NEVERWINTER NIGHTS
RPG by Infogrames
A solution by Lu Richardson
The Product
-----------
I have been playing RPGs for a long, long, long time
and I have seen them come in all shapes and sizes. This one is pretty good in most respects, particularly the
graphics; but nothing in this world is perfect or lives up to the hype. It has its flaws: one of them is that the format is
rather repetitive (for instance, the never-ending rigmarole of unlocking chests
which contain little of value) and another is that some fights take forever,
which is rather boring.
Still, all in all, an enjoyable game with entertaining
puzzles.
The Strategy
------------
First of all get the "god mode" cheat from
cheatcc.com. You ain't going to get far without it.
Next, pick your character. I found that a male, human Paladin was a good all-rounder; a
Thief henchman was useful to him at first to get chests opened, until he was
strong enough to bash them. Also,
by doing the decent thing at all times and not taking any rewards (and you
don't really need them) he got further boosted. Plus he gets to use magic pretty well.
Of course, you will have your own ideas on the
subject; but this solution is for a game played with a Paladin who was
extremely polite and nice to everyone, accompanied by Tormi the Thief who got
under his feet, needed constant attention and was altogether a pain in the
neck.
As each chapter opens, make sure you speak to everyone
(using all the proper options) and get all the side quests, probably by asking
for a job (I kept forgetting to ask for jobs!). These are a bit of a nuisance but they ensure that you
advance rapidly. Don't worry if
you cannot complete any of them because you can't find what's needed - they
don't affect the main quest. If
you find items which when you try to sell them are worth 0 gp it's because they
were meant for a quest. You aren't
always asked to go on them, either.
Before you finish each chapter, get rid of all the
items pertaining to it. But since
there is no coming back, don't drop any goodies you might need in the next.
Keep your inventory tidy - you'll be finding oodles of
stuff (in barrels, crates, boxes, chests and the bags that people/monsters drop
when they die), most of which you should sell. You mustn't weigh yourself down, so leave armour alone
unless you really need it. It's
best to pick up gems, spells and small objects, and only armour and weapon
which are magic. Don't lug around
a greataxe weighing 20 kg and then get 14 gp for it. Also, from time to time it pays to get back to a shop to
sell what you are carrying in order to make room for more loot.
You will find a whole lot of reagents which needn't
necessarily be a lot of use to you.
As a precaution, take one of each with you in one or two of those magic
bags (preferably -100% weight). In
fact, when reagents are really needed for important tasks you'll always find
them laying about. So don't weigh
yourself down with them.
As to weapons, you will find quite a choice and when
you find magical ones you can even improve them; however, if you find only one
lump of adamantine ore in the first chapter (you won't find it anywhere else),
don't modify any weapon with it yet, but keep it for later when you find even
more powerful weapons.
Try always to have with you whatever wands/spells you
can use, since sometimes ordinary weapons have no effect on the nasties.
In combat, concentrate on the weaker attackers
first. Always go first for any
mage or priest around, and also archers (they tend to be weak and easy to
kill). When an enemy summons
familiars, ignore the familiars and go for the caster. The summoned familiars disappear when
you kill the caster. But you will
no doubt develop your own strategies, such as positioning yourself in such a
way that only one nasty at a time can get at you, or manoeuvring so that your
enemy is between you and his own archer/caster and he gets it in the neck
instead of you.
As to advancing levels, you might find it expedient at
the very start to move one level onto another class, if only to be able to use
certain weapons or magic. The
trouble is that you'll have to go up at least three levels in that class for it
to do you any good... and all the while you are not advancing in your own.
Frankly, you will be probably better off sticking to
your class and hiring the type of henchman you need for a particular section of
the game.
SAVE OFTEN, preferably every time you enter a new
area.
And now, for the game itself.
THE PRELUDE
This is all about learning the interface, so be sure
to visit everyone and learn all you can.
Simply do what you are told.
Before you go through to the Assembly Hall, visit the Store again and
purchase 10 Paladin Robes at 0 gp and sell them at 1 gp each. If you keep doing this till you have at
least 150 gp you will be able to engage the Thief henchman (or another one) at
the very start. When you have
done, go to the last room. Be sure
you are armed.
