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    FAQ/Walkthrough by Orest

    Version: 1.1 | Updated: 09/26/03 | Printable Version | Search Guide | Bookmark Guide

                           Neverwinter Nights The Shadow of Undrentide
                           FAQ and Walkthrough Finale version
                           Copyright (c) 2003 Orest
    Last updated on September 26, 2003
     This document was written by Orest 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. If you have my permission on my previous
    Neverwinter Nights FAQ/Walkthrough then you don't need to ask my permission for
    this guide, you have it. And, please, don't send me spam because I'm not
    curious in those kinds of letters (I HATE SPAM!!!). There are a lot of ways to
    fight spammers and I know some of them.
     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. And, please, don't send me the questions of what is already in
    this document. Some information is credited to people who sent me it, so watch
    carefully when reading this document and don't send me the questions about it
    because they can be mistaken. If you want to correct it than I will be pleased.
     Please put "NWN SoU" subject when emailing me. The latest updates of this
    guide are available at www.gamefaqs.com . I am sorry if I don't respond to the
    letters because I read my mailbox twice a week. I can respond to the letters
    lately. I've received a lot of letters about my previous NWN walkthrough, so
    I'm very grateful.
      v0.7 The beta version of the NWN SoU FAQ/Walkthrough (July 9, 2003)
      v1.0 The full version (July 11, 2003)
           Corrected some information. Fixed some errors. Added some information.
    The walkthrough is complete and full.
      V1.1 The current version (July 24, 2003)
           Fixed some grammar and spell errors. Added some information. Part 4
    Reference created. TOP 10 Funny NWN FAQ and statements. Major updates. More
    prestige classes information.
      Finale version (September 26, 2003)
           Fixed some grammar and spell errors. Added and corrected some
        PART 1 WHAT'S NEW
          1) classes
          2) skills
          3) feats
          4) arcane spells
          5) divine spells
          6) my characters
          7) others
          1)Chapter 1
          3)Chapter 2
    PART 0 Introduction
      Well, at last, the expansion pack of NWN is in my hands. I've already written
    FAQ/Walkthrough of original NWN, so in this document I will continue the story
    of Neverwinter Nights game. The expansion pack is called Neverwinter Nights -
    Shadows of Undrentide. The story differs from original NWN story and it don't
    have any connections. Part 1 explains what's new in expansion pack and my
    opinion about this changes. Part 2 contains general information and strategy
    (it differs from original NWN game). The walkthrough is already in Part 3. I've
    played in D&D Hardcore rules difficulty mode (I can't accept that fireball
    spell damages only enemies and can't damage allies or enemy half-orc fighter
    with greatsword can't do critical strikes or attacks of opportunities so D&D
    Hardcore is my choise). And I repeat: read the game manual for more information.
       1) classes
          There are 5 new classes in NWN SoU. They are called prestiges classes. It
    means that you cannot access this classes at the beginning  of the game. You
    must meet some requirements in order to multiclass to the prestige class. Each
    prestige class has individual requirements for multiclassing. The developers
    wrote that those prestige classes are powerful but I don't think so. Some of
    them are good and some of them are not so good. Here are this classes. For more
    information see game manual.
         1. Arcane Archer
            Hit Dice: d8
            Proficiencies: all simple and martial weapons, light and medium armor
    and shields
            Skill points: 4+INT (intelligence) modifier
            REQUIREMENTS: elf or half-elf, base attack bonus +6, feats: weapon
    focus longbow or weapon focus shortbow, point blank shot, ability to cast
    arcane spells.
            Abilities: Able to shoot arrows with increased precision and damage
    (for more see game manual)
            My opinion: I think that this class is the best archer in the game. But
    unfortunately the requirements are very restrictive. If you don't want to lose
    XP then you must be half-elf bard, sorcerer or wizard or elf wizard in order to
    multiclass without XP penalty (see NOTE). The ranger is a good choise to
    multiclass but he can't cast arcane spells. I think that the best candidate is
    half-elf bard with high DEX (dexterity) but unfortunately half-elf race is less
    useful than other races. So the choise is yours.
       NOTE (by Dmarine): I  have one correction to your Arcane Archer
    section.There is no xp penalty here. The prestige classes don't count for
    calculating xp penalties.  I too thought I would get creamed with xp penalties.
     But, I took 6 levels of fighter, one level of wizard (elf favored class) then
    started leveling as an arcane archer and  incurred no penalties. Others on the
    GameFAQs board confirmed my findings  (thank to Dmarine).
       NOTE (by me): Well, that's good. So, it seems that the elfs are the best
    candidates because of DEX bonus.
      Class skills: Craft trap, Heal, Hide, Listen, Lore, Move Silently, Spot.
    ** Class **       BAB         ** Fortitude ** Reflex ** Will **
    ** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
    **   1   **      +1           **    +2     **  +2    **  +0  **
    **   2   **      +2           **    +3     **  +3    **  +0  **
    **   3   **      +3           **    +3     **  +3    **  +1  **
    **   4   **      +4           **    +4     **  +4    **  +1  **
    **   5   **      +5           **    +4     **  +4    **  +1  **
    **   6   **      +6           **    +5     **  +5    **  +2  **
    **   7   **      +7           **    +5     **  +5    **  +2  **
    **   8   **      +8           **    +6     **  +6    **  +2  **
    **   9   **      +9           **    +6     **  +6    **  +3  **
    **   10  **      +10          **    +7     **  +7    **  +3  **
    Note (by me): Well, Fortitude and Reflex saving throws are primary for arcane
    archer and will is secondary saving throw. So, be careful.
          2. Assasin
              Hit Dice: d6
              Proficiencies: simple weapons, light armor
              Skill points: 4+INT modifier
              REQUIREMENTS: evil alignment, skills: Hide(8), Move Silently(8)
              Abilities: see game manual
              My opinion: Well, this class is more close to rogue. Assasin's Death
    attack works as rogue Sneak Attack and in addition it has a chance to paralyze
    enemy but the limit is level9 (+5d6 damage). Some illusion spells are also very
    useful. The rogue can't use any spells without scrolls or wands but the assasin
    is more magically oriented. The disadvantage is the lesser skill points. The
    rogues or monks or rangers are the best candidates. The assasin's death attack
    stacks with rogue's or blackguard's sneak attack (this is good). The DC for
    paralyzing effect from death attack grows with assasin's level. From unofficial
    sources there is also information that INT modifier also has the effect on
    increasing paralyzing DC.
      Class skills: Appraise, Craft Trap, Disable Trap, Heal, Hide, Listen, Lore,
    Move Silently, Open Lock, Pickpocket, Search, Set Trap, Spot, Tumble, Use Magic
    ** Class **       BAB         ** Fortitude ** Reflex ** Will **
    ** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
    **   1   **      +0           **    +0     **  +2    **  +0  **
    **   2   **      +1           **    +0     **  +3    **  +0  **
    **   3   **      +2           **    +1     **  +3    **  +1  **
    **   4   **      +3           **    +1     **  +4    **  +1  **
    **   5   **      +3           **    +1     **  +4    **  +1  **
    **   6   **      +4           **    +2     **  +5    **  +2  **
    **   7   **      +5           **    +2     **  +5    **  +2  **
    **   8   **      +6           **    +2     **  +6    **  +2  **
    **   9   **      +6           **    +3     **  +6    **  +3  **
    **   10  **      +7           **    +3     **  +7    **  +3  **
    Note: Reflex save is primary for assasin, fortitude and will are secondary
    (same as a rogue class).
            3.  Blackguard
                  Hit Dice: d10
                  Proficiencies: all simple and martial wepons, all armor and
                  Skill points: 2+INT modifier
                  REQUIREMENTS: Evil alignment, Hide(5), feats: Cleave, base attack
    bonus +6
                  Abilities: see game manual
                  My opinion: Blackguard is some kind of evil paladin. I've called
    him antipaladin. It has the most of the paladin abilities but unfortunately he
    doesn't have immunity to fear and desease unlike paladin but has other unique
    abilities. Smite good is useless in single campaign because the most monsters
    are evil. He also has some evil divine spells. The best candidates are fighter,
    barbarian or bard and sorcerer (with 13+ STR?). I think that paladin is more
    useful (why those requirements?) but blackguard is not bad too. Interesting
    multiclass option: Paladin/Blackguard (is it possible?). Yes, it is. Dark
    Blessing stacks with paladin's Divine Grace. This means that Paladin/Blackguard
    with for example CHA 18 will get +8 bonus to all saving throws (+4 for each
    class). I've received the letter from Brad Bonsall who proved the possibility
    to become the paladin/blackguard with some of my advices (he was the first).
