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Neverwinter Nights

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Release Date: June 18, 2002

Daelan Quest - Find the Brooch

Edit Page    Last Edit: 2 years 9 months ago

Walkthrough: Chapter 1

== Chapter 1 Chapter 2.1 Chapter 2.2 Chapter 3 Chapter 4Prologue The first choice that you have to make is your character's beginning class. This decision is all important at this point - it determines your starting set of skills and feats, as well as what your character can actually do. I strongly suggest a fighter, ranger, or paladin for your first character, as they are easier to get through the main game with. Refer to the character creation section of the guide for further help with designing a characters, picking feats, etc.

The Walkthrough will be organized in a simple way. I will include maps of all the levels with descriptive labels on them. The accompanying text will describe how to go about the level to get ALL objectives accomplished (what I won't do is give step-by-step directions - just follow the maps for the appropriate directions). Each chapter will include its own walkthrough portion followed by a list of all optional quests that can be done while in that area, whether they can be finished there or not, or if it is just a part of the quest that is to be done there.

The last thing that I want to note here is that the guide will be generalized down to the point where I will mention what to do and not how to do it. An example would be: Go through the door - I will not tell you to break it down, pick the lock or cast a Knock spell on it. I might play through the game as a rogue, but that doesn't mean I will write the whole guide based on what my rogue will do. Now on to the guide! The Training Facility From the start go around and loot everything that you can find. Hold in the tab button to highlight objects that you can interact with. Talk to the various people that you meet and go through their tutorials. I am not going to go over them here. Go through the basic tutorials and then find your class trainers. Do whatever they ask of you. Once you are done, Head to Lady Aribeth's chamber. When there, she congratulates you on your successful training, but before she can say anything else, a trio of unknown mages teleport in and attack you! Slay them both and then talk to Lady Aribeth to get a key and the request to help the Waterdhavian creatures. Leave her chamber and enter the main training facility.

Here you can walk around and fight some weak skeletons and goblins. Kill as many as you can to increase your experience - you will need it! Get used to fighting and using your skills here, the experience is invaluable. If you use spells or skills, make sure that rest to replenish both them and your life. Use the key to open the door between the mage and rogue training rooms when you are done clearing the area out of monsters. 

The second floor is pretty straightforward too. Walk down the corridors, exploring all the nooks and crannies along the way to find all the treasure. I will not label any treasure, as most treasures are generated randomly as you open the chest. The same goes for the random encounters. I will describe the enemies that you are bound to fight along your travels, as well as all the bosses that you will fight along your way.

The rest of the facility is plagued by weak goblins, weak skeletons, and the occasional tough goblin. In the first room there is a magic item in a chest. Grab it and head to Pavel. Either let him join your group or not and continue on your way. Go to the last trainer to learn how to level up. He will give you enough experience points to get a level. Level up and the door behind him opens up. Make your way through the halls to get to a very large chamber. The boss, the mysterious mage, is waiting at the end of it. If you can, use ranged attacks or spells to take out, or interrupt his spells before he can finish casting them. If he gets a spell off, you may just die in a single hit (damned Magic Missile!). Loot his corpse after the battle to find a magical item. Go through the nearby door when you are ready to go.

You'll find yourself in a stable with the creatures that you have been looking for. Kill the goblins that are molesting them, but you aren't fast enough to stop the creatures from running away. Pavel leaves the group. Talk to the two men that assisted you and you'll get enough experience to level up again. Do so and leave the dungeon to finish off this portion of your quest.

Chapter 1Starting off with this chapter, each class has a class quest that they can do. Class quests are shared amongst a number of like-minded classes. It is possible for any class to do any of the quests (but one), by successfully making a Persuade check. Also, each henchman that you can hire here has a quest for you to do too. These quests all are optional and you should do all of them, if you can. Save your game before you make a Persuade check so that you can load it, if you happen to fail the roll. These optional quests will be listed at the end of the main walkthrough for this chapter.

As for the henchmen, try to finish all their quests. When you hire them, make sure that you keep the tokens they give you. If you do, then you can rehire them later for free. Otherwise you'll have to pay for their services a second time. If you have the misfortune of them dying, return to the Hall of Justice to find them ready for battle again. I will not include any NPC stats in this guide - I will only tell you their class, since they change levels through the course of the game. The Hall of Justice The Hall of Justice is Neverwinter's temple to Tyr. Talk to Desther and Fenthick as soon as you enter and then proceed to the central hall to talk to Aribeth. She asks you to complete two tasks for her - find the missing creatures and find out who is behind this nefarious plot. Agree to help her and she will give you some money, as well as free healing and the chance to purchase some equipment. Sell off anything that you don't need. Also in the temple there is a wizard named Sergol. For a price of some experience and gold, he will allow you to use the Stone of Recall that Aribeth gave you to return to the temple. The pool behind him can be used to recover any quest items that you may have lost - for a fee.