Talk to Aribeth.
At the end of the conversation you are attacked. Fight whoever is nearest and when the
enemy is dead, talk to Aribeth again.
You get your marching orders.
Visit the whole area over again and start killing nasties, this is good
practice. Then find the exit.
In the next room you get another fight and a couple of
chests will yield a couple of items; in every room or section, you must always
move your cursor around to see what lights up green, namely, what can you
manipulate. Through the next door
you will meet Pavel who wishes to join you; let him and he will explain how the
henchman system works.
Fight your way along the corridor. Keep your eye on Pavel's red bar, he
might need healing. During
battles, use the Healer's Kit on him to save him. On other occasions, just drag a healing potion onto him.
In a room you will meet Geldar, who completes your
training. Explore the whole area,
using the map to make sure you have not missed any rooms.
Carry all the loot you can, if only to sell it and buy
something else. If you find a
potion of Bull's Strength, you will be able to carry more than your allotted
weight.
In the last room, go for the Mage straightaway, he
does more damage than the goblins.
Now you can go to the Stables, where you will fight,
see two creatures buzzing off, talk briefly to Fenthick and Desther and say goodbye
to Pavel. Afterwards you can
question Fenthick more closely.
As you leave the Stables your training is complete and
you should have a pretty good idea of what it's all about. So now, on to...
CHAPTER I
You start at the Sanatorium, where you speak to
Fenthick. Going through the door
to the North will take you to the Temple of Tyr. Speak to Aribeth.
Be sure to get all the information she can give you. At the end, End Dialogue and click on
her again to use the Temple services.
Now is your chance to unload all the loot you were carrying and to buy
anything you fancy. There are
other places to buy, so if you don't see anything you like, try elsewhere.
Before you leave the temple, look at everything and
talk to everyone you can.
Particularly, talk to Oleff and agree to help him. Also, you can take Torni as a henchman
if you want. If you do, don't
forget to talk to him and get his story.
As you go up levels, he'll tell you more and, at the end of his story,
he'll ask for something. Give it
to him and you'll get experience points.
This applies to the other henchmen, too. At any rate, talk to all of them even if you don't wish to
hire them since they provide information.
Oh, yes, you'll find books here and elsewhere. As a norm, read them on the spot and
leave them where they are, specially if they are plain and blue. You'll know the ones you have to take
with you because they contain information about your quests. Drop them immediately they cease to be
useful.
Right, if you've finished exploring the Temple, step
out to...
The City Core
-------------
As you come out, talk to Bethany who is right in front
of you and she will give you information on Peninsula. When that is over, take time to look at
the map. At the 12 o'clock point
(as it were) is Castle Never, which you are not going to enter though you can
talk to the guy at the door.
Clockwise around the perimeter you will see exits to Blacklake (ignore
the Refugee Camp and the City Gate, though you can go and see), Beggar's Nest,
Peninsula and Docks. These are the
districts you will be visiting in due course.
For now, concentrate on the Core. You don't need me to tell you to keep
your eyes peeled while you walk around for chests/barrels/crates, etc. and the
goodies therein. Also, look out
for piles of bodies (pyres) to cremate because you gain experience points and
every little thing helps. Open
doors and go in searching and generally poke your nose everywhere.
Here are the different locations.
Trade of Blades:
Talk to everyone you can. Each henchman has hints about the different districts. Talk to Graxx and say you are looking
for action - buy a pass for 50 gp if you can afford it, if not come back later.
Moonstone Mask:
There is a Courtesan just outside: talk to her and when you leave, give
her some money. Inside, find
Gilles. Listen to him and Persuade
him to tell all. This might take
you several goes. Then demand the
Quill till he gives it up.
Talk to Ophala and Persuade her to tell you about the
works of art. Then tell her you
wish to visit the backrooms and she'll send you to Oleff. You needn't do this right now, but you
could go to Oleff, hand over the Quill and get the paper you need. Back to Ophala, give her the paper and
she'll give you a key. Buy a Pass
Coin from Torgo and go up the stairs.
At the top of the second flight you will find Tamora. Talk to her and say goodbye. Talk to her again and she will give you
a brooch and ask for help with Hoff.
