NEVERWINTER NIGHTS

 

RPG by Infogrames

 

A solution by Lu Richardson

 

 

The Product

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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

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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

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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

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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

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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

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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

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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

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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

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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).