Each henchman also has a personal quest, which will stretch over the first three chapters of the game. Examine the well and swim through the underwater channel. Go to the summoning room and use the Protection Wand to cast Protection from Alignment on yourself. Head for one of the two sundials. You will face four opponents. Ask him about the war, and he'll explain that Damas infected his tribe with the plague, and they joined with Maugrim only because they were promised a cure. With the key, you can open the door in the northwest and fix Colmarr's invention. It may be tempting to take a rogue level to get some extra points in the open lock skill or to take a fighter level to get all of the weapon and armor proficiencies for free. Once Rimardo surrenders, he'll tell you about Maugrim's takeover of the tower. Return to Aarin with either of the high captain's seals, and he'll give you documents to enter the Host Tower. When he surrenders, make him use the silver charm. Next, look in the Pool of Primary Colors. You might want to take Linu along to do some turning. As mentioned above, you can also buy them from Jerrol at Twenty in a Quiver, and you'll find them on the hostile muggers you encounter in the streets. The next cave is home to Gorgotha, who wants you to stop the Fire Giants' attempts to steal her eggs. Go upstairs to talk to Krestal. As you move south through this level, you will encounter the king of the Fire Giants, Skrogg (15th-level giant/9th-level barbarian). It's time to start looking for the boss. This area is full of interesting, and completely optional, challenges, including The Tomb of the Arcane Brotherhood in the northeast and the Inn itself, which is featuring a particularly interesting contest. There are five henchmen available in the Trade of Blades. You don't need to go down to the dungeon, but there are experience points and loot, as well as some information, to be had. Examine the body of Lady Tanglebrook and pick up the +1 two-bladed sword at her side. Gladiator Club: Ironwood and a magic club. In the southeast room, take the Golem Control Rod from the chest, and then get the Golem Replication Rod from the chest in the room to the north. In the mayor's office, talk to Mayor Mobley. Zombies have invaded this bakery, possibly because they misheard someone talking about the delicious brain muffins. The Tome of the Amulet (slaad's tongue + fenberry, cast Mage Armor = Amulet of Natural Armor) is in a book pile in the Creator Ruins. Kurdan guards the stairs to the final battle. It comprises approximately sixty hours of gameplay. You'll find Marcus' body to the north, just in front of the gates to the Great Graveyard. A chest will appear after he dies, containing some good loot and the first Word of Power. When you enter the house, disarm the trap near the stairs and go down into the basement. Reaver Heavy Flail: Dragon blood and a magic heavy flail. Speak to Aribeth and Aarin to get your general battle plan for this chapter. Neverwinter Nights is a massive game, with hundreds of characters to speak with, places to visit, and things to do. Revat wants you to rescue his mother from the trolls and gives you a ring. Take Maugrim's journal from the desk, then return to the temple and speak with Aarin. Search the leader's body for another cultist's journal. In the dockhouse, you can get some easy experience points and cash. The Amulet of the Long Death +3 adds three points to your constitution and gives you a spell resistance bonus of 10. Use the portal to return to the surface, and talk to everyone at the archaeologists' compound to receive your rewards. As with his colleagues, you can let him surrender in exchange for his ear or just strike him down (he's a 12th-level bard). Speak with Aribeth to start the main quest for Chapter One. The original scenario supplied with the Neverwinter Nights is the campaign. You'll find one in the Tomb of the Arcane Brotherhood. In the center of Kurth's Lair, you'll find Burke's bedroom. In them, you'll find orcs and undead, a tomb, and a dungeon. There are two routes into his estate. Examine the altar, then plunge the ceremonial dagger (from the Nymph's House) into your chest. The whole idea behind the single character is to create a feeling of importance for this lone warrior. The rest of the floors are completely optional. Speak to Vanda about the heirlooms Rolgan lost in the card game. You've doubtlessly heard the complaints of the displaced citizens scattered around the city core: Beggar's Nest is teeming with undead. She'll attack, then vanish when she gets too wounded. The first level of the warehouse shouldn't be much of a problem--just three rooms of old-fashioned zombie killing. There are two ways into the prison. Kurth will offer you 1,000 gold for Baram's head, though you can talk him up if Baram has already made you a similar offer. Taking the quill will cause Gilles to depart. Talk to Gate Captain Kipp to learn about the prison break quest. Kill him and return his head for the reward, or let him surrender and take one of his subordinates' heads instead. Kill him. Here are some of the more useful ones (when the command includes #, you need to type in a numeral): GameSpot may get a commission from retail offers. As before, each henchman has a quest. Regardless of whether or not you are disappointed by the reported greatness here, there are a few areas of interest in the graveyard. Next, it's time to explore the tunnel. Free the fairy, and it will show you the pattern. Neverwinter Nights is a massive game, with hundreds of characters to speak with, places to visit, and things to do. You'll uncover Londa's nanny, who will tell you the children have all been murdered and give you a teddy bear for Londa. Use Revat's ring to free her, then continue downstairs. A powerful