    First create the paladin character than after some leveling up go and kill some
    villagers to drop your alignment to evil. Now you can multiclass to blackguard
    but cannot level up as a paladin. All your previous paladin abilities will be
    with you. Very simple. Same with other classes with alignment restrictions. But
    be careful: it is more easy to drop your alignment from lawful to chaotic than
    to increase your alignment from chaotic to lawful so it is more effective to
    begin the game with lawful good alignment if you want for example to multiclass
    from monk to barbarian.
      Class skills: Concentration, Craft Trap, Discipline, Heal, Lore, Parry,
    Persuade, Taunt.
    ** Class **       BAB         ** Fortitude ** Reflex ** Will **
    ** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
    **   1   **      +1           **    +2     **  +0    **  +0  **
    **   2   **      +2           **    +3     **  +0    **  +0  **
    **   3   **      +3           **    +3     **  +1    **  +1  **
    **   4   **      +4           **    +4     **  +1    **  +1  **
    **   5   **      +5           **    +4     **  +1    **  +1  **
    **   6   **      +6           **    +5     **  +2    **  +2  **
    **   7   **      +7           **    +5     **  +2    **  +2  **
    **   8   **      +8           **    +6     **  +2    **  +2  **
    **   9   **      +9           **    +6     **  +3    **  +3  **
    **   10  **      +10          **    +7     **  +3    **  +3  **
    Note: Fortitude is primary save for blackguard and reflex and will are
    secondary. Same as fighter classes.
             4.  Harper Scout
                   Hit Dice: d6
                   Proficiencies: simple weapons, light armor
                   Skill points: 4+INT modifier
                   REQUIREMENTS: non-evil alignment, feats: Alertness, Iron Will.
    Skills: Search(4), Persuade(8), Lore(6), Discipline(4).
                   Abilities: see game manual
                   My opinion: The requirements are very strong. Only rogue
    oriented classed can exceed this requirements with some benefits lately. This
    class is more close to ranger but more magically resisted. But hit dice is low.
    So try to experiment with this class on your own or forget about it. May be
    this class is more weaker than other prestige classes.
    Class skills: Appraise, Craft trap, Heal, Hide, Listen, Lore, Move silently,
    Persuade, Pickpocket, Tumble.
    ** Class **       BAB         ** Fortitude ** Reflex ** Will **
    ** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
    **   1   **      +0           **    +0     **  +2    **  +2  **
    **   2   **      +1           **    +0     **  +3    **  +3  **
    **   3   **      +2           **    +1     **  +3    **  +3  **
    **   4   **      +3           **    +1     **  +4    **  +4  **
    **   5   **      +3           **    +1     **  +4    **  +4  **
    Note: Reflex and Will are primary and Fortitude is secondary saving throw.
             5. Shadow Dancer
                   Hit Dice: d8
                   Proficiences: simple weapons and light armor
                   Skill points: 6+INT modifier
                   REQUIREMENTS: Skills: Move Silently (10), Hide (10), Tumble (5),
    Feats: Dodge and Mobility.
                   Abilities: see game manual
                   My opinion: Shadow dancer is some kind of bard mixed with rogue
    . He has more useful abilities than bard but the requirements are available
    only by rogue oriented classes with some benefits lately. He receives a lot of
    skill points which is plus. He is also the most stealthy class. Useful and
    deadly class. Try to experiment with him.
      Class skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pickpocket,
    Search, Spot, Tumble.
    ** Class **       BAB         ** Fortitude ** Reflex ** Will **
    ** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
    **   1   **      +0           **    +0     **  +2    **  +0  **
    **   2   **      +1           **    +0     **  +3    **  +0  **
    **   3   **      +2           **    +1     **  +3    **  +1  **
    **   4   **      +3           **    +1     **  +4    **  +1  **
    **   5   **      +3           **    +1     **  +4    **  +1  **
    **   6   **      +4           **    +2     **  +5    **  +2  **
    **   7   **      +5           **    +2     **  +5    **  +2  **
    **   8   **      +6           **    +2     **  +6    **  +2  **
    **   9   **      +6           **    +3     **  +6    **  +3  **
    **   10  **      +7           **    +3     **  +7    **  +3  **
    Note: Reflex is primary and Will with Fortitute are secondary saves for Shadow
    2) skills
       Well, some new skills has been added to NWN SoU game. For more info see game
    manual but there is only my opinion.
        1. Appraise
           You can save some money with traders if this skill is high but I prefer
    another skills. SoU is money dependent game so it is useful to increase this
    skill if it is your class skill.
        2. Craft Trap
            Not bad but I prefer my weapons and spells
        3. Tumble
            Very useful. Every 5 points will add +1 to AC and you have the chance
    to avoid hit in some situations with high Tumble skills. If it is your class
    skill than increase it as high as possible.
    3) feats
        There are a lot of new feats. Some of the feats are familiar from Icewind
    Dale 2 game. Beware, some of the feats are only available at 1-st level.
       1. Arcane Defense
           Not bad, especially for Evocation School
       2. Artist
           Bards, bards, those bards...
       3. Blind fight
           Not bad. Useful in some situations.
       4. Blooded
           +2 to initiative is good but no more.
       5. Bullheaded
           Useful in multiplayer against taunts
       6. Circle kick
           Monks be prepared to take this feat
       7. Courteous Magocracy
       8. Dirty fighting
           Cannot be used with power attack feat. Useful for rogues or assasins.
       9. Divine Might
            Useful for characters with turn undead ability (cleric, paladin and
      10. Divine Shield
      11. Expertise
            Useful for fighter classes with low AC
      12. Extra Music
             Bards get stronger
      13. Extra Stunning Attacks
             MONKS, GO, GO!!!
      14. Great Cleave
             Very useful against the crowd of enemies
      15. Greater Spell Focus
              Mages, get ready. Greater Spell Focus: Evocation.
      16. Greater Spell Penetration
              Beware, spell resistant creatures
      17. Improved Expertise
              See expertise
      18. Improves Initiative
              So, so
      19. Lingering Song
              What the hell is going on with those bards?
      20. Luck of the Heroes
               This is my choise at the beginning of the game
      21. Rapid Reload
               Crossbow RULEZ!!!
      22. Resist desease
                I prefer to be deseased and healed with healing kit
      23. Resist poison
                Why is feat? Potions, potions and spells.
      24.  Resistance to Energy
                 Not a bad idea. It depends on situations so this feat is risky.
      25.  Silver Palm
                 Why, why, why?
      26.  Snake blood
                Lighting reflexes feat is more useful
      27.  Spring Attack
                 Not bad but expensive
      28.  Stealthy
                 I prefer to increase skills
      29.  Strong Soul
                Useful for rogue but Luck of the Heroes is more useful.
      30. Thug
                not bad
      31. Zen Archery
                Cleric archer. Not bad. New possibilities.
    4) Arcane spells
       Well, some new arcane spells. Here we go.
      Level 0:
       1. Flare
          no, no, no
       2. Acid Splash
          no, no, no
       3. Electric Jolt
          no, no, no
      Level 1:
       1. Shield
          Those annoying magic missiles. Good, realy.
       2. True Strike
          Well, cast a spell and fight, fight, FIGHT!!!
       3. Expeditious retreat
          low level Haste, well, well
       4. Balagarn's Iron horn
          Bards have unique spells, its interesting
       5. Amplify
      Level 2:
       1. Tasha's Hideous Laugher
          I remember this spell from Planescape Torment game. Not bad but be careful
       2. Continual flame
       3. Balagarn's Iron Horn
          useful against weak creatures
      Level 3:
       1. Gust of Wind
          Weak creatures, beware
       2. Displacement
       3. Wounding whispers
          not bad for bard
      Level 4:
       1. Isaac's Lesser missile storm
          Interesting name. Who is Isaac?! Useful spell.
      Level 5:
       1. Bigby's Interposing hand
          Very useful against fighter classes
       2. Firebrand
          Very useful
      Level 6:
       1. Bigby's forceful hand
          Useful for fighters
       2. Isaac's Greater Missile Storm
          Well, Isaac becomes stronger and stronger
       3. Dirge
          Very useful for bard
      Level 7:
       1. Bigby's Grasping hand
          Bigby can hold the enemy
       2. Banishment
          beware, summons and familiars
      Level 8:
       1. Bigby's clenched fist
          Well, Bigby's fists are dangerous.
       2. Sunburst
          Very dangerous
       3. Greater sanctuary
          Are you a scout or mage? Or maybe scout/mage?
      Level 9:
       1. Bigby's Crushing hand
          So, if you are not forced or clenched by Bigby then you will be crushed.