Talk to Tomi to get his assistance, and talk to Oleff in the northern room to get another quest. Both of these events are covered in the Optional Quests section below. When you are ready to go, leave via the front door. The City Core ==

The City Core is the center of the city. You can get the rest of the NPCs here, as well as the rest of the optional quests. Go around and collect these quests before going on to the next areas. It is not necessary to do so, but having the extra experience will always help, not hinder, you.

As soon as you exit the temple you will encounter a woman named Bethany. She asks you to help out with a problem in the Peninsula District, which will be your next destination after you finish exploring this area. Talk to the locals and get some information about the problems in the other districts. Visit the Smith (more information at the bottom of this chapter) and then all the other attractions to pick up the six henchmen (you can have only one at a time, so choose wisely) and the five class quests. Once you are ready to leave the area, leave via the southwestern exit.


 


The Peninsula District

Ch1 peninsula.JPG This place is swarming with convicts that escaped from the prison. Your purpose here is to find out what happened to them in the prison, and why they are free. It is possible that this is linked to one of the creatures that you are searching for. Once again, search the city streets first to find any treasure, as well as to complete any parts of optional quests that you may be able to.

Talk to the Gate Captain as soon as you enter. In the northeastern corner there is a servant that you can escort to the entrance for a reward. There are also bodies along the road that you can set alight with a torch for a small experience bonus. Talk to the other servant and escort him back too. Your next goal is the Guard Headquarters, marked as HQ on the map. Sedos asks you to help with the prison problem, which you were going to do anyways. You are told that someone near the sewers might have a key. Head to the sewers and get ready for the toughest fight yet. The gang leader that is waiting outside is a really tough opponent. Keep your front to him, as he is really only dangerous when he can use a Sneak Attack. Take him down and then head into the sewers. You'll have to fight a second gang leader down there, so do it and then pick up the key that he drops. Oh yeah - you can buy magic bags in the shop near the Guard Headquarters. Buy one of them - the higher the weight loss the better.

With the key in hand there are two ways to enter the prison - through the front doors, or through the tunnels beneath the Tangelbrook Estate. The key way is boring, so go to the estate. Enter the place and kill the two stink beetles (not very difficult) and then disable the trap on the door. Go through it to find a chest containing the Celestial Elixir (you only need this later). Go down the stairs to find yourself in front of a large chess board. Watch where you walk - the spaces where the pawns can get you are trapped. Pick up the sword off of the ground and examine the body there. Cross the board to do battle with three fire beetles. Kill them and cross the bridge to enter the prison. Once again you will be fighting a lot of escaped prisoners, so make sure that you have a tough companion to tank them out, if you aren't already. Daelan is perfect for the job here. Also, make sure to enter the place and then leave to sell your excess inventory. Come in through the front door the next time to finish off the quest.


The Intellect Devourer
Once inside the prison be ready to kill off large numbers of escaped people. The two levers open the cells that are off both of the top and bottom hallways. Make your way to the large chamber near the exit and be prepared to have to battle a gang leader there, as always quite a tough battle. This time he brings friends, so you will have to watch out for them. Kill them first, but make sure that you never turn your back to the leader, as he will then backstab you. Once the leader is dead, loot the room and then go down the stairs.

The next floor has a simple layout - one big circular passage with cells off of it and with a large chamber in the center. As soon as you get down the stairs you will be hailed by a guard. Follow him and then lock down the cell to get the lowdown of what is happening. Leave the room and then enter the large chamber in the center - slowly. Try to draw out a few enemies into the halls before charging into there! There is an escaped sorcerer in there that can throw fireballs around, if he wishes to do so. Bring out his guards before charging in to finish the job. Open the chests in the chamber after the battle and then pull the lever to open all the cell doors. Now go to the east and down the stairs.

There are two ways to get to the boss chamber here. At the first junction head north to go down the way of the gang leader and west to go the way of an escaped sorcerer. Go either way you want (or both), but watch out for the traps that are on the way. They are easily avoided or disabled, if you are paying attention for them. The places that I marked as Treasure on the map contain a few good chests behind locked and trapped doors. No matter which path you take, go to the boss chamber. The boss here is Kurdan Frenkt, a misshapen beast of a man. He will simply melee with you, so just knock him out of the battle in the usual way. As soon as he gets to be near to death, he will surrender to you. Accept his surrender to hear about the head gaoler. Rest, save your game and proceed down the stairs.

