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    FAQ/Walkthrough by Dejime

    Version: 3.1 | Updated: 07/20/02 | Search Guide | Bookmark Guide

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    Neverwinter Nights FAQ/Walkthrough
    Version 3.1-7/20/02
    Written by Dejime
    Contact at alakazambo@aol.com
    I now have a new website-go to www.nevwinternights.cjb.net to check 
    it out!
    My web site will be the first to have updates!
    NOTE: I'm sorry all, I was on vacation, so there wasn't much in the 
    way of updating. Don't worry, though, I got plenty done while I was 
       A: Copyright notice:
    Copyright (c) Dejime 2002
    No part of this faq/walkthrough may be used in any way, by anybody.  
    If you would like to use something described below, e-mail me and I 
    will probably give you permission. 
    This FAQ is also posted, with my permission, on several websites, 
    If you'd like my FAQ to be on your website, please e-mail me as 
    these people did!
    B: Versions:
    3.1(7/20/02): Minor changes to Chapter 2, kept on going with the 
    LONG charwood quest.
    3.0(7/15/02): Finished Chapter 1 (ALL) finished Chapter 2 quests 
    (major) and started (minor) Chapter 2 quests!
    2.5(7/06/02): Fixed some problems with the minor quests
    2.4(7/05/02): Finished part D, started E
    2.3(7/04/02): Continued work on part D quests
    2.2(7/03/02): Finished major quest of part D, started working on 
    minor quests (not in update) updated other quests from parts A-C 
    that people helped me with! Thanks all that helped!
    2.1(7/02/02): Finished Part C of Chapter 1, started part D
    2.0(7/01/02): Added Chap. 1 Walkthrough's parts A-(most of)C, got 
    rid of stupid black lines (for the most part)
    1.0(6/29/02): Added Prologue Walkthrough, updated Intro.
    .3(6/27/02): Added Character Creation
    .1(6/26/02): Intro, Important things to remember added, Copyright 
    notice made. More coming soon.
    First of all, this is my first actual FAQ guide for GameFAQs. I 
    tried working with several other games, mostly RPG's, but 
    Neverwinter Nights is so good I had to do one. Also-if you don't 
    like plot spoilers, sorry, but sometimes you just can't avoid them. 
    I'll try my best to keep them out of the guide. The contents of most 
    chests are random, so I will try to keep them as correct as 
    possible, but I can't have all the treasures. If you think that this 
    guide needs to be revised, or noticed a key issue not mentioned, e-
    mail me. Please, if this includes help or info on a quest, name the 
    Chapter and Part, and the quest #. This will help me tremendously! 
    This does not include English or spelling errors! I will give anyone 
    who helps credit on the FAQ. All help is greatly appreciated, but 
    just outright dissing of this guide is not helpful, and will not be 
    tolerated! Okay-let's move on.
       II-Important things to remember throughout the game:
    *	Use your map! It is probably one of the most important tools 
    in the game. Blue squares are doors, and green diamonds are people 
    in your party. This is especially useful online.
    *	Set most of your weapons/abilities/important items/spells to 
    your hotkeys! Just click-drag for weapons, armor, and spells. For 
    abilities, just right-click on the slot you wish the ability to be 
    in, click set ability, and choose the one you want! You have 24 of 
    them-your usual 8, then another 8 if you hold down CTRL, and another 
    8 if you hold down shift! Take advantage of your dual-classing! When 
    you go up a level, simply select another class-and you will gain 
    their abilities! If you are getting killed easily-get a level or two 
    in cleric! If those pesky traps are bugging you-be a rogue! (I 
    recommend that highly)
    *	Choose mercenaries wisely! I suggest Tomi Undergallows (rogue) 
    for at least a little while if you aren't a rogue yourself. If you 
    are a fighter or barbarian that dualled over to rogue, you might 
    want a sorcerer or a cleric.
    *	Before opening chests or suspicious doors, go to Stealth mode. 
    It allows you to see traps easier, so you can avoid them or disable 
    *	SAVE AND REST regularly! There are plenty of traps and enemies 
    that can kill you in a snap! You can respawn in Neverwinter Nights 
    (henceforth known as NWN), but you lose 10% of your gold, and 50 XP 
    points per level. That may not be such a big thing, but if you had 
    just saved, you could go back to that save.
    *	Use your Journal if you forget about quests
    *	Read what other characters say to you! What they say might not 
    always be put in your Journal, but it does hint at where you might 
    find other quests! If you think you will forget, put it in your 
    notes section of your Journal.
    *	Use the shortcuts often:
    *	Pause-Spacebar
    *	Character Sheet(used for level-ups)-C
    See treasures and people-TAB(when you press tab, all objects glow
    Use these often, and you'll do well-takes less time, and in a fight,    
    that means everything!
       III-Creating your character:
    Here it is-the most important factor in the game-your character. Of 
    course, you could choose from one of the lovely premade characters, 
    but you'll better understand what your character can do if you 
    create him/her yourself. 
    1) What gender would you like your character to be?
    It doesn't really matter, it only decides who people address you as 
    (ex: Woman, man)
    2) What race would you like your character to be?
    This matters, depending on what class you want your character to be. 
    If your character multi-classes, you will suffer a XP penalty unless 
    you have one of these characters:
    Race:         Class:
       Human         Any
       Dwarf         Fighter
       Elf           Wizard
       Gnome         Wizard
       Half-Elf      Any
       Half-Orc      Barbarian
       Halfling      Rogue
    Basically, I prefer humans because they get extra skill points at          
    every level up-and another "feat" at first level. If you're going to 
    be a wizard-I like being an elf. Everyone else seems to have a great 
    disadvantage of some sort.
    3) What class would you like your character to be?
    This is a matter of opinion, but I really enjoy being a sorcerer. 
    You don't have to memorize spells like the wizard, and you have some 
    more hp. The major problem is that you don't learn spells very fast. 
    The fighter is also nice, as is the ranger. Again, this choice can 
    be "corrected" later if you multi-class. I don't like bards, but 
    that's just me. If you're confused, read the game manual. It will 
    tell you everything you would like to know.
    4) What alignment would you like your character to be? 
    This matters, somewhat. I like chaotic good, but that's just my 
    personal fav.
    5) What ability scores would you like your character to have?
    This is tough to decide upon. So many things to choose from, not 
    enough points to go around. 
    MAKE SURE that your intelligence is at least 9-if it's below that, 
    you character can't speak properly. 
    Keep strength high for fighters, barbarians, monks, and rangers, 
    because they rely on it. 
    Dexterity has to be high for monk, wizard, and sorcerer, because 
    they don't have any armor, so they need to dodge. 
    Constitution is hp, not that important, considering what you need.
    Intelligence is definitely important for wizards-high as you can if 
    you're a wizard.