You can leave now.
Shining Knights Arms:
Talk to Durga and ask about special equipment. He will give you a stone and you can go
to the back room. Talk to Marrok
and keep asking about "components" till he gives you a book. Examine the book to see how you can get
better weapons and stuff. You see,
you just click on the Forge and put in the weapon and the ingredient, talk to
Marrok and pay up. You click again
on the Forge and collect the results.
That's the way it works.
Be aware that adamantine is as scarce as horse
feathers, so if you find only a piece keep it for when you get a really good
magic weapon in Chapter III. The
other ingredients are more common and you can use those as soon as you find the
appropriate magic weapon.
The Great Tree:
You will have to Persuade Nyatar to let you help with
the zoo (again, it might take a few goes) and you will get all the necessaries.
The Cloacktower:
You don't need to visit this store unless you are a
magician.
OK, if you've been everywhere in the Core, talked to
everyone you can and done everything you could, the time has come to visit...
Peninsula
---------
First talk to the Guard at the gate and to the folks
sitting around. Go through the
gates. Talk to the Captain to your
right, then do the usual: walk
around, get stuff, enter houses, fight, etc. If you find a citizen in a house, do not hurt them and do
not rob them.
Keep left to be thorough. Going Southwards, first you'll come to Dulcimae, who will
give you important information and will need to be escorted to the gate (you'll
also meet another guy who gives you the same information and needs to be
escorted to the gate - just making sure you've had the message).
You'll find Briley in a house to the East. Talk to the guard, say you come from
Oleff and go down to the tomb to speak to Briley. When you've done, get the four items from the chest - hang
on to them. Read the book.
OK, outside, further on you'll find the Stores and
next door, the Militia HQ. Enter
and talk to Sedos (don't forget to come back when you've finished in this
district).
To the SW you'll find the sewers, where you will have
a tough fight and get the prison key.
The prison is in the centre of the map and with this key you can enter
it, but then you would be missing out on the estate.
Go NW and at the door of the estate click on the mat
to get the key, go in and explore, then go downstairs over the dead bodies of
some oversized beatles.
You'll find yourself at a chessboard floor covered in
traps, so be careful where you step.
You can examine the body at the centre and pick up the weapon. Get across (after getting the items in
chests and things) and you will find yourself in the prison.
On the main floor all you have to do is to explore as
usual. A prisoner will tell you
the layout of the floor. Find the
two rooms in the E and pull the two levers to have access at the cells (some of
which contain corpses carrying items), thus freeing the prisoner - you will
also have to unlock the main door so that he can get out. Once you've done the main floor, go down
(in the W).
This is the Containment level and if you go left
you'll meet Emernick, who rushes into a cell and asks you to shut the door will
the lever. Talk to him and no
jokes about you being with the prisoners, he has no sense of humour. When you leave, try to get to the room
in the centre of the map to pull a lever which opens all the cells. Then, as before, explore the whole area. When you've done so, go downstairs to
the Pits.
More exploring to be done. At the last room in the NW, the "Master" throws
Kurdan at you and disappears.
Fight until Kurdan surrenders and pump him till you get all the
info. Right, now rest and do
whatever you have to do to be in top condition. Save.
Go downstairs to the Lair and run around like mad
avoiding the Gaoler and persuading all the guys to leave. Make sure everyone goes away. Now face the Gaoler and fight. Killing him is easy, but once he's dead
you are facing the Brain Devourer and he's no joke. It should be a long fight and you'll have to try and use
whatever hurts him most. Once it's
dead, get the brain from the little bag he drops. Explore this room and then either go back to the
Temple using the Stone of Recall or, better still, go back to the entrance and
visit the Militia HQ. When you
come out to the Core, don't forget to tell the folks camped outside that they
can go home.
Outside the temple tell Betheny she can go home; go
in, give the reagent to Aribeth and find out where you have to go next. In fact, it'll be...
Beggars' Nest
-------------
Now you know the routine, all I have to tell you is
the interesting places.
Talk to the Captain at the gate and you'll find out
he's missing a man.