Ch1 prison3.JPG This last floor is very small and consists of a single chamber. This is also where the first major battle in the game takes place. The idea here is quite simple - the intellect devourer inhabits one person at a time, turning him against you. He starts off inhabiting the body of the head gaoler. There are also four former guards wandering the area. Try to keep the gaoler busy while also talking to the guards to persuade them to leave the area. If some don't leave, you will have to kill them when the intellect devourer takes them over. The head gaoler is a tough fighter, but can be taken door using teamwork between you and your henchman. Kill him, and then any other guards to make the intellect devourer reveal itself. This beast has strong damage resistance, but can easily be taken out. Just make sure to get out of the way, if he dominates your partner. Loot the room after the battle, and make sure that you collect the Intellect Devourer's Brain. Leave the prison and show it to Sedos to get a reward of 300 gold. You can always persuade her to give you another 75 gold. Now head back to Aribeth and give her the brain to get another 500 gold.

At this point you can also talk to all your henchmen again to get the second parts of their stories. I was level 5 after defeating the intellect devourer, so that may be the only requirement. Fix up your equipment and grab Linu as a companion now - her anti-undead abilities will be coming in handy for the next quest.

Beggar's Nest

Ch1 beggar.JPG The entrance to the Beggar's Nest district is in the southeastern corner of town. Go through the gate there and talk to the guard captain on the other side. He will tell you to seek out Harben, as well as a lost guard. The zombies on the street should be no problem for you and Linu. Just smash your way through them. Go to the Shining Serpent and talk to Harben there. He will tell you about a pair of missing people - Kestrel and Jemanie. I marked their houses on the map. Go to the temple and talk to Bertrand there to get a quest to find his brother. His brother can be found next to the gates leading to the Great Graveyard. Search Marcus' body to find his journal and a staff. Bring both back to Bertrand for a nice reward. Mages might not feel inclined to give the staff away yet, so keep it until you find a better one - he will always take it back later. Another quest that you can finish now is the Aldo and Hector quest. Just go talk to Aldo and he'll tell you about Hector. Go talk To Hector and then escort him back to Aldo. Easy as that. I marked both of their locations on the map.

Now all that you have to do is get pick a way to get into the graveyard. Talk to Kestrel to learn about the Sword Coast Boys, and to Jemanie to learn about his missing brother. The latter will give you the Estate Ward Stone. Now choose to do either (or both quests for maximum rewards) and go do them!

We'll start off here with the Sword Coast Boys quest. It is the harder of the two, but the most enriching. Enter the warehouse and go down the stairs after killing the zombies. There are more zombies on the second floor. Blast through them too and go around the long hall until you get to a door. In the next room you will have to fight a Sword Coast Boy, a powerful undead warrior. Have one character tank him, while the other character heals or attacks as necessary. Loot the room and go through the next door when ready. In the next room you'll have to battle Drawl. He is much more powerful than anything else that you have faced, but you can take him. Have the stronger of your two characters take him on in melee and the other should just keep doing their own thing. He is tough, but will fall with little effort. Loot the place after the battle and open the cell door to rescue Walther. You are now down the Missing Guard quest. Either go down the stairs or leave the warehouse now.

Ch1 crypts.JPG Go to the estate and enter through the front door. You'll have to battle through a bunch of cultists, but they aren't that tough. Go through the door and into the second room. Attack the cultists there to foil a summoning. If you fail to do so, you will have to fight an imp too. Open the southern door to find a gargoyle skull. Go through the northeastern door to encounter the snake cult leader. He isn't very tough, but he will try to boost his defenses. Just plow through him, loot the area and go down the stairs into the crypts.

No matter which way you took to get to the crypts, you have to use a lever to open a door, and then go down the hallway to get to a flight of stairs leading to the Great Graveyard. The enemies in here include cultists, zombies, weak shadows and the boss, a bloated dire spider. The latter enemy is a real tough guy - it hits hard and fast. After you kill it, climb the stairs to exit the crypts and enter the Great Graveyard.

