Neverwinter Nights The Shadow of Undrentide FAQ and Walkthrough Finale version Copyright (c) 2003 Orest Last updated on September 26, 2003 *********************************************************************** SOME CORYRIGHT NOTE: 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. *********************************************************************** SOME EMAIL NOTE: If you have questions about my guide or want to add or correct something then send me a message (y_orest@yahoo.com). But don't try to send letters with some nasty remarks. 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. *********************************************************************** VERSION HISTORY 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 information. *********************************************************************** TABLE OF CONTENTS: PART 0 INTRODUCTION PART 1 WHAT'S NEW 1) classes 2) skills 3) feats 4) arcane spells 5) divine spells 6) my characters 7) others PART 2 GENERAL INFORMATION AND STRATEGY PART 3 WALKTHROUGH 1)Chapter 1 2)Interlude 3)Chapter 2 PART 4 REFERENCE LAST PART CREDITS AND SPECIAL THANKS ********************************************************************** 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. *********************************************************************** PART 1 WHAT'S NEW 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 Device. *************************************************************** ** 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 shields 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 Dancer. ***************************************************************** 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 Useless 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 blackguard) 10. Divine Shield Useful 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 useless Level 2: 1. Tasha's Hideous Laugher I remember this spell from Planescape Torment game. Not bad but be careful 2. Continual flame useless 3. Balagarn's Iron Horn useful against weak creatures Level 3: 1. Gust of Wind Weak creatures, beware 2. Displacement useful 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 Useless Level 2: 1. Inflict moderate wounds yes 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 no 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 yes Level 6: 1. Planar Ally Not bad 2. Drown YES,YES,YES 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 abilities STR 16 DEX 13 CON 14 WIS 8 INT 10 CHA 13 skills: 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. Henchmans: 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 classes. There are a lot of other things just watch them with your eyes. ******************************************************************** PART 2 GENERAL INFORMATION AND STRATEGY 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 weapons. 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) ********************************************************************* PART 3 WALKTHROUGH ********************************************************************* 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) 6.2.Blumberg 6.3.Drogan's house ******************************************************************** 1) Hilltop West locations: 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 downstairs. 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 locations: 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 Daschnaya 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 locations: 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 solution: 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 crypt. 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 tomb. 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 locations: 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 locations: 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 Drogan 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 south. ********************************************************************** 2. INTERLUDE 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 caves. 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 locations: 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 caravan. difficulty: hard solution: 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: NORTH 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 Helen) ******************************************************************** 3. AO Encampment locations: 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 locations: 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 map) 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 section). 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 locations: 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 locations: 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 locations: 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) solution: 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 high enough, you receive a fourth story option: "On the storm-battered coast, 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 solution: 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 game. end statistic: My character: Fighter(7)/Blackguard(5) *********************************************************************** PART 4 REFERENCE 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 everything. 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 question. 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 at you and your FAQ. I at your copyright and you and your ass. My site is www.xxxxxxxxx.com and you can't access it without my permision. Heh, heh, heh, mother!!!!! you, piece of !!!!!!!!!!!!! Copyleft (c) 2003 D.J. Comments (by me): This is the most idiotic letter I received in my short life. I will be short, you D.J and nothing more. *********************************************************************** LAST PART CREDITS AND SPECIAL THANKS 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. *******************************THE*END*********************************