    5) Divine spells
       Some divine spells are also arcane spells (see Arcane spells section). Some
    spells are only available by one class such as Druid or Cleric.
      Level 0:
       1. Inflict minor wounds
          no, no
      Level 1:
       1. Bane
          Antiblessing spell
       2. Inflict light wound
          More good
       3. Divine Favor
          This is very useful for paladin or blackguard (blackguard's armor has
    this spell).
       4. Endure Elements
          Arcane spell becomes divine
       5. Shield of Faith
          AC is important, isn't it?
       6. Entropic shield
          Beware, archers
       7. Magic Fang
          Animal companion becomes stronger
       8. Camouflage
      Level 2:
       1. Inflict moderate wounds
       2. One with the land
          Your skills are low. No problem.
       3. Blood frenzy
          Druid like a barbarian. Interesting.
       4. Aura of glory
          Good for allies
      Level 3:
       1. Inflict serious wounds
          yes, yes
       2. Greater magic fang
          Animals are not so weak as seems but they are not so tough.
       3. Spike growth
          not bad for druid
       4. Quilfire
          more useful
      Level 4:
       1. Inflict Critical wounds
          yes, yes, yes
       2. Mass camouflage
      Level 5:
       1. Circle of Doom
          Necromancy is dangerous for all exept undead
       2. Owl's insight
          well, owl's wisdom is history for druid
       3. Inferno
      Level 6:
       1. Planar Ally
          Not bad
       2. Drown
      Level 7: none
      Level 8:
       1. Earthquake
         Yes, quake. Useful spell.
       2. Bombardment
          yes, yes, 10d8 yes
      Level 9:
       1. Undeath's ethernal foe
         Useful but expensive
    6) my characters
         character 1:
           name: Orest
           gender: male
           race: human
           class: fighter
           alignment: lawful evil
             STR 16
             DEX 13
             CON 14
             WIS 8
             INT 10
             CHA 13
             Hide +2 , Discipline+4, Persuade+2
           feats: default feats, Iron Will, Weapon Focus: Great Sword, Power Attack
      My henchman was Dorna. I trained her as a both cleric and rogue (more
    cleric). At level 7 I multiclass to Blackguard. There were no problems with
    Heurodis in final battle with my greatsword Shining Light of Lathander.
     Note (by Nick Ljungblad a.k.a North):
      The Church of Lathander is a wealthy
    institution, and makes no secret of its
    affinity for adventurers. In their eyes,
    these people dare to bring light to the
    forgotten and secret places, and therefore
    they will always find a safe haven in a house
    of the Morninglord. On occasion the church
    will grant a boon to a particulary favorable
    person, a weapon that will serve to light
    the dark paths ahead. (what darker path than that of the blackguard?;)
     (thanks to Nick)
    7) others
         There are also some other changes.
          Now your henchman is not a piece of meat (piece of sh.t). You can control
    henchman's inventory and attacking/defensing behavior. You have some minor
    access to henchman's spells. Your henchman can warn you in dangerous situations
    and he interacts with NPCs. His alignment can be changed in some situations
    (for example when fighting innocent people).
       Alignment change:
         Now your chaotic/lawful alignment meter can be changed too. Good and evil
    as before.
      New items.
         Yes, there are new items such as Blackguard armor.
      New monsters:
         Yes, there are new monsters.
      Class spells:
      The bards and paladins have some new spells which are not available by other
      There are a lot of other things just watch them with your eyes.
       Mystra's ring tip:
         You can use it to teleport to Drogan's house but you can't return back
    through teleportation. This is only available in Chapter 1.
     NOTE (by Fredrik):
    Just talk to Ayana, or whatever her name is. She'll teleport you back to where
    you came from, for free. (thanks to Fredrik)
      Druids and Rangers tip:
        This classes can talk with animals. This will make walkthrough more
    interesting but I didn't play with this classes, may be later.
      Appraise skill tip:
        Sell the items to traders who are favourable to you. The money problem is
    more actual than in original NWN.
     Fighters tips:
        Choose Cleave feat as quick as possible. Choose the weapon of your choise
    (Weapon Focus and Specialization). Always keep some healing potions or healing
    kits. Use Bull's Strength potion and Barskin potion in some situation. If you
    have very low will saving throw then use Owl's wisdom potion or Potion of
    Clarity. Same with reflex saving throws. Choose Improved Critical feat for your
    weapon. You have a very wide varieties to multiclass then other classes. You
    cannot use Dirty Fighting feat with Power Attack feat. Great Cleave feat will
    help you when you are surrounded by a lot of weak enemies. An item with damage
    absorbtion or spell absorbtion effect will be very useful. Divine favor spell
    is useful too. Using healing kits is more quick and effective then potions
    (increase your Heal skill). Use heavy armor and some two handed weapon for more
    damage or use some one handed weapon and shield to increase AC. Increase your
    AC as high as possible but remember that shields are only for one-handed
     Experience tip:
       For more experience you can dismiss your henchman then receive EXP and hire
    him again.
     Henchman's tip:
       Control the henchman's inventory. If you are overloaded then give some items
    to henchman or use magic bags. Choose henchman's training at the beginning of
    the game. Give him some healing potions if he is out of them.
     Resting tip:
      Now you cannot rest in all areas. You must find the closed room (close all
    doors) and rest here (sometimes you can't rest in such rooms too) or kill all
    monsters in area.
      Note (by Kimberly):
        I thought you'd like to know about cheat/trick I found out.  You were
    saying about the resting in rooms reminded me of something I stumbled on.My
    henchman as down, hurt and needed to be heal before                    he would
    fight again, but I was in a room off to the to the side trying to have him
    follow and saved.  Then I when to get him and died.  When I loaded my game up
    again, my henchman was lying next to me not in the mess of enemies.  It was
    very helpful so I could rest before attacking again. (thanks to Kim)
    1. CHAPTER 1
        1) Hilltop west
           1.1 Drogan's house
           1.2 Other places
        2) Hilltop east
        3) Hilltop foothills
           3.1 Elven crypt
           3.2 Other places
        4) Nether mountains
        5) High Forest
        6) Finale
           6.1.Nether mountains (revisited)
           6.3.Drogan's house
     1) Hilltop West
        north: Drogan house
        west (more north): Drogan's Barn
        south: Herbalist, Smithy, Community Hall and tavern
        east: midtown gates to Hilltop East
       1.1 Drogan's house
      Well, the story has begun. You are an apprentice of a dwarven(?) wizard
    Drogan. (Note by Doan Tran Nguyen: Drogan is Wizard/Cleric of Mistra, not just
    wizard). You'll appear in his house on the upper floor in your room. Take the
    equipment from your chest and don't forget about the Mystra's ring which can
    teleport you to his house (remember the stone of Recall from NWN, forget it).
    The teleporting process will be useless if you have not have the focus crystal
    in your inventory. But don't teleport now. Exit your room and listen the
    dialogs between other apprentices Dorna, Xanos and Misha. Now search the other
    rooms on this floor for some items and use the ring to teleport to Drogan or go
      What? Some creatures named kobolds attacked the house and poisoned Drogan.
    Fight monsters and then speak with all survivors. Now there are two henchmans
    available: Xanos (sorcerer or barbarian) and Dorna (rogue or cleric). Now go to
    Drogan's lab and try to reach the lab. The trap cannot allow you to do this.
    Speak with Drogan's familiar Riisi. Riisi tells that kobolds stole some items
    from the lab. If you want to get some items from the lab than you should answer
    Riidi's questions correctly. There are three riddles: Children's riddle (the
    right answer is yes), Prisoner's riddle (the right answer is I will be hanged)
    and Wizard's riddle (the right answer is 6 wizards). Very easy riddles. Now you
    have the key to Drogan's room upstairs. Go there and you'll notice the
    alchemist's table. You can create focus crystals for your teleporting ring. You
    need a quartz crystal and two of the following gems: phenalope, aventurine,
    fluorspar or amethyst. Just place them into grinder. There are also other
    recipes for alchemist's table just experiment (for example mix practice sword
    and quartz crystal on table). Now you are ready for adventures. Hire your
    henchman or go alone. Xanos is some kind of charismatic half-orc sorcerer
    (barbarian) with megalomania. Dorna is a common dwarven thief with cleric
    abilities who loves money. Exit the house.
       1.2 Other places in Hilltop west
        main quest:
        The Missing Artifacts
        how to get: you have it from Drogan. Speak with Ayana near Drogan's body.
        situation: The kobolds attacked Drogan's house and stole some artifacts
    from the lab. You'll need to find them all.
        difficulty: hard
        solution: see other Chapter 1 main quests for all of this four artifacts.