Again, starting at 12 o'clock, you'll find the Great
Graveyard; and clockwise the Warehouse, the Academy (can't go in), Barricaded
Home, Thomas Wheelwright, the Temple of Helm, the Shining Serpent, the Gate,
Barricaded Home, Barricaded Home (Bakery), Strange House and right in the
middle of the map, Aldo and his wagon.
OK, this time let's go right to the Shining Serpent. Here talk to Callahan, Harben and
Drake, and be sure to come back to them before you leave the district
altogether.
At the Temple of Helm, talk to Bertrand, who wants
news of his brother Marcus. He
lies dead to the right of the Great Graveyard gate - collect his stuff in good
time and give it all to Bertrand.
If you visit Thomas he'll ask you to take him to Aldo
- do so, but before you leave look at the bookcase and you will find a document
which you will later give to Torni, if the Thief happens to be your henchman.
(By the way, you'll find odd things around and about,
like a recipe at the bakery, for instance - these are items you would have
given to other henchmen when they got to the end of their respective stories
and asked help with them. Don't
worry about it.)
Anyway, take Thomas to Aldo and talk to him. When that's sorted, go to the
Barricaded Home to the East.
Inside you'll have to fight zombies before you go upstairs. There you'll find another zombie (kill
it) and Krestal, who will tell you about the Warehouse, amongst other things.
Visit the Warehouse, go downstairs and look
around. After you've killed the
main baddy, you'll find the missing man Walters. Talk to him before you let him
go, and don't forget to talk to the Captain as you leave the district. If you were to continue down you would
get to the Crypts. Don't.
Let us go instead to the gate of the Graveyard and
find Marcus (visit Bertrand at the Temple when you have a minute), then to the
next Barricaded Home, where Jemanie will tell you he needs you to find his
brother Torin. He will also tell
you about the Strange House north of here and give you a stone to enter
it. You can also go south from
here and into the Bakery.
In your travels around this district you will be
attacked by hired thugs - when you've killed them, make sure you collect the
Anonymous Letter one of them drops - read it and remember to take it to Aribeth
later.
Now for the Strange House. Try to enter, say you follow the serpent and go in and
straight into a fight. Look about
you and after you've killed everyone, go down into the Crypts. The first door you'll come to won't
open, but a lever in a nearby room will do the trick. Explore on: the
stairs up to the N will take you out into the Graveyard, and the ones to the E,
into the Warehouse. So, when
you've finished go up to the Graveyard, where the zombies will queue up to get
at you.
Clear the Graveyard and look around. A small building has a chest by its
side. Open it and read the torn
message. Put in the chest the
Ceremonial Shield you found at the Tomb in the previous district. The door will open; go in and fight the
mummy, then get the book (which you will later give to Oleff).
For now we'll go to the Warrens by way of light
relief. As you come in you will
find a jewelled door to the N which cannot be opened. You will also find, in a room to the E of here, the body of
poor Torin with the key for this door and a ring which you will have to take to
Jemanie as proof of his death.
When you come into the large room in the centre of the
map, run to the ramp to the W and, ignoring all else, bash the pedestal (this
kills all the undead milling around).
Then run to the ramp to the E and fight Gulnan till she is dead. Collect her heart.
If afterwards you speak to Jared in a jail to the SW
you'll find he is a very bad man, so don't let him out.
When you have finished here, go around to everyone in
the district who had asked for something and get your reward. Get back to the Temple of Tyr and tell
Aribeth about the letter - she'll tell you to take it to Fenthick (do so), give
her the reagent (the heart) and ask where to look next.
It turns out it's...
Blacklake
---------
You know what to do - talk to the guard outside the
gate and the Captain inside it.
Get exploring till you know where everything is, picking fights and
items as you go along. You can do
this in any order, of course.
Just inside, Cendran will tell you about Loxar. You'll find him towards the centre of
the map, inside a round tower.
Save before you go in. When
you kill him you get his head and, if you are lucky, a lump of adamantine
ore. If not, you might like to
reload and kill him again. Items
appear randomly, you see. Anyway,
take Loxar's head to Cendran immediately, you don't want to carry that about
with you.
As you head for the Barricades you get hit by hired
thugs once more - get the letter they are carrying.