    Wisdom is important for druids and clerics-keep it high if you're 
    one of those two. Otherwise a couple of points will suffice. 
    Charisma is important for sorcerers, paladins, and bards. Keep that 
    high if you are one of those, again.
    6) Would you like a package, or would you like to customize your 
    character yourself? 
    Again, I really like doing my own character myself, simply because 
    you understand their abilities. If you design your own character, I 
    suggest you read up on all the abilities and "feats". Put up points 
    on "class skills" as they only cost you 1 point; all others cost you 
    2 points.
    If anything above is confusing, check your game manual, but I tried 
    to word it better than they did.
    Finish up everything else-and let's get on with the game!
       IV: Prologue:
       The opening movie shows that the City of Neverwinter is in 
       from a great plague. It is up to you and several other adventures 
       find a cure for this plague, known as the Wailing Death. 
    You start in a barracks, unequipped. Take a moment to figure out 
    your equipment and set your hotkeys. Walk outside and talk to Pavel. 
    He'll give you some more background information on the Wailing 
    Death, and talk to you a bit. Explore the rooms around you, and take 
    the contents of their chests. Use the TAB key to see where they are. 
    Then, talk to Pavel's brother Bim. He explains about how the game 
    works, and runs you through some tutorials. Finish those, and walk 
    through the door.
    In the next room, there's Olgerd. He'll give you tutorial on your 
    inventory and shops, and then sell you some things. Whatever, you 
    do, DON'T buy a missile weapon of any sort-you can pick them up for 
    free soon! (ex: crossbow, short/long bows, slings) Buy some better 
    weapons if you like, and then move on.
    Explore the next few rooms on your own, until you come to a large 
    room. This is the room for melee and missile weapon tests. Talk to 
    the instructors and complete their tasks for you. If you are a 
    monk/ranger/paladin/barbarian/fighter, you MUST complete these. If 
    you are any other class, you don't necessarily *have* to, but it's 
    nice. At least pick up a missile weapon from the weapon rack. If you 
    don't have to take a combat test, you have to take another test. 
    Sorcerers/bards/wizards have to take an arcane magic test, Clerics 
    and Druids have to take a Divine magic test, and Rogues have to 
    complete their special training. All are down a narrow hallway 
    branching off of the combat hallway. Once you finish your specific 
    test, go down that narrow hallway and through the door at the end. 
    Inside, you will meet with Lady Aribeth, one of the people put in 
    charge of finding a cure. She'll start to talk to you, but then the 
    Academy comes under attack! Attack those enemies closest to you, but 
    even if you don't, the friendlies in the room will take them out. 
    Lady Aribeth "needs to speak with you" and talk to her. She has you 
    go defend the Waterdhavian creatures that should produce a cure. Get 
    out of the room. You'll run into a mage. Attack him, and he'll 
    summon some Weak Goblins. You should defeat them easily. Go through 
    the large door on your right.
    For the next several rooms, you will do battle with Mages and their 
    Weak Goblins. Take them out, and make sure you search the chests and 
    such for treasure. Equip as you see fit. After a room or two, Pavel 
    will join up with you. His brother is dead. This will give you good 
    experience in having a henchman. You can talk to him to change his 
    tactics, or leave him to do what he wants. Continue through the 
    Academy. You don't need to go into every room, but if you want more 
    exp. and $, go into all of them. You'll run into a room with Geldar. 
    He'll give you a level up and teach you how to level up. After you 
    level up, go through the south door. Go down the long hallway, 
    exploring rooms as you see fit. Take a right and continue clearing 
    out the hallway. Clear out the side rooms if you wish, but go 
    through the center door. Rest here, because you're probably weak 
    unless you're a fighter type(by this, I mean strong physical 
    attacks-med. armor. In the large room, there are several goblins and 
    skeletons. Ignore them and rush for the Mage in the corner, else his 
    spells will pummel you while you take out the skeletons. Pavel 
    should be able to keep the skeletons/goblins off of you until you 
    kill the Mage. Rest/Save again.
    When you enter the Stables, you will see chaos. Two friendlies are 
    battling Goblin Elites while the Waterdhavian creatures escape. 
    That's not good. After the carnage is done, talk to them. Dethsick 
    talks about how they were too late, and how he must clean up after 
    Aribeth's careless loss of the cure. Pavel will then ask to talk to 
    you, upon which, he leaves. Apparently he's too cowardly. Talk to 
    Fenthick, who explains what must be done. He gives you a level-up. 
    Take it-and then walk through the door. (Unless you are a spell-
    caster or you choose to have a rogue henchman, I suggest you dual 
    over to a rogue, and get some ability points in pick locks and 
    disarm trap) 
       *End of Prelude*
       V-Chapter 1:
       Part A-City Core:
    You start out in a room with Fenthick and Desther (remember them?) 
    in the Temple of Tyr in Neverwinter. This is where you can get 
    healing, weapons/armor/items, and complete most of your quests for 
    Chapter 1. Talk to Fenthick-and continue into the next room, where 
    you will talk to Aribeth. She'll talk about what you have to do: 
    Retrieve the 4 Waterdhavian creatures from the City of Neverwinter. 
    Luckily, you have me! She gives you the Stone of Recall, quite 
    possibly the best item in the game. To use it, go to your inventory, 
    right-click it and select use. This will instantly teleport you back 
    to the Temple of Tyr at any time. Very useful when you are poisoned, 
    diseased, or would like to complete a quest by talking to Aribeth or 
    "CLASS" QUEST #1: Lord Never's Tomb:
    This is your first quest. After you talk to Aribeth, go through the 
    northern door (use your map) and talk to Oleff. If you are a Monk, 
    Cleric, or Paladin, Oleff will ask you to recover some artifacts 
    that may indicate where Lord Never (the founder of the city of 
    Neverwinter) rests forever (he's dead!) If you aren't one of those 
    "holy" classes, you can use Persuasion to get him to ask you to do 
    the same. If your Persuasion skill isn't high, try it over and over 
    again. (This quest continues in Part B: Peninsula District, with 
    more info on what to do)
    QUEST #1: Stop the Prison Riot:
    On your way out of the Temple, Tomi Undergallows will talk to you 
    and ask to be your henchman. Personally, I really enjoy having a 
    rogue along, because I don't like having to waste points on Disable 
    Trap and Pick Locks. If you aren't a Rogue, or would not like to use 
    about half your levels on Rogue, take him along, at least for 
    Chapter One. Walk out of the Temple of Tyr, where you will be 
    confronted by Bethany, who asks you to stop a prison riot in the 
    Peninsula district. Say yes, and you have another quest!
    If you didn't pick Tomi, you might want to go to the Trade of Blades 
    and hire a henchman. These are VERY important. While you're in 
    there, take Class quest #2!