    Find all four artifacts to complete this quest.
        special quest:
        The Cure for Drogan
        how to get: you have it  from the previous circumstanses
        situation: Drogan is poisoned and must be cured
        difficulty: easy
        solution: first go to herbalist Farghan and speak with him about cure for
    Drogan. He gives you some ingredients. Now go to tavern and complete the quest
    Kobolds in the kitchen. Take helmthorn berries in the kitchen and return to
    Drogan. Now Drogan is healed but very weak.
        secondary quests:
         1. Kobolds in the kitchen
            how to get: go to tavern and speak with Lodar or Hurc
            situation: The kobolds are barricaded in the kitchen and taking the
    local cook as a hostage. Their leader wants to escape but Lodar sieges kobolds.
            difficulty: easy - normal
            solution: There are a lot of ways to complete this quest. You can kill
    Lodar and his people in order to help kobolds to escape. You can persuade Hurc
    to leave the kitchen without kills (more lawful points if you keep your word).
    You can persuade Hurc to take you as a hostage and then kill kobolds. You can
    also lie to Hurc and kill kobolds (more chaotic). Or you can kill both Lodar
    and Hurc and continue your adventuring (chaotic evil choise).
         2. Excess of Prophet
            how to get: go to commision hall and speak with Haniah
            situation: There is a man called Piper in town. He is some kind of the
    mad preacher man who frightens people with his stories. Get rid of him.
            difficulty: very easy
            solution: speak with Piper near commision hall in town and persuade him
    to leave this town to another town (for example Neverwinter town with plague
    problem). Or kill him. Then return to Haniah.
         NOTES (by Doan Tran and Tomi K.): you can also give him his sword from
    blacksmith and he will become a guard. There is a way to solve it without
    killing and with low persuade.Just talk about Hol and the way he was
    killed.Piper seems to have some part in his death (thanks)
    2) Hilltop East
         center: halfings caravan
         north: old farm
         south: gates to Hilltop Foothills
         south-east: Blakes house
     main quest: none
     secondary quests:
        1. Not playing with a full deck
              how to get: speak with halfing Katriana near caravans
              situation: A group of Kobolds raided caravan and stole some goods.
    You must find the deck of cards which is important for halfing leader Daschnaya
              difficulty: normal
              solution: go to the Old farm to the north and enter the house. Kill
    some kobolds in cellar farm and search the fortune card in cellar. Return to
    Katriana and take the key to wagon. Enter the wagon and receive the reward from
         2. Thayvian Enclave
                how to get: speak with wizard Szaren on the road near caravan
                situation: wizard Szaren is a representative of Red Wizards
    factions. He wants to establish enclave here and needs mayors permission.
                difficulty: very easy
                solution: return to commision hall and speak with Haniah. You can
    persuade her to give the permission or you can decide to get rid of Szaren
    because the Red Wizards are evil faction (more lawful choise). Then return to
    Szaren and tell him the results. If you allowed Szaren to establish enclave
    then you can buy some goods lately from him in Hilltop West (unnamed house).
          3.  Rescue my family
                 how to get: speak with Nora Blake near her house
                 situation: Kobolds are in Blakes house. Rescue Nora's family
                 difficulty: very easy
                 solution: enter the house. Kill some kobolds and notice the corpse
    of Adam Blake on the floor then go upstairs. Speak with kobold and persuade him
    to give the baby to you or try to snatch the baby from kobold. You can also let
    him go. Then return to Nora with baby and tell her bad and good news.
       NOTE (by Doan Tran): You can revive Blake and sell the baby for Thay (maybe
    only if you killed the mayor) (Thanks)
       NOTE (by Doan Tran): The herbalist : you can talk to his wolf tohave the
    location of a ring (rangers ang druids only) you cant have it unless you talk
    to it. (thanks)
       NOTE (by me): If you are a ranger or druid than first talk with a simple dog
    on the streets to know more about herbalist's wolf treasure. Than go to
    herbalist and talk to wolf about treasure. The ring is somewhere near
    blacksmith's house.
     3) Hilltop Foothills
         south-east: to Hilltop East
         east: to Elven Crypt (corpses trail)
         south: to High Forest
         east: to Blumberg
         north-east: Hurst Farmhold
         north-east (more north): Nether mountains (corpses trail)
         north-west: Rumgut's cave
    3.1. Elven crypt
       Before going to eleven crypt speak with elf archer Fenran near crypt. There
    is also wounded brown bear a little north from south-west exit to Hilltop east.
    You can heal him. Now go to the crypt.
       main quest:
        The Missing Artifacts: The Mummified hand
           how to get: The Mummified hand is one of the four stolen artifacts which
    must be found
           difficulty: normal
                1. Enter the crypt: upper level. Go north. To the west there is a
    elven statue. Pray here to heal yourself and receive some good points. To the
    east there is a locked door. You can open it lately. No go north to the lower
                2. Lower crypt. There is a spirit of Nilmater in south-west tomb
    who can give you some secondary quests. Completing them will be helpful in your
    journey. Destroy the block and go north. Explore the crypt until you find the
    room with a lot of kobolds and their leader Urko. There is a trick here which
    you can use to kill kobolds without problems. You can also persuade Urko to
    give you mummy hand but you must have high persuasion skill and CHA (this is
    really difficult). The other trick was told by the spirit of Nilmater after
    completing his secondary quest with spiders. You must find find the secret door
    in the south-east corner of the tomb south from room with Urko. Then enter the
    secret room. You will see a chest and a lever. Pull a level and take the
    protection helms from the chest. Equip yourself and your henchman with helms.
    Now enter the room with kobolds. You will see a metal plate on the floor near
    the door. Step on the plate to activate the trap and destroy all kobolds. Then
    search the corpse for Mummy hand. Now exit the crypt. The mummy hand is the
    unique item which can be used in your inventory. Use it to see your next step.
      secondary quests:
        1. Spiders infestation
             how to get: speak with the Spirit of Nilmater in south-west tomb
             situation: Spirit wants to get rid of spiders in west tomb
             difficulty: easy
             solution: go to the west and kill all spiders. Then destroy spider egg
    sacs here. Return to Nilmater.
        2. The Lost Sword
             how to get: speak with spirit in the north tomb
             situation: some tomb robber stole the ancient sword from the spirit
    tomb. Find this sword
             difficulty: easy
             solution: Search the corpse for ancient sword in the central tomb (the
    entrance from the east side)
        3. The Elven Test
              how to get: complete Spiders infestation quest and speak with
    Nilmater to receive the key
              situation: only brave and clever adventure can pass the elven test to
    obtain the magical cloak
              difficulty: easy
              solution: Take the key from Nilmater and return to upper crypt. Open
    the locked door here and you will see some red lights and beams from pedestal
    in the centre. The pedestal is surrounded with squares. Some of the squares are
    traps. The squares with red lights on them (not beams) are safe. Follow such
    squares to reach the pedestal. Take the cloak. Are you remembered the right
    sequence? If no,  then quickly run to the north side of the tomb and exit the
         NOTE (by Doan Tran): The elven test : If you are a paladin, you can get
    special rewards (armor, helmet, shield) at the exit (thanks)
    3.2. Other places in Hilltop Foothills
       main quest:
         The missing artifacts: The tower statue
           how to get: speak with kobold Deekin near exit to High Forest
           situation: The tower statue is the one of the stolen artifacts. Deekin
    has it. He wants to get rid of the influence of his master dragon Tymofarrar.
    This dragon is in the Nether mountains region and his kobolds pursue Deekin.
           difficulty: hard
           solution: see another main quest sections in Nether mountains and High
    Forest. Now you go go to Nether mountains or High Forest. I recommend to go to
    Nether mountains first.
        secondary quests:
        1. Horn of the Shadow Hart
            how to get: speak with Fenran
             situation: Fenran wants the horn of mysterious beast Shadow Hart
             difficulty: hard
             solution: I've found his tracks at night in south-west region near
    exit but I couldn't reveal this creature (my character had low Spot skill). You
    need a high Spot skill to find this creature and kill it then.