When you go through the gate, talk to Captain
Harn. Go right and talk to
Formosa. Agree with her, say
you'll get the key but will not kill.
Take the job on.
Go N and talk to the Rumbottom guard. Walk in. When you meet Mr. Rumbottom (in a room to the N) talk tough
at first but be kind afterwards.
In this room you will find a painting you need.
Opposite this estate you will find Hodge's. Talk to the guard and go in. The cook in a room to the E will tell
you Hodge has gone, but the urn you seek is in the NW.
And now to the Zoo. Pay to go in and go E.
In a room to the N you will find Sureshot - save before you go in
because sometimes, when you kill him, he is carrying adamantine. With two lumps you can get a decent
weapon now and a better on in Chapter III.
Check out the Tree in the exit to the NW - click on it
to get a portal. Go to the centre
of the map and pull the lever (after you kill the nasty guy in that room) and
then go to the cages and tell the four animals to leave. Follow them to the portal and tell each
one of them to step into it (don't forget to visit Nystar afterwards). Leave the zoo and you will see Milly's
house nearby. Seek Milly (an old
lady tottering about here) and talk to her. She will give you a key. Enter her house and find the portal - using it will get you
into Meldanen's estate.
A journal in a room to the NW tell about the
Dryad. In the E, by the front
door, you will find Grommin. Ask
him about his Master and tell him you are his friends, and the idiot lets you
in. In the SE, in a prison, you
will meet Samuel - talk to him and free him. He'll ask you to look up Thurin at the Inn. Go downstairs to the Sanctum. In a room to the SE you will see the
imprisoned Dryad who will warn you about Meldanen. Sure enough, he turns up and you fight. When he surrenders, ask for the key to
the warehouse. You could of course
kill him if you prefer, but I didn't.
In this room you will find an item which is meant for a henchman
quest. If you don't have that
henchman, you don't need to take it.
Free the Dryad but ask her to help with the cure. She gives you some hair and there you
have your third reagent. Leave and
take the key to Formosa. Enter the
warehouse to see that Meldanen was indeed hoarding food. Plus you might find the odd thing to
take home with you.
Out, find Punkin in the SW corner of the map and talk
to her. Go in the house and talk
to Telma. Click on the bookshelf
in front of her and say Halueth.
Go in and find the door and the chest. Look inside the chest, read the torn page and place the
Ceremonial Arrow in it to open the door.
Save. Go in and fight it
out with the Swords. At the end,
get the items from the sarcophagus (take the armour to Oleff).
Now, go to the centre of the map and enter the Board
Laid Bare. Find Thurin and talk
about Samuel. He gives you a
reward, though I refused it (being in goody-twoshoes mode).
Talk to the Bartender and, if you want, use the pass
for the Gauntlet. Go downstairs
and talk to Kellisai. There are
three medals to earn (kill the animals before you go for each guy) - after
that, you fight Claudus, who cheats.
Before you go in to fight him, ask Kellisai to be fair. At the end, talk to Claudus - the Inn
is now yours. You can ask the
Bartender for the profits, if you want.
OK, that concludes Blacklake. Go around collecting rewards for
completed quests and talk to Aribeth once more. And guess what?
We are now going to the...
Docks
-----
Now, after entering in the usual way, you might like
to do this section differently.
You could cover the whole map concentrating solely on killing thugs,
muggers, etc., because they mostly carry with them special coins which cannot
be spent anywhere else. You can
collect up to 34 or 36. Also, they
carry a notice of Auction which you must read but needn't pick up. After you've been all around, you can
start again from the gate doing the job the regular way.
Go left to the water front. You will find a boat and some Bloodsailors. You can kill them for a uniform so that
you can get into the Seedy Tavern, though you can get in another way, too. In the NE there is a Locked House in
which you will find a key to the Tavern and instructions which reveal Callik's
true nature.
If you continue N along the docks you will meet Hoff;
it is enough to show him the brooch Tamora lent you and threaten to do him
bodily harm. This scares him and
your miniquest is complete. Don't
forget to take the brooch back to Tamora.
Ignore the Silver Sails for now, but around S of the
centre of the map you will find Masterson, who wants an amulet back - mark the
spot.
