damas with the proof provided and return with the cure; gain the Dreamcatcher. Take the Dreamcatcher back to Yusam to complete this quest.

Exits

  • North -> Beorunna's Well
  • South -> Creator's Ruins

Caves

You'll encounter the second orc raider - Guzud. Take his head back to Rolkid in Beorunna's Well for proof and closure on the supply line quest (first part). You'll also meet Uncas, an Uthgardt shaman. His provides you with a Feather of Peace which allows you to wander freely within the Uthgardt Fort.

Uthgardt Fort

You'll encounter mixed resistance depending upon whether you received the Feather of Peace from Uncas or not. With the feather, there is no fighting required within the complex. There is also a series of locked doors that can only be unlocked via special book-matching. There is a unique book found in each area marked "A":

  • Book about flight. Place it in the bookshelf missing a flying book and it unlocks the nearest gate
  • Book about swimming. Place it in the bookshelf missing a sea/swimming book and it unlocks the nearest gate.
  • Book about horses. Same deal, place it in the bookshelf missing a book on this topic and it unlocks the nearest gate.

You will also meet several prisoners (behind locked doors). Free them, or not...

Creator Ruins

Location of one of the Words of Power.

Characters

  • Lokar - found in the Past Ruins. Gives you a ring that makes the slaves more friendly towards you.
  • Sapphira - provides you with information on using the sundials to travel back in-time to help her and weaken the guardians. If you don't weaken the guardians, you can't kill them. She also gives you the gem to activate the sundials and travel between past and present.
    • Ultarg tree quest. Take the seeds back in time to the exact spot (it's marked) and plant the seeds.
  • Morag - daughter of the queen. Found in the Ruins Past, in the garden. She provides background information but flees.

Exits

  • North -> Fort Ilkard

Ruins

There is Volcanis Oak Seed found near the Altar. Destroying the altar prevents any further summoning. Please see Reader's Feedback.

Creator Race Ruins - Present

You need to head to the Ruins Past, complete that level, and return before you'll be able to get the Rune of Power. The golems need to be weakened and each room provides clues on how to solve the riddles. At the entrance you'll find a translation amulet (required to speak with the slaves) as well as a warning about attacking the golems. You need to wear the amulet and not just have it in your inventory. If you haven't spoken with Sapphire, you'll find the activation gem next to the main sundial in the NW corner. The altar room is locked until you solve all three riddles.

There are three guardians, one in front of each riddle. You must defeat each golem to get the golem key and access to the riddle room. The riddles are solved as follows. Once solved, the door to the altar unlocks. You'll have to fight a Balor Lord. Gain the key to the altar from the Lord, and take the Word of Power. Haedraline again appears and gives you the final piece of information on the importance of the Words of Power. Return to Aarin in Beorunna's Well.

  1. Colour - you need to blend colours amongst the secondary pools. Take the purple (one of three solutions) gems from the center well. On the primary pools, push "red" on one side and "blue" on the other. Place one each of the purple gems in the secondary pools.
  2. Sound - the fairy (Ruins Past) gives you the solution if you watched her. You must touch each of the four gongs in-order, from one to eight. The gongs are as they appear in the room; the numbers are the order you must touch them:
  4,7 GONG   2,6 GONG    
               
  3,5 GONG   1,8 GONG    
  1. Smoke - there are six powders (three colours) that need to be blended in the correct order:
    1. Yellow, Red
    2. Blue, Red
    3. Blue, Yellow

Creator Race Ruins - Past

There are three slave workers (marked on the map as "A") need to be convinced to build weakened golems. You can pick the weakness (cold, fire, blunt, or edged weapons). Each worker is building one of the guardians, so it's crucial you convince all three. None of the riddles are complete at this point.

Go to the garden area and plant the Seeds (from Sapphira) to grow the tree in the garden in the future.

Chapter Four

Back to the city of Neverwinter which is under siege from the Luskan army. Parts of the city have fallen and the plot primarily involves battles leading up to Maugrim and Aribeth conflicts.

Castle Never

Starting point of chapter four. The castle and surrounding area are primarily background and plot development; there is little action within the core itself.