        Note (by Rob Kroll):
          The "Shadow Hart" quest, in Chapter 1, Hilltop - Foothills area. This
    quest does not require the "spot" skill at all. There's 3 triggers. One of them
    is before you spotted the tracks in the southeast corner of the map, it's in
    the area where the trees jut out next to the exit. You walk past it (didn't
    seem to trip when I was running), and see an emote "You hear the sounds of a
    strange animal somewhere nearby". Then there's the tracks you found. There's a
    3rd set of tracks by the entrance to the great wood. It's next to the big rock
    by the river. Once you spot that set of tracks, the Shadow Hart spawns on the
    other side of the river. It's an easy kill: my rogue henchman did a sneak
    attack, hitting for 22 points of damage, and the stag was dead. It dropped
    "Heart of the Shadow",which occupies 4 squares in inventory, and is square, and
    "Horns of the Shadow", which the arcane archer seeks. (thanks to Rob)
       Note (by Ekim Notwen):
        bout the Shadow Hart...  There are three places on the map where the tracks
    appear: The alcove next to the ranger, in the corner near the town, and on top
    of the hills (near/above the giants cave).  If you "spot" all of these tracks,
    the shadow Hart will appear near one of them.  When you try to kill it, it will
    teleport to another one of it's set of tracks.  Keep walking around the tracks
    until you kill the thing. It teleports to different tracks at random, but
    doesn't heal anything. (thanks to Ekim)
        NOTE (by me): I've received a lot of letters about shadow hart so some
    people wrote that you don't need high Spot skill but some wrote that you need
    high Spot skill. The most of them wrote that he is somewhere in random place in
    this region. He is some kind of deer. The reward is his horn which you can use
    on alchemist's table with quartz crystal or create some item with the help of
    blacksmith. Druids and rangers can warn the beast to become more good. That's
    all, the topic is over.
        2. Rungut need wife
             how to get: speak with Nathan Hurst near his farm
             situation: The local stupid ogre Rungut kidnapped Nathan's daughter
             difficulty: easy-normal-hard
             solution: Go to the Rungut's cave (see locations above). Speak with
    Rungut about Nathan's wife. You can persuade him to release the wife (very
    difficult to persuade). You can kill Rungut (Rungut is very tough opponent).
    There are other advanced ways to complete this quest. First, persuade Rungut to
    speak with Nathan's daughter. Then speak with her. Now you can speak with
    Rungut and drink with him some alcohol until he is down (you must cheat while
    drinking because Rungut has a very high CON). The other way is to exit the cave
    and then return here again. Rungut will be sleeping. Activate move silently
    skill. Steal the key from Rungut and release the woman. The other way is to go
    to the cage with the Nathan's daughter.  There is a hidden tunnel entrance to
    the surface from the cage. Now return to Nathan for reward.
     Note (by Mirko Christ):
      There is another way to complete the quest than those you mentionend.
    If you have a flask of "Choking Powder" with you, you can give it to the
    imprisoned women when speaking with her, she will put it into his food. If you
    exit and reenter the cave you will find Rungut laying dead on the floor.
    (thanks to Mirko)
    4) Nether mountains
       south: to Hilltop Foothills
       north-west: cave entrance (some orcs here)
       north-east: Kobolds cave
       main quest:
         The missing artifacts: The Mask
         how to get: you have it
         situation: The mask is one of the stolen four artifacts. The tracks lead
    to Kobold caves
         difficulty: hard
         solution: Go to Kobolds caves. There is boulder near the cave but it
    cannot be used now.
          1. Kobolds caves
             Go north. Clear the caves from enemies (kobolds). There are two small
    shining chests in the cave. Why?  Take the note from the shining big chest and
    read it. Wow, the kobolds have some sense of humor. Kill them all and go to the
    locked door to the north. There are also four levers in the nearest rooms.
    Watch the sign near locked door and find the room with the same signs and lever
    in the middle (north-east lever). There are four locked doors with different
    signs. The right sequence is north-east lever, south-west lever, south-east and
    north-west levers. Continue to explore caves. You will find some neutral
    kobolds. Near one of the passages there is a sign: "To master - authorized
    kobolds only". This passage leads to blocked entrance to Dragon caves. Return
    to the central hall with neutral kobolds and choose another passage which leads
    to prison cells. Kill kobold warden and take the key from his corpse. Release
    Master Jumper Klumph from prison and talk to him. He tells that the passage can
    be freed with his help but he needs The Rod of Ruler. It is in possesion of
    chief Arzig. Find and speak with chief Arzig. You can also find Hurc here if
    you relesed him from tavern (as I did). You can kill Arzig and take the Rod
    from his corpse or convince him to give the Rod to Klumph (you need to
    compromise with both of them). Return rod to Klumph and go to the blocked
    passage. Speak with Klumph there and wait until jumpers will do the work for
    freeing passage. Then enter Dragon caves. (If you killed Klumph then you should
    use the Rod of Ruler manually )
           2. Dragon caves.
               Explore the caves. In the Oxen Den there is a tough kobold Klonk the
    Freezer. Kill him. He has useful short sword. The passage to kobold's master is
    well guarded. Open the door to release the Oxes and the battle will be easy. Go
    north and speak with dragon Tymofarrar. Tymofarrar is an evil, dangerous,
    intelligent and clever dragon. He was responsible for Hilltop raids and he
    commanded the kobolds to steal the artifacts. He has The Mask artifact. The
    Tower statue artifact is in possesion of Deekin who escaped from Tymofarrar.
    The dragon's tooth artifact is in possesion of sorceress J'Nah who leads
    gnolls. Tymofarrar is in war with J'Nah so you can make a deal with him and he
    will give you The Mask (after completing his quest). You can also persuade him
    to release Deekin from his influence but not now. If you are a suicider then
    try to kill him. Tymofarrar wants you to kill J'Nah and he gives you the
    magical item (the flask of powder) which you can use on J'Nah to weak her if
    you agree to help him. My character was evil so I agreed to help him. Whatever
    you choose your next point is High Forest.
        special quest:
           Tymofarrar's revenge
           how to get: speak with Tymofarrar and let him owe you
           situation: Tymofarrar bertrayed the alliance with JNah and wants her dead
           difficulty: hard
           solution: see main quest in High Forest
    5)  High Forest
            south-west: to Hilltop Footsteps
            east and west: cave with mummy and some good items
            north-west: cave with bandits
            north-east: cave with dragon egg (you can sell it to hermit)
            north: The Hermit's house (hermit lives here and can trade with you)
            north-east (more north): Gnoll caves
         main quest:
           The missing artifacts: Dragon's Tooth
           how to get: you have it
           situation: Dragon's Tooth is one of the stolen artifacts
           difficulty: hard
           solution:  Go to Gnoll caves
          1. Gnoll caves
             Explore the caves and clear it from gnolls. In the central part there
    is a slave dan. You can free slaves. There is slave with name Glendir. Free
    him. In one of the rooms there is a goblin wizard with some good loot. His book
    has some information about some ritual. Go to Animal's Den and kill the
    beastmaster. Take the horn from his corpse and use it on animals. The animals
    can help you to fight. In the north-west part there is a prison and kobold
    prisoners. Free them. Then find and talk to chief Gishnak. You can kill him or
    ally with him to kill the sorceress (the battle with her will be more easy).
    Take the key from him and go north to underground ruins.
         2. Underground tunnels
     Search the goblin's bone for note. There is a lever on the floor but don't
    pull it now. There is a magical pool here but you don't need it now. Notice the
    four doors with shining lights. Each light has its own color: air - gray, fire
    - red, water - white, stone - green. The central door is locked. The labirynth
    (maze)  is traped by four kinds of traps: fire, water (cold), air
    (electricity), stone (acid). Your character can be immune only to one kind of
    damage. Notice the lever. It has its own shining light color too. So pull it.
    So the color of the lever shows you: what kind of damage cannot hurt you (for
    example if you don't want to be hurt by fire then push the lever until the
    color will be red on the lever). In this way you can explore the labyrinth. You
    must kill four elementals in labirynth: south-west room - Hall of Fire (Fire
    Elemental), north-west room - Hall of Water, north-east room - Hall of Air,
    south-east room - Hall of Earth. After killing all four elemental you will
    receive magical token and the big door will be opened. Now you can use this
    throw a token on magical pool to receive some summoning item (I prefer
    summoning Stone Elemental). Now enter the Ancient Hall.