Balor guards the Word of Power. If you feel you've made a poor choice and you're already well into the game, don't worry. Some surefire locations for smugglers' coins are the second floor of Callik's house, the storeroom behind Callik's house, and Gilda at the Golden Apple. Like Coldwood, Moonwood is a series of small maps. Here, you'll find the master of the pens, a 4th-level ranger. Talk to Ophala to get a letter, which you will need to take to Oleff at the Hall of Justice. Neverwinter Nights tells a great story over the course of its four chapters, but that's just a nice setting for the role-playing genre's bread and butter: experience points and treasure. Your first order of business will be talking with Aarin Gend at the temple (just use the stone of recall for a quick trip). You'll need a key to get in the front doors, but there is also an alternate, and more interesting, means of entrance into the Tanglebrook Estate. If you don't have Linu with you or have some turning ability of your own, you'll wish you did. It's in a sarcophagus in an eastern room of the ruins. One of the escaped convicts is camped out to the north of the main road, near the East Road exit. Talk to Hemmel Masterson, who traded an amulet to Callik in exchange for safe passage out of Neverwinter. Of all the crystal objects you've found down here, this is the one you want. When you cast the final spell, the minogon will be defeated, and you'll receive the Many-Starred Cloak, which has an AC +2 bonus and makes you immune to sneak attacks. Whichever way you enter the prison, you'll want to enter the prison office first and read the prison logbook, which contains some information about the rebellion and Captain Alaefin's role. Alternately, melee classes can bash them open, and no chest is a match for high strength and a good weapon. You are now the master of smoke! He'll tell you about his missing brother, Marcus. In the barracks, open the middle chest on the northern side of the room to find the Star of Calimshan for Tomi's henchman quest. The nymph can help you reach the Spirit of the Wood. Talk to the guardian white dragon. All your friends from Chapter One are here: all five henchmen, Aribeth, and a new member of your growing team, Aarin Gend. He'll tell you about Klauth's plan. Here, you'll immediately see Aribeth, who will give you your primary quest for this chapter, The Wailing and the Waterdhavians. To the east of Eltoora you'll find Ballard, a ranger who will tell you of strange animal attacks in the Neverwinter Woods. You may as well--the chapter is about to end. He will try to surrender and offer you one of his subordinates' heads in place of his own. Gulnan is a level-12 cleric who will cast some pretty serious direct-damage spells. Talk to Bela about the city's problems, then head upstairs, where three quests can be started. Follow it and join in the battle with Rimardo (14th-level wizard) and his 18th-level iron golem. When you open the chest, you will be attacked by three 13th-level flesh golems. When the spirit surrenders, you can cure it of the poison with the antidote, or you can kill it. Golden Sickle: Special holy water and a magic sickle. On the western side of the cave, you'll find two imprisoned Golden Eagle tribesmen, whom you can free for a bit of experience. If you're visiting the South Road as your final destination in the Port Llast area, it will all come together. From your Academy graduation to the final showdown, if you have questions about the Neverwinter Nights single-player game, you'll find the answers here. The spells, feats, and skills, as well as character races and classes, are described in detail, and it's a good idea to familiarize yourself with that information. Take the Feather of Peace that he offers you. Kill the giants to help the outnumbered tribesmen. When you return with Oleff's writ, you'll need to get a pass coin (for 200 gold) from Torgo, the Moonstone Mask's resident merchant. Using the directional location to denote the gongs, the order is as follows: SE, NE, SW, NW, SW, NE, NW, SE. This is the method of transportation between floors. The third Word of Power is somewhere in the vicinity, but you're going to have to earn this one. You won't have to defeat it through brute force. Use Christov's key and enter the hideout. First, stop by the Temple of Helm and speak with Bertrand. Loxar is a 10th-level fighter and has a rabid dog with him as well. He'll tell you that you cannot pass without a signet ring. He'll say some cryptic things about the dead, the children, and his brother, Karlat. While in the inn, you may be approached by Jaheel or Tarran and given the Poor Neva quest, if you haven't already received it. Talk to Sapphira in the garden. Talk to all three of the golem workers. On the third floor, you can help Tamora rid herself of an undesirable customer. First, talk to Kendrack. Find the leaven bread recipe in Siril's Bakery, located in the western part of Beggar's Nest. On the west path, you'll face an escaped sorcerer (5th level) and find two fairly well-stocked storage rooms. Make sure you loot his body for Solomon's journal, which is a possible lead in your search for the cult. Before you enter the Troll Caves, head south along the road. Silverback is a 15th-level dire wolf and can be found in the southeast corner of the cave. On the west side of the docks, you'll find another arcane laboratory. It's the lower level that's a bit of a challenge. The eastern portion is nothing but packs of powerful Duergar. After removing the goblins from the hallway, and from the other rooms if you wish, go through the east door into the Academy. Entering from the main sewers, you will be confronted by Baram himself, or at least a projected version of him. 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