    "CLASS" QUEST #2: The Gauntlet:
    In the Trade of Blades, talk to Graxx and ask him where the action 
    is. He'll look at you. If you're a Fighter, Ranger, Paladin, or 
    Barbarian, he'll talk to you about the Gauntlet. Again, the Persuade 
    skill could get any other class to get this quest as well. The 
    Gauntlet is a fighting "dojo" in the Blacklake District. Buy a pass 
    from Graxx, and when you get to the Board Laid Bare tavern in 
    Blacklake, you'll get started.
    "CLASS" QUEST #3: Join the Cloaktower Guild:
    This, again, is a class quest. Only Sorcerers and Wizards can take 
    part in this quest. This time, no other classes can do these quests 
    even with Persuasion. (Which is odd, most Class quests work like 
    that) Go to the Cloaktower, and they'll give you this quest: You 
    have to go look for artifacts in "laboratories" all over 
    Neverwinter. You receive Eldora's Key, which lets you gain access to 
    these laboratories. There's a laboratory in each of the districts 
    (isn't that nice!) so you'll have to complete them all. (Quest 
    continued in Part B: Peninsula District, where I'll tell you where 
    the first laboratory is.)
    "CLASS" QUEST #4: Rescue animals from the zoo:
    Jeez, a lot of class quests here. You'll find a Druid by the big 
    tree south of the Temple of Tyr. This time, Druids and Rangers are 
    asked to help. Although, like most of the earlier Class quests, your 
    persuade skill will get you the same results. The Druid wants you to 
    free four animals from the zoo in Blacklake. He'll give you some 
    items-keep them, and I'll tell you more once you get to Blacklake.
    "CLASS" QUEST #5: Steal artifacts for Ophala:
    Go to the Moonstone Mask. You'll find out pretty quickly what it is... 
    stopping there. Talk to Ophala, and she'll ask Rogues to steal 3 
    rare pieces of art from some wealthy nobles in the Blacklake 
    District and the Docks District. If you desire a "companion", you 
    have to talk to her, go back to Oleff in the Temple of Tyr, where he 
    will certify you plague-free. Go back to the Moonstone Mask, talk to 
    Ophala again, buy a Pass coin, and head upstairs where your 
    "companion" awaits. Nothing actually threatens the rating here, so 
    don't freak out here or something. Actually, you do get quests from 
    these, but they are so minor that I'm not going to mention them for 
    the time being.
    It doesn't really matter what order you do the 4 districts in, and 
    the monsters are about as strong, as well as the bosses, but I still 
    suggest you go to the Peninsula District first, although it really 
    doesn't matter-but I'm just simply going to cover the Peninsula 
    District first.
    Part B-The Peninsula District:
    There's a lot of things to do here, and not a lot of time, 
    especially for those lazy gamers, so I'm going to start off with the 
    quests that are required for the game to progress.
    QUEST: Stop the prison riot:
    There are many ways to do this. First off, talk to the guard once 
    you enter the Peninsula District. He'll tell you to go talk to the 
    militia leader in the Peninsula District. She's in the Southeast 
    part of town. Kill the escaped prisoners along the way. You can also 
    torch the "plague victim pyres" using your torch for 25 XP! Once you 
    get there, the leader says that there is a prisoner that is holding 
    the key to the front door of the prison! Just great, you get to hunt 
    down every lousy prisoner to find out which one has it! Or, simply, 
    you can go in through the Tanglebrook Estate. Lady Tanglebrook's 
    gardener tells you that you can get in via the estate, and that the 
    key is underneath the mat. (thanks to Peter F. for the info!)
    Walk in, and you'll find some Stink Beetles, which are easy as long 
    as you take them out at long range. There's a door almost straight 
    across from the entrance, it's trapped, so be careful. 
    After you're done taking all of Lady Tanglebrook's stuff (make sure 
    you pick up the celestial elixir, you'll really need it later!!!), 
    go ahead and open the door to the giant chessboard. Watch out, many 
    of the squares are trapped, so if you don't have Tomi, and you don't 
    have any Rogue abilities, tough luck, kid. Be careful and watch your 
    step (Watch your henchman's step, too-they aren't too smart about 
    this kind of stuff) Make sure you steal Lady Tanglebrook's Two-
    Bladed Sword +1 (If you don't have Weapon Proficiency-exotic, you 
    can't use it, but it's an excellent weapon, so I suggest that you 
    either get that weap. Prof., or you sell it for a whole lot of $)
    Go across the chessboard, and through the door into the Prison's 
    Main Level.
    Depending on which way you came in, you will start in two different 
    places, but it's easy to get to where you need to go. Try to work 
    your way to the SE corner where there is a trapped room (the trap's 
    on the door) with the Storeroom key inside. You can loot the cells 
    if you want, but they aren't worth much. Save and rest before you go 
    into the main room in the center. There are many Escaped prisoners 
    that are much tougher now, and an Escaped Sorcerer that's really 
    tough if you don't take him out first. Rush past the prisoners and 
    assault the sorcerer head-on. Take him out, and hope that the 
    prisoners don't take you out. There's a switch in the room. There 
    are also many chests. The one in the corner is trapped, and the ones 
    in the middle are locked heavily. Tomi the Rogue is looking really 
    good right now! After you throw the switch and loot the treasure, 
    save, rest and go through the eastern door that leads into the 
    Prison Pits.
    The Pits aren't a fun place, it's basically a maze. The all lead to 
    a large room in the NW. SAVE AND REST! Before you go in, I suggest 
    you change your henchman's tactics to long-range weapons if you're a 
    fighter class (fighter class being paladin, fighter, barbarian, or 
    ranger). When you go in, the Head Gaoler tells his crony, Fenkt, to 
    take you out. He's a high-level fighter, so if you are a fighter-
    class, go head-to-head and use your parry skill to its full extent 
    while your henchman wails on him w/long range weapons. After a 
    while, he gives up. Rest and save, and get ready to take on the Head 
    Gaoler who rests in the very next room! 
    If you have a strong henchman, I suggest that once you get in, you 
    talk to all the guards and persuade them to leave (note: if you 
    don't, the gaoler will take their bodies and fight you with them, so 
    you want to do this) If you don't have a strong henchman, then take 
    out the Gaoler first, and when he takes over one guard, run around 
    and get the others to leave. Anyways, once the Gaoler is defeated 
    and all the guards are either dead or gone, the Intellect Devourer 
    will pop right out and attack you. (If you're weak, I suggest you 
    use the Stone of Recall to get out of there to heal, and then come 
    back to finish the Intellect Devourer off.) 
    Once the Intellect Devourer is dead, take his brain (it's laying on 
    the ground where he died) and search the chests. One of them will 
    give you a nice weapon if you have Weapon Focus (usually only 
    fighter-types have them) but if you don't, you get a lousy Club(+1, 
    I think).