      Note (by Hans Behrens): Also, you made no mention in 1.5.2 about the
    possibility of getting two
    tokens by casting a certain cantrip (diff for each element) on the
    special things in each hall(column of air, pillar of earth, etc) which
    will give you a second token, besides the one you get for killing all
    the elementals. If you place the two in the pool and press the
    4-element button, you get a pretty good robe of elemental resist (thanks to
    Hans )
          3. The Ancient Hall
         You can find J'Nah here. Speak to her. You can make a deal with her to
    kill Tymofarrar. In return she will give you the Dragon Tooth artifact which
    you need. My choise was to kill her. But before killing her I recommend you to
    cast some protective spells and summon some elemental (item from previous
    location). If you have the magical item (the flask of powder) from Tymofarrar
    then use it on J'Nah to disable her spellcasting ability temporary. If you have
    allied with Gishnak then the battle will be more easy. Take the Dragon's tooth
    from her corpse. She also has the magical potion which will help you to fight
    Tymofarrar. Exit the ruins.
     secondary quests :
      1. The gnoll slaves
          how to receive: see main quest above
          situation: The gnolls slaves want be free (what you are expecting?)
          difficulty: very easy
          solution: see main quest above
     2. Rescue Glendir
         how to receive: see main quest above
         situation: rescue Glendir
         difficulty: very easy
         solution: see main quest above. You can talk with smith in Hilltop: West
    about Glendir
     3. The Kobold prisoners
         how to receive: see main quest above
         situation: situation is clear
         difficulty: very easy
         solution: see main quest above
    6)  Finale
      6.1. Nether mountains: Dragon caves (revisited)
        main quest:
           The Mask
             Talk with Tymofarrar about J'Nah's death. Retrieve the Mask from
    dragon. Now you can also persuade him to leave Deekin in peace. If you want to
    kill dragon then use the magical potion which you obtained from J'Nah. You will
    be transformed into giant (really, giant) and can kill the dragon. Take the
    Mask and loot his hidden treasure. The Mask has useful ability: immunity fear.
    Now go to Blumberg.
      6.2.  Blumberg
          main quest:
           Find Deekin in his house. Tell him that Tymofarrar is dead or that
    Deekin is free. Obtain the Tower Statue. Now you have all four artifacts: The
    Mummified Hand, The Mask, The Dragon's Tooth and The Tower Statue. Return to
      6.3. Drogan's house
           Drogan will speak to you. You must give him The Tower Statue. The other
    three artifacts are not so important but you must give them to him if you don't
    want to be more chaotic. Drogan tells about some crystal in tower statue. Your
    next mission is to identify this crystal. It seems that this crystal contains
    some power and you must know more about it. The only person who knows about
    crystal is Garrick. Go to the halfings caravan. So the caravan moves to the
       1) Anauroch: Night Camp
       2) Oasis of the Green Palm
       3) Ao Encampment
      1) Anauroch: Night Camp
          Speak with Catriana. Defend the camp from Stingers. Then speak with all
    members of caravan. It seems that Zidan is missing and the caravan cannot go
    further. Now you have the new henchman Deekin (yes, he is an unusual
    intelligent kobold). He is a bard (rogue). The Mystra's ring is useless now.
          main quest:
            Rescue Zidan (no, this is not a football)
            how to get: you have it
            situation: after attacks Zidan dissapeared. You must find him or the
    caravan will not move.
            difficulty: normal
            solution: Enter the underground tunnel (My DEX was 13, if not enough
    try to raise it with potions). Clear the way from stingers and enter Stinger
             1. Stinger Caves:
               Explore the caves. There is a creature named Manticore in the centre
    of the caves. He is tough but his lair has some useful items. Search his body
    for diamond. To the south there is a treasure room. Destroy the statue to
    disable the trap. If enough exploring, go to lower caves (south-west).
             2. Stinger caves: Temple
               Go north. Quickly destroy the altar to free Zidan from the trap.
    Kill all stingers here and talk to Zidan. Return with him to caravan. Now the
    caravan can go further.
      2) Oasis of the Green Palm
            west: Catacomb of Al-Rashid
            east: house of Morninglord (Lathander)
            north-west: tomb of Kel-Garas
          main quest:
            The Oasis of the Green Palm
            how to get: speak with Catriana
            situation: The caravan is out of water. Find some water to supply the
            difficulty: hard
              Fight some zombies here. Speak with Ali Ibn-Musud. He tells that his
    people suffer from undead priest Kel-Garas. But Kel-Garas is immortal. The only
    way to kill him is to kill his physical body and take the Rod of Blight from
    his body and place it on altar of Lathander in the house of Morninglord.
             1. Catacomb of Al-Rasid
                 You don't need to go there but this tomb contains the powerful
    weapon against undead. First kill zombies here and destroy the statues. You
    will see 16 floor platforms (4x4). If you want to unlock the sarcofagus then
    you must solve this puzzle. The shining signs are hints. There are also 7 rune
    stones here. If you drop the rune stone on platform or step on platform then it
    will be activated. You need to activate 8 platforms in following order:
         activate        don't activate don't activate     activate
         don't activate  activate       activate           don't activate
         don't activate  activate       activate           don't activate
         activate        don't activate don't activate     activate
    Once, it is done you can take Desert's Fury (+3 enchancement against undead).
             2. Tomb of Kel-Garas
               Explore the tomb and kill undead monsters. Zombie Lord here has some
    good loot. In one of the room the mummy of Kel Garas will appear. Fight him
    until he escapes. There is  a skeleton Blackguard with useful Blackguard armor
    and helm. Clear your way and go down the stairs (south-east).
            3. Inner Catacombs
                There is a statue and altar of Jergal, the evil god. You can pray
    on altar to heal wounds (my character was evil). Touch the statue of Jergal and
    fight it. Take 2 rubies from corpse. Now its time to confront Kel-Garas. He has
    strong aura of fear so protect yourself (immunity: fear or potion of clarity).
    Kill him and take the Rod of Blight from his corpse. Return to surface. Go to
    the house of Lathander.
      NOTE (by Doan Tran): The holy avenger : there are a passage in the Kel-garas
    tomb that are block to all but the paladin (thanks)
            4. House of Morning Lord
                There is an altar here but Kel-Garas is here too. He will speak
    with you. If you want to destroy him then fight him again, kill him and place
    the rod into altar to destroy him forever. Now talk to Ali and return to
    caravan. There is another evil choise. You can make a deal with Kel-Garas. he
    will supply you with water and you can obtain powerful item. Make a deal with
    Kel-Garas to kill Ali (DO NOT GIVE HIM THE CRYSTAL) and you will receive a 
    dagger from him. Fight Ali and kill him. Then place the dagger to altar of
    Lathander, the dagger will transform to Jergal's Claw weapon (very useful for
    evil characters especially assasins). If you killed Kel-Garas then you'll
    receive good staff (only for clerics). Now return to caravan and travel further.
       Note (by Helen):
        You don't have to go all the way killing Kel-Garas. When the
    blade-spell expires in front of the altar, you can run and place the rod in it
    and Kel-Garas will be destroyed even if he is still standing. (actually I think
    that the henchman is giving you a clue about that. Dorna said "If you're going
    to do something do it now" when the way to the altar was clear. (thanks to
    3. AO Encampment
         south: desert (not available)
         north-west: temple of AO
         north-west: Valley of the Winds
      main quest:
        Identifying the Crystal
        how to get: you have it
        situation: The crystal from tower statue must be identified
        difficulty: hard
        solution: Go to the Temple of Ao. Speak with Garrick there and he will tell
    you more interesting stories. You next mission is to go to the Valley of Winds
    and enter ruins. There is a portal here. Learn more from Garrick about Heurodis
    and go to the Valley of Winds. Enter Excavated ruins.
          1. Excavated ruins
              Explore the ruins. There is a shield guardian in south-west room and
    spell orb in north-east room. The central room marked as Crevice contains the
    entrance to Formian Hive. Before going to Portal I recommend you to explore
    Formian Hive.
         2. Formian Hive
             Clear your way and enter the Queen's chamber. You can kill Formian
    Queen or ally with her to fight with chaos creatures. She will give you Formian
    crystal which can be used once in dangerous situation. The entrance (boulder)
    from Queen's chamber leads to secret room with some useful items. Now go north
    to Portal.
         3. Excavated ruins: The Portal
             Watch the cutscene and fight slaads. Grey slaad is tough. Then go to
    portal and speak with Drogan.  He tells you about sorceress Heurodis who
    entered portal before. The portal leads to some strange place where Heurodis
    can gain power and become unstoppable. Before activating the portal, touch the
    crystal ball near portal. It will show you the secret door (west corridor from
    Crevice). Enter secret room and you'll notice some strange machine in
    south-west room. Try to translate some notes from columns here. There is a
    machine and two urns near machine. You can create a powerful item here. You
    need 2 dragon blood or 2 fairy dust, or 10 slaad tongues, or 4 beladonna or 2
    rubies. I've used 2 dragon blood (just place dragon blood in each urn and
    activate machine) and created damage absorbtion item. The rubies can create
    spell absorbtion item. For other items I don't know. The choise is yours.