In the NW there is yet another estate you have to
visit. Go in the usual way and
find Androd (go E, N and through the first door to S): his room is off this one. Be firm with him. You get a key which will open
everything and you find the last of the items you needed for Ophala.
When you leave and try S of here you will notice you
cannot enter the Aqueducts - it doesn't matter.
Visit the Golden Apple and find Gilda. Talk her into giving you her coin.
Visit Twenty in a Quiver - you can buy more coins here
if you want.
Right, if you've done everything, we can go to the
Seedy Tavern. Enter through the
side door if you have the key or enter through the front door if you are
wearing a Bloodsailor uniform.
In any case get into a drinking contest with Jalek,
then you can talk to Christov.
Also, you can spend all your coins here, even if you don't want
anything, because the items you buy will fetch a nice price elsewhere and
cannot do anything else with them.
Talk to whoever you can then go upstairs. Talk to Ulfnog. Go downstairs and you will see the
Chef, talk to him and say "Cornerstone", not that it matters.
In the Hideout, find the stairs down in the S. In the next floor you'll find the girl
you are looking for in the NE corner.
Be nice to her and promise not to hurt Vengaul. She tells you about the Silver
Sails. Also, the guy you killed in
this room drops the means of entering the Aqueducts at the NW, but it will be
more fun to go to the Silver Sails.
So get yourself over there and find your way
downstairs till you are at the Aqueducts.
To your right a door with a chest; look inside the chest and put in the
Ceremonial Sword. The door will
open - go in and as soon as you get the Symbol from the sarcophagus you will be
attacked. You'll win, of
course.
Leave and get to the Mysterious Boat. Talk to Charon and ask to be sent
downstream.
Advance along here and you will find Vengaul and
Callik arguing. Before you know it
you are fighting Callik - he keeps disarming you so that you have to press the
space bar and equip another weapon or rummage around the floor to find the one
you dropped. At any rate, when you
kill him you'll get Masterson's amulet.
Run around to Vengaul and be reasonable. Let him go and get the last reagent
from the big case. Leave and take
the amulet to it's owner. You can
now go to City Core. Take the
brooch to Tamora and give the three items to Ophala. Give Oleff the last artifact. Show note to Aribeth and take it to Fenthick.
Before you give her the last reagent, make sure you
have sorted yourself out. Remember
you can't come back here and you are about to leave. Check your Journal to see that you've done everything, drop
the stuff you no longer need, make sure you have everything you might need and
give the reagent to Aribeth. Go
straightaway to the Cure Ritual.
Talk to Oleff, Aribeth, Fenthick, Desther and
Nasher. At this point the Ritual
starts. Be alert and ready to
fight. Watch what happens - kill
the impostors and talk to Nasher.
Then talk to Aribeth and enter the portal.
You find yourself in...
Helm's Hold
-----------
Talk to Bregan.
You can enter the Hold in several ways, but I went through a cave in the
SW. You've found the Prison. Search around, talk to Yasi but don't
let him out. Talk to Dumal and
free him. Get yourself upstairs
and find a Demon in the NE. He
wants you to free him or something.
Take no notice. Get the
Black Grimoire in the room to the S and the Book of Helm in a small room also
in the NE, near the stairs up.
You will have noticed a large room with an altar in the
shape of a hand. The Armours
standing around would take your side if you found a red gem and placed it on
the altar - when I played this game as a Thief I managed to get the gem from a
chest in one of the cells of the Prison, but as a Paladin I couldn't - not that
it matters. Just stay out of this
room; and don't approach it from the S.
Go to the room to the NE and click on the altar. Banish the Demon and reinstall the good
Spirit. You can ask for one of the
options he offers. Up to you.
OK, up the stairs. You find Fenthick and talk to him. Before you go up the next set of stairs you ought to know
you can't come back down again, so if there is anything else you want to do
down here now is the time.
When you get up there you will fin Desther in a large
room. Fight him until he
surrenders. You have the option to
visit the rest of the rooms here or take him straightaway. Again, up to you. When you go, watch the movie. Thus ends Chapter I.