    Get out of there, and head back to militia headquarters and show the 
    leader the devourer's brain for 100 XP and 300 GP. Then go to 
    Aribeth (just use the Stone of Recall) and show her it. She'll give 
    you another whopping 500 GP. Go outside, and tell Bethany, whom you 
    got this quest from in the first place, that she can go home, you 
    get a 3-point good alignment shift.
    CLASS QUEST #1: Join the Cloaktower Guild (continued):
    These little things are so easy-go to the NE part of the Peninsula 
    district and defeat the Earth Mephit inside the house. You will 
    receive the Bit of Clay, the first part.
    CLASS QUEST #2: Lord Never's Tomb (continued):
    There is a building in the eastern row of houses (about halfway up). 
    Go inside, get downstairs. Briley will talk to you about the quest 
    for his tomb so far-check the chest in the room for 3 Ceremonial 
    items needed for later in the quest, and the first of four clues, 
    the Halueth's Tomb Logbook. You can take the Logbook back to Oleff 
    for 200 GP for now.
    Part C: Beggar's Nest:
    Again, it really doesn't matter what order you do these in, but I 
    suggest this one, especially if you're a cleric or if you have a 
    cleric henchman. The reason is, basically, there's undead all over, 
    so "turn undead" is VERY useful here. 
    QUEST: Clear out the undead:
    Again, there's two ways to do this. If you love beating a game to 
    its fullest, or you just need XP badly, I suggest you do both. Talk 
    to the guard captain just inside the gate (again) and he'll direct 
    you to the Shining Serpent. It's just east of the gate-although you 
    have to work your way around some buildings to get there. Inside, 
    talk to Harben, where he will give you about a million quests. First 
    off, he'll talk to you about the strange cult in the area, and the 
    Sword Coast boys. (the two ways in) Then, he'll talk about a missing 
    guard (Missing Guard Quest, will complete in this quest, won't 
    mention below) He'll also talk about Krestal and Jemanie. These 
    people are important, and I believe that talking to them is 
    necessary to advance the plot and the game, although I'm not sure, 
    really. Krestal's house is on the East side of town, in the center, 
    and Jemanie's house is on the west, in the center. Talk to both. 
    When you talk to Jemanie, make sure he gives you the Estate Ward 
    Stone (Use multiple lines of dialogue until he gives it to you) 
    Choose which way you would like to get into the Underground Crypt, 
    through the cult, or through the Warehouse. I think the Cult is 
    easier, but I'm covering both ways.
    The cult way is easy. Go to Jemanie's house, if you aren't already 
    there, and go north, avoiding buildings. You'll come to a huge 
    house. Open the door, and a voice will ask you if you follow the 
    serpent. Say yes, and if you have the Estate Stone, you'll be able 
    to get inside. Inside, some Cultists will attack you. I think 
    they're hard, but that's just me. Go left into the second room. 
    Several cultists are summoning something, but they'll attack you one 
    or two at a time, while the others continue the summoning. You can't 
    stop the summoning, but they only summon a lousy imp. It's much 
    easier then them, even. Save, rest, and go into the room in the NE, 
    kind of. You'll be attacked by a Snake Cult Leader, and he's really 
    easy. Just take him out, and take the stairway into the Underground 
    Crypt if you aren't going to go on to the Warehouse.
    If you would like to take the Warehouse way, it's in the northern 
    central area. The large, winding pathway is filled with easy 
    zombies. Then save, rest, and continue on into the next room. The 
    Sword Coast Boy is tough. He's too high of a level to use Turn 
    Undead effectively, and he absorbs about 80 physical damage until 
    you can actually hurt the guy. And even then, he has even more than 
    100 hp! His double weapons are tough, so be prepared for a long 
    fight. Save, rest and move on again. You'll finally meet up with 
    Drawl. He, too, has damage absorption, and he also absorbs half of 
    slashing weapons (swords, axes) If you have a sword, or something 
    like it-grab a club +1 from the wpn. rack near a wall and take it to 
    Once Drawl is dead, release Walters, who is the missing guard, and 
    let him leave. If you go back to the Shining Serpent later, you can 
    get a reward. Head on down into the Underground Crypt if you're 
    Again, whichever way you took to get into the Underground crypt, 
    you'll end up in the same place; it's symmetrical. Most of the 
    monsters are easy, but be careful once you work your way toward the 
    center. There's a trap on the ground, and a very tough Dire Spider 
    inside. Fighter-types will have a VERY tough time with this guy-he 
    poisons you awfully fast, which leaves your attack, defense, etc. 
    down for the rest of the fight. Anyway, once you finish, go up the 
    stairs past the Dire Spider into the Great Graveyard. Here, lots of 
    easy zombies will try to turn you into mush (emphasis on "try"). 
    There are two "houses" here, one holds a clue to the Lord Never's 
    Tomb Quest (see below) and the other one leads you to the second 
    Neverwinter creature.
    This place has lots of places to look around with, and it's really 
    confusing, but I'll try to explain it as best as possible. First 
    off, go through the first room until you come to a 3-way fork. Take 
    a right, and continue into a large room. Go through the doorway on 
    the eastern side of this room, and then head through the north door. 
    You'll come to Torin's body. On it you'll find Torin's Ring (take it 
    to Jemanie for a reward) and a key required for several things. Head 
    back the way you came all the way to the 3-way fork in the ccenter. 
    Take the northern fork. Be careful when you open the Sarcophagus, 
    for even though it carries some excellent armor (Armor of Comfort) 
    the second you take it from the sarcophagus, a mummy appears, not 
    fun to deal with. Take him out. Be wary of Mummy Rot, will keep you 
    weak for a long time! If you are affected by it, use the Stone of 
    Recall to have Aribeth heal you. Once the Mummy is dead, take the 
    Armor of Comfort if you haven't already and take the chests. (note: 
    the 3 chests in the northern part of the room are trapped and have 
    high locks (DC of 30) so you might need Tomi (the rogue) for these.
    Once you've cleaned out the mummy's tomb, go out of the room and 
    continue east, the way you came from. When you come to the big room, 
    go north. You'll come to a big room and a winding corridor. Save and 
    rest before you go into the large room in the NE. Inside is the 
    Zombie Lord, and he's not too tough. According to some, he has the 
    same stats as the Sword Coast Boy of the Warehouse (I'm not sure, if 
    anyone knows, please tell me) Take his treasure. Go west. You can 
    continue west onto other parts of the tomb, but I don't think 
    they're that important, so I won't cover them. Go south about 
    halfway through the hallway. The room branches out 4 ways and 
    there's a big door in front of you. Clear out the four rooms and 
    take their treasures (they're only animated armors, they shouldn't 
    be too hard at this point). 