      Note (by Helen):
       You don't have to use the same kind of item in both urns when
    using the machine. You can put different kinds and create combinated item. I
    used belladonas and dragon blood if I remember correctly and got haste and
    flame arrow spells (thanks to Helen)
      Note (by Hans Behrens):
        You also didn't mention the sphinx in conjunction with the strange
    machine (2.3.3). If you cast stone to flesh on the sphinx, it tells you
    about the machine, and asks you 3 riddles. The answers are Fire, Pride,
    and 10 males 6 females, respectively. That is for 300 xp, and it's
    possible though hard to persuade the sphinx to also give you a ruby. In
    the same section, you might want to flesh out the spell sphere section:
    if you cast three defensive spells on the sphere, it will give you a
    staff that can cast those three back on you all at once, 1/day. A good
    combo is Stoneskin, Haste, Endurance.
      (thanks to Hans)
      Now its time to activate the portal. Notice the six columns around the portal.
       north-west column  (1)           north-east column  (4)
       west column        (2)           east column        (5)
       south-west column  (3)           south-east column  (6)
    The right combination is 4, 2, 3, 6, 1, 5.
    Now enter the portal.
       4. The other side of the portal
          Go south to the ruined temple. The enemies here are weak. There are a lot
    of stone statues here. You can stone to flesh some statues but they are hostile
    unfortunately. Speak with Hooded Figure (she is Heurodis) on the top of the
    Ruined temple. Soon you and your henchman will be turned to stone. Watch the
    cutscene and prepare for Chapter 2. ... DARKNESS...
    secondary quests:
      1. Torias's Request
          how to get: speak with Torias (caravan)
          situation: There is a Ao's wine which Torias wants
          solution: Go to the Temple of Ao.  You can go to the Sturdy table and
    swipe the bottle when no-one is looking (DEX check) or complete Musharak's
    quest and then buy from Musharak (more lawful way).
      2. Ao's wine for sale
          how to get: speak with Musharak (on the street)
          situation: Musharak wants the access to Ao's wine
          solution: Go to the Temple of Ao. Speak with Minister of AO. Tell him
    that Musharak wants wine. Then return to Musharak and persuade him to supply
    the temple with his goods in exchange of wine. Then return to minister.
    Minister has also some riddle for you: "Lighter the air...", the right answer
    is "life" (I've answered at first attempt). After that you can take some items
    from Ao followers, if you agree . Musharak can also sell you some item for
    40000 gold (or lesser if persuade) but I didn't have enough gold.
          Note (by Chris):
           He sells a ring that gives you an extra spell slot for levels 2,3,4. I
    bought the ring for 23000, but I didn't get an extra
    slot because my intelligence was already 20. So be careful, it can be a
    waste of money to buy that ring. (thanks to Chris)
          Note (by Helen):
           You can complete Musharak's quest by talking to the beduine woman that
    makes the wine as well (thanks to Helen)
          Note (by Hans Behrens): You didn't mention the other answer to the
    Minister of Ao riddle; you said it was life, but it can also be thought. If you
    answer thought, the other worshippers think you are the avatar of ao and offer
    you magic items, either a ring of protection and an amulet of protection or a
    cloak of dam absorb (not sure on the exact specifications, though). At least,
    if you talk to him before, ask him how to become a worshipper of Ao, ask to
    take the test, and answer thought that's what happens. It's the same riddle,
    though, so I assume it is the same result (thanks to Hans)
    3. CHAPTER 2
        1) Undrentide: Asabi camp
        2) The Three Winds
        3) The Temple of the Wind
          ... DARKNESS...
       Well, some strange creatures found your statue and you are brought to
    another place to decorate the environment. Ashtara, the merchant frees you but
    you are the slave now. Fortunately, your equipment is in your possesion.
       First, I would like to note you that persuasion skill in chapter 2 is
    useless and Ashtara is the only important NPC here and trader. Unfortunately,
    there is no secondary quests here and the main quest consist of a lot of
    crossed quests.
        1) Undrentide: Asabi Camp
               east: to Undrentide: East fragment
               north: to Undrentide: North fragment
               west: to Undrentide: West fragment
               centre: to Temple of the Winds (outer sanctum) (not marked on the
          main quest:
            The Lost City of Undrentide
            how to get: you have it after Heurodis turned you to stone
            situation: Heurodis wants to reburn the flying cities of ancient
    Netheril from the magic power called mythal. She must be stopped.
            difficulty: hard
            solution: this quest will be completed after beating the game. It
    consists of a lot of other quests. Here we go.
            So, you are free again. Enter next room and you will see your
    henchman's statue. You must have stone to flesh scroll or item in order to free
    him. Do it and speak with Ashtara, Asabi merchant.
           quest: The Slaver's Task (crosses with Golem Emporium quest)
           how to get: speak with Ashtara
           situation: Ashtara saved your life and you are now his slave. He wants
    you to kill 10 guardian golems in Undrentide ruins. Unfortunatety, you cannot
    refuse him because only after killing all 10 guardians you can access some
    areas. Of course, you can try to kill Ashatara but this is not useful for you.
           difficulty: normal
           solution: For locations of all 10 golems see other areas but before
    killing them I recommend you to take golem-maker ring (see North fragment
         1. In this area (Ashatabi camp) there are 3 golems. The first golem  is in
    the north-west room (1/10). The next is in the central room (2/10). The last
    golem here is in the east room (3/10). Now go to North fragment.
         2. Undrentide: The North Fragment
               north-east room: Stone buttler
               north: Crypt tower (will be available soon)
        First go to the north-east room and speak with Stone buttler to know more.
    Now take the golem-maker ring from the sarcophagus (if you don't want to fight
    Stone Buttler then close the door before looting sargophagus). Now you can use
    this ring on golems to weak them.
           south-east area: the next two golems (5/10), north-west - another golem
    (6/10), west - the last golem here (7/10). Go to West Fragment.
       3. Undrentide: The West Fragment
             west: Arcanist's tower (will be available soon)
          East area - another golem (8/10), south area  - another golem (9/10). Now
    go to East Fragment.
       4. Undrentide: The East Fragment
              centre: Great library
           South room - the last golem (10/10). All is done. Now return to Ashabi
    and report your success. Now the Great library, The Arcanist's tower and Crypt
    tower are available for you.
    2) The Three Winds
         main quest:
           Three winds
           how to get: go to the Temple of the Winds area (from Asabi camp area)
    and watch the Ark of three.
           situation: It seems that Heurodis entered the Temple of the Wind. The
    entrance to the temple is sealed and you need to capture all three winds and
    place them to the Ark of three in order to enter the temple.
           difficulty: hard (may be this is the hardest quest in SoU)
             1. The Wise Wind
       Enter the Great library from East fragment.
       The most of the books are too old. Kill some mephits. There is a
    miscellaneous thin on the bones in south-east room. Kill some dust elementals
    in north-west room and watch the pillar and the tomes near pillar. The empty
    tome is useless at this moment so read "The Beggar's love" tome. You'll appear
    in the forest area.
       Speak with William Rey. Go further and fight unholy priestless and grand
    matron here (The Devil is too weak). Search the matron's corpse for pen. There
    is a Jendra's corpse and you can't change this. Now read the book "On the
    nature Hell". You'll apeear in some hot area.
       Speak with Karsus the wizard here. Take inkwell from him. It seems that he
    is trapped here. You can also kill him and take his magical stuff (it doesn't
    influence anything). Now read "The confessions of Karsus". You'll appear in the
    Great library again. Now you have pen and inkwell and you can write the story
    "The Wise Wind" on the empty tome.
        But before doing this I recommend you to rewrite "The Beggar's love" story
    and travel again to forest. Jendra is save and speak with Sir William Rey. He
    will help you to capture Wise Wind. Then rewrite the story "On the nature
    Hell". Speak with archangel and Karsus will help you to capture Wise Wind (it
    doesn't matter was Karsus killed or not before, this is your story).
        Now write your story on empty tome and choose one of three options (it
    doesn't matter). Travel here and fight Wise Wind (Karsus and Sir William will
    help you if you saved them). Take The Wise Wind crystal and exit this place.
        Note (by Nuclear Bastard):
          Just a quick note on your walkthrough:  During the Wise Wind section,
    while writing the book to trap the Wind, if your Insight ability is
    enough, you receive a fourth story option:  "On the storm-battered
    where buried treasure lay..." or something.  It moves the battle to a
    small coastal area with a treasure chest with a bunch of jewels in it.
       (thanks to Bastard)
     2. The Dark Wind
        Your next stop is Arcanist's Tower (from West Fragment area).
        1-st floor:
        There is talking rat called Dagget Filth. You can learn some useful
    information from this rat. I think that trapped fire elemental is for fun here.