CHAPTER II
You start at Kendrak's Barracks and are welcome by
Larana. Step outside and talk to
everybody, including the henchmen, for information. Aribeth and Gend will tell you what you are supposed to do.
Apart from that, you should talk to Aribeth about her
personally and be sure to continue the conversation as you go up levels (as you
did with your henchman). In fact,
whatever you are doing, come to her every time you go a level up to hear more
of her story, until she gives you a ring.
Also, it would be best if you kept all the info on the cult to yourself
till you've covered all the areas and done all you had to.
Kendrak has a job for you, which is to get after some
dangerous criminals. Ask for
details - you'll come across them as you go travel around. I'll keep you posted.
Port Llast
----------
As you leave the Barracks you will be immediately
accosted by a Farmer's Son who wants you to find his mother. Nice start. Now you must visit every single location and talk to
everybody and you'll get a list of errands as long as your arm. Don't worry too much about it;
concentrate on the main quest and if you can do the errands along the way,
fine. If not, it doesn't matter.
Right, first go to the Docks (you find a Shady
Character with interesting wares) and the Dockhouse. Inside, two people argue. Talk to Prichev, talk to the Captain and persuade him, talk
to Prichev and accept no payment.
That's your Good Deed for the day.
Visit the Temple and talk to Neurik. He has a task for you. The boys:
Urth - wait for night and visit the Outlying Farm to
the S in Port Llast. Go up the
stairs and open the shut door.
Fight him till he surrenders, persuade him to use the charm Neurik gave
you and he gives you his ring to take back to Neurik. When he is his own man again, you can question him.
Geth - he is to be found SE of the East Road area,
near a broken wagon, probably at night.
Bran - he is in the last chamber to the E of a cave
full of wolves situated in the extreme NE corner of the South Road area.
Next, the Inn:
Elaith has a job for you, and you'll have to find:
Setara the Witch, in the Heart of the Forest area has
one of the gems. She will give it
to you when you give her a magic mirror.
Wanev will give you the gem if you can get it. His Tower is in the S of the South Road
area.
Zamithra, in the Green Griffon Inn. You have to get her on her own to get
the gem.
Talk to everybody and beware Darktongue (don't give
him any information) and Solomon (don't accept his ring). Go out and start exploring.
Get a load of Alhelor's cosy cottage...
Finally, we'll visit Wanev's Cottage. When you go downstairs you get attacked
by some skeletons. After you kill
them, get a couple of Knuckles from the heaps of bones. Search around - you'll find a Beetle's
Belly in the store room and a Slaad's Tongue elsewhere. Search the place well. Eventually you'll get to the
kitchen. Open the chest and read
the recipe. Click on the brazier
and put in the belly, the tongue and the two knuckles. A portal appears. Use it and get the wardstone. You'll need it later.
In the NE talk to Eltoora and ask for a job. Question her about the books, find out
where they are. When you return
them all, you can use her Lab for making magic potions and such (you enter it
through the glowing portal behind her).
So if you are a magic user, this could be useful. But the experience points come in handy
for anyone.
Right, if you are sure you've been everywhere in Port
Llast, head N into the...
North Road
----------
As soon as you are through the gate, Solomon gives you
a warning. At some point later he
will attack you - get the letter he is carrying.
For now, move forward and talk to Gerrol. Carry on along the road. Nearly at the N of this map you will
see a cave of Goblins and Orcs.
The object of the exercise is to find and kill the Chiefs. The goblin one is to the NW and the orc
one, to the E. If you find
prisoners, question them and free them.
Stairs down take you to the Bugbear Caves. You'll find Leah (Gerrol's wife) in the
Prisons here. The Chief is in the
N and the stairs down to the E.
These take you to the Ogre Caves.
The folks you are after are in the S. Take up Ganon's journal (to give to Aribeth) and Derbiag's
head (to give to Gerrol). Get back
to the Temple before you go any further and sort yourself out, then go to
Gerrol. Next, let's try...
Neverwinter Woods
-----------------
Go along the *East Road* into the woods. You will find some archaeologists. Talk to Jax (he wants proof), go in and
talk to Revat (he wants his Mom) and Lenton (who wants a Troll's head).