    Save, rest, and go through the large door (it requires a key that 
    you already picked up.) First off, take out the annoying zombies. 
    Then move quickly up to the platform on your right with a big thing 
    on it-it's the generator that's making all of these zombies. Right-
    click it and bash it, and it should get destroyed easily.
    Now it's time to deal with the boss, Gulnan. She's a high-level 
    cleric. She has a spell resistance, so I wouldn't try them. Try to 
    destroy her in hand-to-hand combat. If you're a mage, summon 
    familiars and creatures to finish her off. After a while, Gulnan 
    will summon something, but once you kill her, the thing is dead. So 
    take out Gulnan first!
    After she's dead, take her heart, and the holy water, scimitar +1, 
    etc. Loot her chests. Go back to the Shining Serpent and show the 
    heart to Harben for cash. Be careful, when you leave you may be 
    ambushed by thieves, if you haven't yet. Destroy them quickly. Pick 
    up the letter on one of their bodies and go back to Fenthick in the 
    Temple of Tyr for a reward for the letter. Anyways, give the heart 
    to Aribeth and she'll give you 500 GP.
    I know that quest was a LONG one, but we still have to cover the 
    minor quests here, so here goes (deep breath):
    QUEST: Lord Never's Tomb (continued):
    Okay, while you were in the Great Graveyard, one of the houses was 
    "locked magically" or whatever, and you couldn't figure it out. Yes, 
    I know you were probably cursing to yourself or whatever, but it was 
    part of the Never's Tomb quest. Put the Ceremonial Shield (thanks go 
    to J, even though I'm 90% sure it was the Arrow) that you received 
    in the Peninsula district in the treasure chest nearby, and the door 
    will swing open. Save, rest, and walk inside. 
    Basically, all you need to do for this part, is kill a mummy. Easy, 
    right? Well, he has a 50% damage resistance to all physical attacks, 
    plus a hefty damage reduction, so fighters, beware. If you're a mage 
    or a sorcerer, or anyone who has any fire spells, cast one and this 
    guy will turn into toast. Otherwise, beware mummy rot and you'll be 
    okay. After he dies (again, I guess) take the Ancient Chronicles of 
    Never from the chest behind him. 
    I think this is about the time I explained about the henchman 
    quests. All of your henchman have little quests for you to do, I'll 
    cover most of them. To activate them, talk to them and select the 
    option "I just want to talk". Your henchman will talk to you. After 
    a while, he'll decide the rest had better wait for another time. 
    (actually, it's levels. After you reach a certain level, they'll 
    talk again) Talk to them again, and then again. (you have to be at 
    level 5 or 6, I don't remember which) and they'll ask you for 
    something. IF you have it, they'll give you a nice item. Later, when 
    they have another quest, they'll upgrade that item.  It's so 
    awesome, I suggest that you actually hire all of them just for their 
    quests. Cool, huh? So, I know I missed it, but we'll also do the 
    bard's one in here too. 
    HENCHMAN QUEST: Get the Magical Elixir:
    This is for Sharwyn (the bard). After you've talked to her 3 times, 
    she'll ask for a celestial elixir for her mom. You picked it up in 
    the Tanglebrook Estate in the Peninsula District (at least, I told 
    you to) Give it too her, and she'll give you a belt that upgrades 
    your charisma and persuade skills. 
    HENCHMAN QUEST: Get the Official Document: 
    Again, we missed this one somewhere. This is for Tomi (the rogue) He 
    wants the official document. It is in the Wagon Repair Shop in 
    Beggars Nest. Thanks to everyone who helped (I had about a million 
    e-mails, thanx specifically to Sandy, Fred, J, Azure and Richard) 
    Also, Sandy  wants to know where the Iron Ring is located for the 
    monk (I don't know either, so e-mail me please and I'll pass it on 
    to her if she doesn't read it on the page)
    HENCHMAN QUEST: Get the Bread Recipe: 
    This is for Boddyknock (the Sorcerer) and is easier than most of the 
    others. In Beggars Nest, on the west side of town, about halfway up, 
    you'll find a house. Go inside, clear the house out of zombies (easy 
    by this point) and take the Recipe off of the guy's body (or maybe 
    it's in a chest)
    QUEST: Join the Cloaktower Guild #2:
    In Beggars Nest resides the second house. It's in the NW corner. 
    There's a Fire Mephit guarding it, so be careful, but it shouldn't 
    be too hard. Take the Kindling Wood, the second piece you need to 
    Part D: Blacklake District:
    There's a LOT of quests here, but in order to get to the Blacklake 
    District, you must go through No-Man's Land. Once you enter No-man's 
    land, talk to Cendran. He wants a barbarian, Loxar, dead. He says he 
    won't be able to give you any gold, but you get XP and some 
    treasure, so let's do it. Work you way around no-man's land until 
    you come across a huge destroyed tower. Rest, save, cast spells, and 
    go inside. I suggest (against Loxar) taking out his dog, and leaving 
    if you're hurt AT ALL. Rest, save, and take him on by himself, for 
    he is very challenging! Once you do destroy him, take his skull as 
    well as his chest by the northern wall.
    Take his skull back to Cendran, who will "give" you XP (because 
    someone can't really give you experience) and continue winding 
    around No-Man's Land, all the up to the gate for the Blacklake 
    Go through the gate. There are guards and yet another gate. Talk to 
    the guard by the gate to find out what's happening. Basically, an 
    evil sorcerer is taking all of the District's food. 
    QUEST: Kill Meldanen, the evil Sorcerer:
    Well, there are a lot of options involving this quest, but first you 
    have to receive the quest. Go to a lady named Formosa in the SE part 
    of the District, where she is "preaching" in a circular "theater". 
    She'll talk about evil Meldanen, and ask you to take his warehouse 
    key, where all the food is, and his silver tooth as proof that he is 
    You must get your way into the sorcerer's estate somehow. There are 
    several ways, but the easiest way is to kill the guard at his front 
    gate. Meldanen's Estate is located in the northern central part of 
    the Blacklake District. Talk to his head guard, and use dialogue 
    that basically says you're going to kill him. More (easy) guards 
    will appear, but you can take them out easy (or should be able to). 
    Once they're all dead, take the key to the gate off of the head 
    guard's cold body. Go inside, and talk to Grommin, Meldanen's 
    awfully stupid guard. Get him to open the West Wing door for you, or 
    just kill him and take it off of him. The east wing has a lot of 
    treasure, but there are several traps and monsters down there, so 
    beware. (If anyone has more information on the East Wing, please e-
    mail me! I wasn't paying a lot of attention when I went through here 
    the first time) Anyways, go through the west door. There are several 
    small treasure rooms, most of which are easily guarded. Head north 
    once you get to the end of the hallway, and take the first right 
    into Meldanen's prisons. Release Samuel to complete a quest, which 
    you really haven't gotten yet, but I'll talk about it in a sec. Just 
    release him. Go back outside, head north. SAVE before you take your 
    next right. Inside lies Meldanen's Apprentice. He'll summon some 
    creatures, but take him out as quickly as possible (I had more 
    trouble with this guy than Meldanen himself!) Watch out for the 
    traps on the stairway, either disarm them or save so you don't have 
    to beat the apprentice AGAIN! Take the treasure in the room, and go 
    up/down (don't remember which) the stairs.