    Go to 2-nd floor.
        2-nd floor:
        There are a lot of shadows here. Kill some of them and take shadow gems
    from their corpses. The shadows respawn after killing so notice the shadow
    portals on the places of their respawning. If you want to enter it then you
    need shadow gem. Do it. The plane of shadows area has also the portals which
    lead to 2-nd floor area. Your target is north-east room with a door to High
    Arcanist's chambers. Travel with portals until you reach north-east room and
    enter the door.
       High Arcanist's chambers:
        Watch the cutscene. It seems that shadow lich captured Dark Wind. Fight
    shadows and take portable door from trapped chest. Use this portal on ground
    and enter the portal door.
       Plane of Shadows: Lair of lich
        Kill shadow lich here and take the Dark Wind from his corpse. Search his
    chests and exit this area.
        Note (by John Ruch):
         *After* you have used the Portable Door to enter and exit the shadow lich
    chamber, use the door again. You will discover that you are now "master" or
    "mistress" of the shadow city. You will get a 500 xp bonus and can trade goods
    with a "shadow servant." This is especially handy in the Temple of Wind if you
    need to ID items you find but don't have anybody with a good Lore score (thanks
    to Jonh)
     3. The Dead Wind (interesting name)
       Your last stop is Crypt Tower (from North Fragment area)
       1-st floor:
        There are a lot of traps here and there are a lot undead here. In order to
    prevent their respawning you must destroy all sarcophagus here but BEWARE one
    of the sargophagus contains the Crypt key which you need (so I recommend before
    destroying it see the contents of it).
       2-nd floor:
        There are a lot of burning mans here. They can't be killed (I tried but
    they are in god mode after appearing "Near death" message) and they are neutral
    but the fire damages you so avoid them. There are also a lot of items on the
    floor but most of the are useless but some are useful. Enter 3-rd floor.
       3-rd floor:
        To travel further you must wait until the doors will disappear and quickly
    move. You can loot some tombs but your goal is to enter north door.
        Note (by John Ruch):
         On the third floor of the Crypt Tower, you don't have to wait for
    the walls to shift in the maze. You can easily bash the walls down to
    create your own path. I recommend going along one of the side walls to avoid
    most of the undead. (thanks to John)
       Hall of The Dead Wind:
        Well, there is a Dead Wind here but it is not dead actually. It is
    surrounded by green magic aura which prevents the Wind from damage. If you
    enter this aura then the Wind will summon a lot of undead wind zombies. Don't
    try to fight them because they will be respawned soon will full health. The
    Greater Wind Zombie is very tough so avoid him at all cost or use damage
    absorbtion spell. Wait until the green magic aura will dissapear for a short
    period of time (moment of respawning). This is your moment to hit The Dead
    Wind. My character just used the stone skin effect item and was always fighting
    The Dead Wind. The Greater Wind Zombie can only be damaged with spells or +3 or
    higher enchantment weapon (Desert's Fury is good). After killing  The Dead Wind
    take the crystal from corpse. Exit this area.
      4.The Ark of Three Winds
       Go to the Temple of The Wind entrance. Place all three winds into Ark and
    the magic seal will dissapear. Before going to the Temple supply yourself with
    necessary items and then enter the  temple.
    3) The Temple of the Wind
        main quest:
          Heurodis - The mythallar
          how to get: you have it
          situation: you know
          difficulty: hard
             Enter the Temple of the Winds
           1-st floor:
             Pull the chain and kill some medusas. You can find some useful items
    in the chests. Enter the portal door to 2-nd floor.
           2-nd floor:
             There is a tentacle demon here. Avoid his fire. Go to the east
    entrance (it will be useful to order your henchman to wait). There is a blooded
    altar here. Explore this area. Go to the north-east room and pull the lever.
    There is another altar here. You can take the shank of meat and then place this
    meat to   blooded altar to attract the demon's attention. This will allow you
    to travel safely between areas. You need to pull all four levels in following
    areas (north-west, north-east, south-west, south-east). After doing this, the
    door to the Chamber of Mythallar will be opened (four doors). Enter it.
           The Chamber of Mythallar: Final Battle
         You can notice a mythallar artifact pieces around Heurodis. She will speak
    to you and then the fight will begin. The fight was very easy for me if
    compared with the fight with queen Morag in original NWN. First, don't try to
    fight Heurodis because she is protected by Mythallar. You must destroy
    mythallar (one fireball spell is enough or hit the pieces with weapon). Then
    kill Heurodis and watch the end cutscene. Congratulations, you've beaten the
      end statistic:
         My character: Fighter(7)/Blackguard(5)
      This part is only for fun.
    So, here is the list of some questions and statements which I received to my
    email. I didn't wrote the names of senders. The text is original from letters
    without major changes, so the errors are not mine. So read it and don't believe
       TOP 10 Funny NWN FAQ and statements
    1. What is the most powerful class in NWN?
     Answer (by me): Cleric or maybe Blackguard or maybe Sorcerer or maybe ... .
    Well, try to ask as more people as you can or create some dwarven sorcerer with
    STR 18 and don't bother people.
    2. I know that there are nine alignments in NWN but I don't know what alignment
    to choose. Can you explain the advantages and disadvantages of all alignments,
    because I can't find such information in game manual.
     Answer (by me): So, you can't choose the alignment. May be you are Lawful
    Chaotic or Good Evil.
    3. While playing NWN I crashed to Windows. Here is a screenshot of the error.  
    My system is ... Can you help me?
     Answer (by me): no comments
    4. What is SoU? Shadow of Undrentide? (truly, I received such letter)
     Answer (by me): SoU? Soviet of Union.
    5. I have a problem using objects and was wondering if you can help me out???
     Answer (by me): well, well
    6. Hi, there. I'm actually looking for someone who can help me to figure out
    how to (exactly) import Baldur's Gate Characters into NWN, I've tried
    relentlessly but the most I got was an invisible ghostimage in game that told
    me it was invalid, I was hoping, considering you wrote an entire walkthrough
    that you may be able to help me.
       Answer (by me): I'm actually looking for someone who can help me to figure
    out how to (exactly) run NWN in MS DOS OS. The answer is already in the
    7. You say in your walkthrough that you have to kill the shadow lich on the
    plane of shadows to get the Dark Wind. But when I attack him the game says that
    my weapon is effective (NOTE by me: may be ineffective). What do I have to use?
    Which weapon? I only have a sword or a morningstar. And I don't have helpers.
    Both helpers who helped me to get the wise wind stayed in the forest after
    killing the wind. Please help me.
       Answer (by me): So the helpers get lost in the forest. Enchancement,
    enchancement ...
    8. Great ! I think I discoved the most powerful item in the game : the DESK OF
    HAZARDS, which can cast very powerful spells such as unstopable promonition and
    summon small dragon (which will last after as many sleep as you like), give you
    "the avatar", which can trasform defend on your evil\good and the most powerful
    spell so far : summon a big dragon under your command. But SAVE before you try
    because beside the possitive effects, there are "minor" negative effect such as
    a dragon NOT under your command and steal nearly ALL of your item (not the plot
    ones).So, save before try and decide which effect will be yours.
       Comments (by me): I'm very impressed
    9. Can I ressurect myself or my henchman after death? I'm a level 17 cleric but
    I don't know how to do it?
         Answer (by me): Heh, heh...
    10. My name D.J. I am a very famous hacker who knows more than you and others.
    Yes, I hate NWN and I hacked it to destroy the game. Yes!!!!!! I know how to
    reach level 50 character. Noone can beat me in multiplayer and I <censored> at
    you and your FAQ. I <censored> at your copyright and <censored> you and
    <censored> your ass. My site is www.xxxxxxxxx.com and you can't access it
    without my permision. Heh, heh, heh, mother<censored>!!!!! <censored> you,
    piece of <censored>!!!!!!!!!!!!! Copyleft (c) 2003 D.J.
         Comments (by me): This is the most idiotic letter I received in my short
    life. I will be short, <censored> you D.J and nothing more.
      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 Dmarine (Dave Harris) for prestige classes EXP penalty correction
      Credit to Fredrik for Mystra's ring correction
      Credits to Brad Bonsall, Nick Ljungblad, Doan Tran Nguyen , Tomi K.
      Credits to Hans Behrens, Nuclear Bastard, Rob Kroll, Mirko Christ, Kimberly,
    Ekim Notwen, John Ruch, Helen, Chris.
      Don't lose your mind
      When using email don't bother people with spam letters. If spammer bothers
    you, politely ask him to stop. If he does not stop, destroy him at all costs.