The Yuan-Ti

Ch1 warrens.JPG The Great Graveyard is small. Find the two tombs and enter the northern of the two to enter the warrens. The warrens are crawling with zombies and ghouls, neither of which should be much problem for you now. For now head to the right from the start and open the trapped door to find Torin's body. Pick up the Ancient Key and his ring. Now go around the level counter clockwise, searching every room as you go. It doesn't matter, if you free the guy from the prison or not. When you get back you should be able to open the door to the mummy room. There are seven chests in there, the middle three of which are trapped. The coffin contains a great suit of armor, but will bring on a battle with a mummy, if you open it. Mummies have powerful and crippling diseases. Take them out before they have a chance to use it on you. Open the coffin or not then return to the north. Right before the door leading to the boss chamber there are four doors that will open automatically. Four animated suits of armor will rush out at you. They are easy to kill. Don't forget to loot their little rooms too. Go through the door when you are ready to go on.

The next chamber features the Yuan-Ti priest, Gulnan. She is powerful - very powerful and seems to just not want to die sometimes. Your first priority is not to attack her though - it is to smash the machine that is constantly producing zombies. The next thing to so is charge towards her and do battle with her in any way that you normally would. There are a few special things that she will do however - she likes casting Flame Strike, Curse and Hold Person spells. She will also poison you, disease you and heal herself, depending on how the battle is going. It may take only 100 points of damage to slay her, or it may take 100000000, depending on how often she heals herself. Just try to keep your party separated so that she can't use her Flame Strike spells to get both of you at once. If you manage to keep yourself at full health, you shouldn't have any problems, even when she summons a Shadow Fiend to help her. Eventually, she will die and she will drop a scimitar +1, her heart and a vial of special holy water. Loot the room and then leave the graveyard.

Return to the Beggar's Nest District and talk to Jemanie to get a reward. Harben will also reward you, but his reward is based on your charisma score. Return to Aribeth to get another 500 gold pieces. Now you should be able to get all the quests from your six henchmen and it is a good time to do at least a couple of them.

The Docks District

Ch1 docks.JPG Once you have organized your equipment, and checked out all your henchmen's quests, it is time to head to the Dock District. Use the northwestern gate from the City Core to get there. Talk to the guard captain, who isn't that much help. The streets here are crowded with all kinds of ruffians. They aren't that hard to kill, so make sure that you do. Check anything that they drop to find some smuggler coins (a special form of currency that can only be used here), as well as am auction notice.

Talk to the Masterstons to learn of the theft of a valuable amulet. Agree to help them. To stop the auction you'll have to break into the Seedy Tavern. There are three ways to do that. Steal a Bloodsailor uniform from the pirates on the boat and knock on the front door, steal a key to the side entrance from Callik's house, or bribe the bouncer with five smuggler coins (after knocking on the door). Any way that you hope to do it, do it and get inside the tavern. To get to the bottom floor you need to get two things - the Tavern Key, and the password, but you don't need either of them. You can get a key from Christov after participating in a drinking contest and the password from the Ulfnog. You can also pick the locked door and persuade the chef to look the other way. Just get down those stairs! You can also trade in any coins that you found for useful gear. The sash is a good investment (spell resistance 12).

The second floor is swarming with Bloodsailors. They are not difficult to kill at this point of the game, so just walk through them as you approach another flight of stairs to the southwest. Before you can go down them you will have to fight a Bloodsailor Lieutenant. He falls very easily. Go down the stairs after the battle. Directly to the east of the stairs is your goal on the second floor. Go down the hall and enter the door at the end of the hallway. Rescue Dara'nei and tell her that you work for the city. She will give you her locket and will bid you on your way to the Silver Sails.

The Silver Sails is full of beetles and spiders. None of them are really that hard, so just make your way to the floor below. Once you go down the stairs you'll be in some sewers. The third tomb for the Search for Never's Tomb quest is down here. Talk to Charon, the boatman, and have him bring you down the river. Walk down the hall that is on the other side and kill Callik and his two guards when you get to them. Pick up the fairy dust, as well as the Masterson family amulet. Go around to the other side of the bars and talk to Vangaul. Let him go to get the cockatrice feather. Alternatively, if you couldn't get into the main aqueducts because you didn't get the amulet, there is an alternate way. Grab the orders from Callik's house and go into the locked building that is to the south of Anrod's estate. Kill the guards and use the orders to go through the gate. Then you pick up with the Charon thing.

Leave the sewers and return the amulet to the Mastersons. Then return to the Hall of Justice to give the feather to Aribeth for a small reward. Ole!