    First few rooms have only treasure and easy monsters. Save and rest 
    before the third, for there is another apprentice here. (Apparently 
    there are two ways to go, I took the one with the apprentice, if 
    anyone took the other one, I'd like to know about it please!) Save, 
    rest, before approaching the dryad's cell, for once you talk to her, 
    Meldanen appears and fights you. Once he surrenders, make sure you 
    release the Dryad. However, you can kill Meldanen if you like, and 
    take his tooth off his corpse, or you can have him give you his 
    tooth and leave him alive, or you can get paid to take out Formosa! 
    Anyways, make sure you take the Silver Moonbow and the Dragon Blood 
    from his room, and get some of the Dryad's hair. Go back to Formosa, 
    and give her the key and the tooth, or kill her, either way.
    HENCHMAN QUEST: Get the Silver Moonbow:
    This is for Linu (the cleric). After you talk to her, like the 
    others, she'll ask you for the Moonbow. You just got it here in 
    Meldanen's Estate, so give it to her for a pendant that makes your 
    dexterity go ^!
    QUEST: Free Samuel:
    Go to the Tavern (central part of town) and talk to the Guard 
    Captain. He'll tell you about Samuel, who is missing. You released 
    him in Meldanen's Estate (well, I told you to) I don't know what 
    happens if you release him before you get the quest, if anyone 
    knows, again, tell me. I'm trying as hard as I can.
    QUEST: Cloaktower Guild #3:
    The 3rd Tower is here, in the Blacklake District. The tower is to the 
    immediate NW of where Formosa is-I can't think of any better way to 
    describe it. Inside, you battle an Air Mephit for the Puff of Fog.
    QUEST: Lord Never's Tomb: 
    The 3rd site is on the central eastern side of the Blacklake 
    District. Inside, check the bookcase to discover a passage. You 
    fight some easy undead, and solve the riddle. Put the Ceremonial 
    arrow in the chest. (Thanks go to David!) Save, rest, and go into 
    the next room, where you will come in contact with the Swords of 
    Never. They are very tough. Take the treasure from the sarcophagus. 
    Return the Rusted Armor to Oleff.
    QUEST: The Gauntlet: 
    The Gauntlet is in the Tavern. The Gauntlet fights consist of four 
    battles.  Give the Gauntlet Pass to the bartender (you picked it up 
    in the City Core) to get back to the fighting area. Work your way to 
    the big arena. Talk to Kellisai, the referee, and ask about the 
    rules, and so on. Once you think you're ready, talk to her and ask 
    to enter the first round. She'll cast Dispel Magic, and you'll start 
    the first round: 
    Hrusk is pretty easy, he has a powerful fire axe, but he's easy 
    enough. Like all of the fighters, I suggest that you take out their 
    companions first!
    Round 2: Fashi:
    Fashi is a monk, and he has a damage resistance to Slashing/Piercing 
    weapons, so use a club, or another blunt weapon. Or, obviously, cast 
    spells if you can.
    Round 3: Agar:
    Agar is definitely the hardest of the four, if you follow my advice 
    on #4. Agar's strength is really tough to beat, and his companion is 
    tough. Stay away, and let your henchman/animal companions/familiar 
    do the close range work, and Agar will get defeated.
    Round 4: Claudus:
    Basically, he's really tough unless you bribe the referee. Claudus 
    cheats, basically. He paid off the referee to *not* cast dispel 
    magic on him, so that he could easily have the upper hand. Talk to 
    the referee, and bribe her, persuade her, or ask her not to make 
    humans look bad (if you're a human, of course).
    QUEST: Neverwinter Zoo:
    Here is the Zoo quest that you received from the druid in the City 
    Core. The Zoo is in the SW corner. Pay one gold to get into the zoo. 
    Get inside, and stop the guard that's running down the hallway from 
    opening the doors that release the rest of the guards. Go through 
    the north door and kill the hunters. Go through the door to the east 
    where you'll find "sureshot". The best idea here is to simply rush 
    him. Go to the end of the hall. Use the scroll that the druid gave 
    you to open a portal for the animals to escape through. Pull the 
    level in the next room to release the animals. 
    Talk to all of them, and tell them to meet you in the grove. When 
    you talk to all four, go to the grove and tell them to go into the 
    portal to leave. (Thanks go to Richard for all his help with this 
    quest-have a gold star!)
    QUEST: Steal Artifacts for Ophala:
    There are two of the three artifacts here, in the Hodge Estate, and 
    the Rumbottom Estate. Both of the front doors require high lock-
    picking skills (DC 28) so I highly suggest that you bring along Tomi 
    the rogue for this quest, for there are many traps and locked chests 
    We'll start with the Rumbottom Estate. It is straight across from 
    the Hodge estate, on the central eastern area. Talk to the guard to 
    figure out which estate is which. He'll *let* you inside.  
    The first room is fairly large. Go to the room to the west, and take 
    the treasures. Go back, and through the north door. Run eastward 
    down the hallway. Clear out the south and north rooms, and take the 
    treasure. Go back to the hallway, and walk westward. Clear out the 
    two southern rooms, and save and rest before the northern room. (The 
    first time I went through here, there was a trap before the door, 
    but the second time there wasn't-does anybody know why???) Clear out 
    the large room, and clear out the eastern two rooms. In one of the 
    two, there is Rumbottom. He gives up after you talk to him. Take the 
    portrait in one of the chests, and leave the Rumbottom Estate.
    The Hodge estate is MUCH easier, as long as you are wary of traps. 
    The entire eastern area is mostly treasure, so I won't cover that. 
    Go through the SW door after you clear out the first HUGE room. 
    Again, be careful of traps. The first room is just treasure. The 
    second room leads all the way to Hodge. There are no turn-offs, so 
    I'm not going to talk abou that. Just make sure you get the Gildern 
    Urn and the Note. Take the 2 artifacts back to Ophala for some GP.
    Part E: The Docks District:
    The Docks District is the last district in the city of Neverwinter, 
    and it contains the last Waterdhavian creature. You're going to 
    "need" (you don't really need one, but it's awfully helpful) a 
    Bloodsailor's Uniform. There are many ways, but the easiest way is 
    to go to the boat in the SW area of the Docks. Just kill the 
    Bloodsailors and take the uniform. Make sure you take the Brooch in 
    the treasure chests!