Characters

  • Lord Nasher - found in Castle Never. Provides background information on the fall of Neverwinter. Talk about doom and gloom...
  • Aarin Gend - found in Castle Never. Provides information on the stones and key individuals to meet within the castle walls.
  • Haedraline - found in the Castle Dungeon. Tells you about the fourth stone - it's required to release or destroy the Source Stone.
    • Return to her with the fourth stone. Maugrim has it.
  • Master Ford - found in the Castle Caverns. Provides more background on the stones.
  • Oleff - Temple of Tyr. Provides you with basic supplies and can heal
  • Durga - Shining Knight Arms and Armour. Provides weapons and armour
  • Trancar - Trade of Blades. Provides the first quests in this area:
    • Catapult destruction quest. Destroy the three catapults in the Warzone. You'll need to kill the commanders and crew around the catapults, and then simply click on them to destroy them. The catapults cannot be destroyed while the commanders are alive.
    • Kill the two wizards that are protecting the golems. The golems are completely invulnerable until you kill the controlling wizards. One can be found in the SW and the other in the SE section of the warzone. Once killed, the golems are vulnerable to attack. The wizards can be found in the houses marked on the map at sections "A"
  • Luce - Moonstone Mask. Leesa quest:
    • Leesa has run away; find her in the warzone.
  • Ophala - Moonstone Mask. The Mask is no longer a brothel - it's now an infirmary. Ophala will also trade goods and weapons.

Exits

  • South -> Warzone

Warzone

Very difficult area! The fighting is extremely tough, particularly with the invulnerable golems running around with the giants. All houses that you can enter are marked on the basic map. Each one will have soldiers in them but can be used to rest once you've cleaned them out. The two houses marked with an "A" are where the golem-control wizards (and a balor lord) are located.

Characters

  • Asgard. Provides secret access to bypass the frontline of the battle. The secret access leads to the south-western section of the warzone.

Exits

  • North -> City Core
  • South-east -> Strange courtyard and portal to Maugrim's Sanctuary

Maugrim's Sanctuary

Both Aribeth and Maugrim can be found in his sanctuary. You have a choice what to do when you defeat Aribeth - spare her or kill her. The fourth word of power will be found in the treasure chest once you've defeated Maugrim. Return the stone to Haedraline and she completes the background information on the stones. Prior to entering the stone, stock up on potions as well as any weapons.

Source Stone Lairs

Lots of tough combat throughout the lairs. You'll encounter Morag on several occasions but she will flee until in her lair with all of her guardians. There are a number of rooms that seem to offer access to different worlds IF YOU ARE HIGH ENOUGH LEVEL to access. Bit of a ripoff as the Monk character I played only reached 17th level, even though all provided quests were completed... And you'll need good hand weapons to fight Morag - sadly they didn't play test with a monk character Morag is immune to empty-hand attacks.

Characters

  • Asheera. Provides you with an artifact to help fight Morag. A helpful artifact IF YOU ARE HIGH ENOUGH LEVEL.
  • Morag Minions:
    • Two dragons - Guardian Lair. Nasty. Badasses. These two are killer difficult but your Recall Stone still works. Concentrate on one dragon with your henchman. You'll need to kill both as each one provides you with a key necessary to gain access (north) to Morag's Lair. Two locks, two keys required.
    • Chosen ones - Morag's Lair. Morag is in this room, briefly. You must kill these followers to gain a key to get into her main lair.
    • Morag's Hands - Morag's Lair. There are two of them - they appear when Morag appears. Best strategy is to lure each one out individually. They are tough individually and nearly impossible together. Trying to fight Morag and the two guardians is suicide.
    • Morag's egg sacs - Morag's Lair. You need to destroy each of these (they turn into a monster when bashed) to get access to Morag's Protectors. Hit and run again works well to keep Morag out of the fight.
    • Morag Protectors - Morag's Lair. You need to destroy at least two of the protectors - the first should be the "protector against the lessers". The next one should be based on the weapon you are using (pity the fool who, like me, picked a monk - there is no protector against unarmed combat). You can only destroy the protector who is defending against your current weapon, and that's the weapon you need to attack Morag with.
    • Morag herself - Morag's Lair. Morag is invincible until you have killed at least two of her protectors (as above). Hit and run tactics work best as she has the ultimate in magic spells - let her exhaust her spells while you continue to heal and attack the protectors. From there, it's a matter of wearing down her protection (150 hp protected before she takes damage) and then killing her. Once she has been killed, a portal opens up that takes you to the Astral Pocket and the games end sequence.
  • Haedraline - Astral Pocket. She speaks about the death of her race and your saving of the world. End-game sequence begins as well as your character is saved (game jumps back to main menu).

 

 



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