    HENCHMAN QUEST: Give Daelan the Uthgardt Brooch:
    The brooch that you just picked up is what Daelan (the fighter) is 
    looking for it. He'll give you an amulet that increases your 
    strength for it.
    Anyway, as you come across any thugs, you'll find an auction 
    announcement. It says that the cure for the plague is being sold at 
    the Seedy Tavern. Next, I would go right to the east of that boat, 
    where you'll find Mr. Masterson, who traded a valuable amulet away, 
    and he wants it back. 
    Next, go to the Seedy Tavern, in the northern central area of the 
    District. Put on the uniform you picked up on the boat, and enter 
    the tavern. Look around, and try to go downstairs. It's locked. Pick 
    the lock (DC 24). You have to bribe the chef before you can unlock 
    the door and go through, but it isn't too tough. 
    Upon entry of the lower levels, you work your way around the main 
    hallway. Clear out the side rooms if you wish. Be careful about the 
    lieutenants, but the others aren't too bad. Once you go down the 
    stairs to the next lower floor, go south and then east upon the 
    first intersection. Go north after the next split and you'll find 
    Vengual's girlfriend. She'll give you her locket, which lets you 
    enter the aqueducts (note: not necessary, however it is easier, and 
    this is the entrance that is covered in the guide. If anyone knows 
    about the other entrance, the callik way, e-mail me! However, this 
    way is recommended simply because it also let's you get to the 
    fourth Never's tomb area!)
    Anyways, go back to the silver sails. The locket that the girl just 
    gave you will allow you to open the strange door (aw, isn't that 
    You have to fight yet another dire spider (which I personally HATE!) 
    and then you'll find a guy with a boat which will take you 
    Work your way through the sewers. You'll "hear" men beating the crud 
    out of each other through the sewer vents. Anyways, after a while of 
    walking, you'll find Callik and Vengaul, separated by a fence, 
    attacking each other. Kill off Callik and his men (don't worry, they 
    should be easy by now), make sure you pick up the masterson amulet, 
    it's for another quest, and then open the door past him. After you 
    get to the other side, talk to Vengaul, be nice to him, and he won't 
    set his guards on you. Take the Cockitrice(spelling) feather from 
    the crate and get out of there. After you complete said quests 
    below, take the final Waterdhavian creature back to Aribeth, and 
    prepare for the final area. (suggestion, before you leave, hire 
    Linu, the cleric, for there are many hard undead monsters in the 
    final area) 
    QUEST: Fourth Cloaktower House: 
    Here it is, wizards and sorcerers alike: the fourth Cloaktower 
    house. It's in the eastern central area. By now, the water mephit 
    guarding the flask of water should be easy. Take it, and head back 
    to the City Core (assuming that you have all four items) Eltoora is 
    happy, but you aren't done yet. (uh-oh, you're thinking, and rightly 
    so.) Eltoora has you fight a Minogon (heh heh heh!) I didn't do this 
    quest first time around, and even when I fought Minogons in the 
    second chapter, I had some problems! However, someone told me about 
    this, but didn't disclose their name (thanks whoever sent it, if you 
    want credit, send me your name!) There are four wands in the room. 
    If you use them in this order: Earth, Water, Fire, Water he will 
    self-destruct (use the wands ON him, no matter how stupid it seems 
    to cast stoneskin on the enemy) That kinda defeats the point, and I 
    was sad (sort of, even though it kept me from having to fight the 
    Anyways, you win a NICE cloak (get it, Cloaktower, cloak? Yes, I 
    know, lame) 
    QUEST: Lord Never's Tomb:
    After you get to the area beneath the Silver Sails, you should move 
    westward from the entrance, and you find the door as well as another 
    chest (clue this time: the tooth of the forge) Put the Ceremonial 
    Dagger (that's the last one, right? maybe it's the arrow, pretty 
    sure it's the dagger) Anyways, once you go inside, take the amulet 
    from the sarcophagus, and be prepared for some undead attacking. You 
    can fight them or run, since you already have the artifact. Give the 
    last artifact back to Oleff in the temple of tyr. 
    QUEST: Steal artifacts for Ophala:
    Here's the last Estate: Androd's Estate. This is most definitely the 
    easiest estate by far! Androd's estate is in the NW corner. Don't 
    bother going anywhere in the estate, just head down the eastern 
    corridor and bash down the door in the SE corner. Inside, you'll 
    find Androd. Take the Statuette and the key. It opens EVERYTHING in 
    the estate. Loot the estate as you like, and take the third art 
    artifact back to Ophala. 
    Part I: Helm's Hold: 
    After you deliver the last creature back to Aribeth, you are taken 
    to the creation of the cure for the plague. Turns out that Desther 
    was a traitor, and his men attack you. After you clear out the area, 
    you have to enter Helm's hold. Once you go through the main gate, 
    many undead rush you. Find Fenthick in the eastern corridor and take 
    the Etched gem from the corpse next to him. Enter the door. Put the 
    etched gem on the altar in the middle of the room, so that the 
    guardians don't attack you when you try to leave the room. Anyways, 
    once you finish with this floor, go to the basement. Clear this out 
    (sorry, I really don't remember this part very well, no matter how 
    well my memory serves me, if someone remembers better then me, 
    please help!) When you're done with the basement, head up the stairs 
    to find Desther. Attack his zombies (they make him MUCH weaker when 
    he's dead, he's like taking their powers or something) and attack 
    him. He's a high-level cleric, but after a few hundred points of 
    damage, he gives up. Talk him into surrendering. After that, chapter 
    one ends. Prepare for Chapter 2!
    *End of Chapter one* 
    In the movie at the end of Chapter one (or beginning of two, 
    depending how you look at it) Desther dies. Fenthick is hung for his 
    crimes (because he trusted Desther) Throughout the next chapter, 
    Aribeth is mad, sad, and untrusting in her god. 
    II: Chapter 2:
    Part A: Port Llast:
    Chapter Two begins in the mercenary barracks. Talk to Aribeth and 
    she'll tell you what to do. You need to deliver to her two major 
    pieces of evidence that pinpoints the area in which the cult which 
    delivered the plague upon Neverwinter reside. (Yes, I know, that 
    wasn't phrased very well.) Note: If you're a male character, you can 
    hit on her. Just talk to her, ask how she is, and pass a persuade 
    check. She'll talk to you. This becomes really important. Keep on 
    talking to her as you progress levels until she gives you a ring. 
    KEEP IT!
    Again, like in Chapter One, all of the henchman have quests for you 
    to do. However, you needed to have done their quests in the first 
    chapter in order to be able to do their quests here. They will power 
    up the special items they gave you in the first chapter.
    QUEST: Get the convicts ears:
    Sounds stupid, huh? Talk to Kendrick in the barracks, and he will 
    give you a quest. You must kill several of some convicts, and take 
    him their left ears!
    Okay all, this is a VERY long chapter, and I will do the REQUIRED 
    quests at first, and then I will give you all of the minor quests, 
    hard and long as they are.
    Part B: The North Road:
    Nothing here for now, tons of minor quests in a bit
    Part C: The East Road: 
    Go from the east road. Simply travel along the eastern road into the 
    next area, the Druid Encampment. Talk to one of them, who will 
    explain that the mystical "spirit of the wood" is poisoned somehow, 
    and even the friendliest animals are attacking even rangers and 
    druids! (Even deer will attack you!) Talk to their leader, Aawil. He 
    talks about his missing druids (which will be covered later, if 
    they're in the areas that I cover anyways, I'll put them in there.) 
    Go east from the druid encampment, where you'll enter the Deep 
    Woods. Go into the NE corner, where you'll find the Nymph's home. 
    From the entrance, go south just a bit, then head east. Go past the 
    first door, and take the second door that leads south and continue 
    down that corridor, where you'll find one of the missing druids. 
    Free him, and he'll give you some information. Past where the druid 
    was is a trapped door (DC 31) with the Lock of Nymph's hair inside!
    HENCHMAN QUEST: Sharwyn:
    Sharwyn's quest for the second chapter involves the Lock of Nymph's 
    hair that you just picked up. She'll power up your belt.
    Anyways, clear out the connecting rooms, and work your way up to the 
    NE corner, where you'll "run into" the Nymph. She tries to "dominate 
    you" and fails. She explains what happens, and why she's taken so 
    many slaves. She says that the only known way to get to the Spirit's 
    "realm" is to kill yourself on a specific altar with the Ceremonial 
    Dagger, which she doesn't know where it is. The Dagger's in the 
    chest past her. Make sure you take the Mirror of Vanity while you're 
    here, you're going to need it later. Leave the Nymph's home after 
    you finish looting, and go on *again* to the Heart of the Forest. Go 
    to the SE corner of the Heart of the Forest, where you'll find the 
    altar where you  kill yourself and enter the Realm of the Spirit 
    (don't worry, you'll come back alive!)
    Go west across a bridge. You come across Relmar, a dwarvern (I 
    think) fighter. He says that he had poisoned the Spirit. Fight him, 
    kill him, and make sure you take his Journal off his body. This is 
    one of the pieces of evidence that Aribeth requires of you. Take the 
    antidote for the spirit poison in the "rubble" behind him. Work your 
    way around the Spirit's realm (be careful, spellcasters, the will-o-
    wisps are invulnerable to magic. After a while, you'll come to a 
    deer. This is the Spirit of the Wood. He'll attack you in all his 
    confusion, and he's tough 
    A little bit later in the battle, the spirit surrenders to you, and 
    you can talk to it. You should tell it that you are here to help it, 
    to cure it. It will "tell" you what happened when outsiders entered 
    the spirit's realm. You can take the spirit's treasure, or try to 
    kill it. (not smart unless you're evil aligned) Anyways, if you 
    don't kill him, you can cure him using the antidote you picked up 
    earlier. The spirit will send you back to the real world. If you 
    killed him, there's a portal behind where he was that will do the 
    same thing.
    Go back to Aawil once you save the spirit for your reward. 
    More minor quests *are* coming, but it is a lot of work and the 
    Chapter 2 quests are very long!
    Part D: The South Road:
    Okay, bad news here. There are many quests involving the South Road, 
    but the major required one is very far away! So, let's go! (NOTE: I 
    am really sorry the way the next few paragraphs are worded, but it 
    would take *days* to finish this section in even half of its 
    Once you enter the South road, continue east on the road you start 
    on. When it shifts north, go east at the fork. Exit this area in the 
    central eastern area. (the road leads to it)
    Follow the road, again, east, and continue along the road, and 
    continue into the haunted forest.
    There is no road here, but all you have to do is exit in the central 
    eastern area, into Charwood.
    Charwood is a strange place. If you want to figure out what's going 
    on here for yourself, go ahead, and it'll all come together in the 
    end. If you want to know what happens now, which will make the 
    cursing throughout this area much less, read on! 
    Basically, two brothers were tricked by a Lord of Fire into killing 
    all of the children in the town. The Morninglord (I think that's the 
    name) of the town took it "out of the loop of time" which means that 
    they're stuck in the same day OVER and OVER again. You have to 
    decide who's to blame, and then, the town will return to the loop of 
    time (although everyone's dead)
    Okay, let's move on. Upon entering Charwood, you will talk to a man 
    named Quint. It's very hard to understand what he says, but try to 
    make some of it out. Find the inn, and you'll find a member of the 
    cult you're searching for. Kill him, and take his journal. That is 
    the second piece of evidence that Aribeth requires of you, so you 
    could leave now if you like. There is, however, the Charwood quest. 
    It's long, but worth it, if you want to complete all of the minor 
    QUEST: Bring judgment upon the town of Charwood:
    Go to the mayor's office, and talk to him, and ask about the town. 
    Then you can go talk to the castle. Talk to the guard, and convince 
    him that you are supposed to enter. When you enter, you'll see a 
    chest in the center. Take the key from the chest. There are 3 paths 
    you could take. The key you received, however, only opens one. The 
    center path lies nothing, except treasure, so I'd take that one. The 
    left path has fire elementals, etc. The right path is filled with 
    minor undead creatures and some (minor) treasure. (Much thanks go to 
    Dem0nsBane for the tip)
    Whichever path you choose, you find the Guardian waiting for you. 
    She'll explain that you are the Judge now, and you must find out 
    what happened involving the brothers. Open the door behind her, and 
    enter one of their chambers, I'll start with quint, because I think 
    that this is much easier, especially if you are or have a cleric 
    (undead all over the place)
    There are several rooms here that help you with what to do, but I'll 
    tell you what to do, so it isn't really necessary. As you enter, 
    take a right(on the map it's west) continue down the hallway until 
    you come to a split about halfway down. Take the eastward leading 
    path and go through the northern door (hard to explain, sorry) Make 
    sure you take the key to Quint's personal chambers, and leave. Go 
    back the way you came, and go through the door to the south. (it's 
    on the westward wall, the room) and take the Tome of Death (It's 
    needed for another quest, will be explained when I get the time)
    That's all the major rooms, head down to the central area (in the 
    center of the center) and keep on heading south. You'll run into the 
    Bodak. I don't like him, really, because I'm a sorcerer and he 
    absorbs a lot of spells (immune elec., resistance to at least fire) 
    so I would use melee weapons if I had the choice (which I didn't) 
    Anyway, go south through that door, where you'll find Quint. 
    Persuade him to give you his oath, and you're done here. 

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