Blacklake

Ch1 blacklake.JPG Now it is time to retrieve the last of the Waterdhavian creatures. Head to the upper right exit from the City Core. Before you can enter the district itself you will have to make your way through No Man's Land. The man by the gates will ask you to kill a thug named Loxar and will tell you about the diseased thugs in town. These are not very hard to kill and should pose no problems to you. Make your way along the street until you get to a somewhat destroyed house in the middle of the street. Enter it and kill Loxar. Bring the head back to the man by the gates for your reward. Go down the street and through the gates to get to the Blacklake.

The first thing to do in Blacklake is talk to Formosa. She will tell you to search out a key to Meldanen's Estate and will reward you for killing him. Go to the tavern next and talk to Thurin there to get another quest. He wants you to help him find on of his guards. Next you will want to find Milly on the streets. Persuade her to reveal a way into Meldanen's Estate. You can then enter the estate through Milly's House. Alternatively, you can kill the estate's door guard or bribe him to get into the manor. I took the course of bribery.

Ch1 manor.JPG The manor is full of easy to kill enemies on both floors. There is nothing in here that will be able to harm you overly much. Once you enter the manor you have to get the key and bribe the guard by the front door. Then go south to the cells where you can rescue Samuel. Go to the west and go down the stairs.

This floor is full of mephits, easy to kill flying imps. Just go to the east to find Meldanen. It is a short fight, at the end of which he surrenders to you. You know have some choices - you can let him live, or kill him. You can take his money, key, tooth, or all of them. You can also take out a contract on Formosa's head. I chose to let him live, taking the tooth and key. Use the key to open the nearby cell to rescue the dryad and to get a lock of her hair. Make sure that you open up the chests to get some Dragon Blood. Return to the tavern to get your reward for finding Samuel, and to Formosa to get your reward from her. Return to Aribeth and only give her the last reagent once you are done with all the quests that you wish to do.

The Cure at Last?

Ch1 helmshold.JPG You get some nice experience and lose all your quest items once you give Aribeth the last reagent. She will bring you to another chamber where you will have to talk to her, Fenthick, Desther and Lord Nasher. Once you have spoken with the four, the ritual will commence and then go awry. You will have to fight off some assailants and then jump into a portal to follow them. Off you go now!

Once again you have a choice here. You can enter the monastery via either the front door (you will have to fight through lots of undead guards), or through a southwestern cave. Mainly, I suggest having a cleric along, since you will be fighting a lot of undead in the final portion of this chapter. In any case, going through the cave will lead to the basement, at which point you will have to wander through the entire monastery anyways (there is a shop in the basement, so go there if you need supplies).
Go through the main gate of the monastery and kill all the undead guards that you find. You might find it easier to bait them towards the gate so that you can quickly turn and run if things go sour. Beat them up and pick up the Etched Gem from the corpse near the gate. Go through the northern door and put the gem on the altar to turn the guardian armors over to your side. The rest of the monastery is crawling with undead, as well as a lot of Fallen Helmites. Only the latter are difficult, since they tend to swarm you.

In the northeastern corner of the map there is a half-summoned devil. There are a few things you can do with him. You can free him or destroy him and summon the guardian spirit. Doing the latter will net you 750 experience points, but do you always have to be good? I suggest freeing the devil, if you need a magical double axe, or a Cloak of Movement (immunity to paralysis). Otherwise save the guardian spirit and ask for the bow or the ring. In any case, I marked the locations of the two books on the map with b's. Collect the two and do whatever you want with them.

When you are ready head upstairs. Talk to Fenthick and then go up the stairs again. The next little area is home to a lot of undead (watch the bodaks - they can kill you with a single attack). The Curst are just classed undead creatures. Go down the hall from the stairs and take a left at the junction. Go though the door at the end of the hall to find Desther. This guy is mean and is practically immune to everything. He is a high level cleric and will prove it to you in battle. The trick here is to kill off the 5 ritual creatures to remove Desther's layers of protection. After that happens, he is no harder than Gulnan was.

Make sure that you search the entire place before taking him back to Neverwinter. There may be more monsters lurking around, so be careful. There are plenty of chests to loot as well. Talk to Desther and take him back to Neverwinter to finish this chapter.

Optional Quests

These quests are purely optional. The NPC quests can only be done about three levels after you meet them, provided that you listen to all their tales after you level up each time. I suggest hiring them all before hitting level four. As soon as you hire them, weasel their story out of them and then hire the next one. Since you can have only one companion at a time, it will take a while to do this. After you gain a level, talk to each of them again to continue their stories, until they give you a quest. Finish them as you get them. Once you get the quests you have until you recover all the reagents to complete them.

Note: You must complete these quests to get the next parts in the following chapters. The rewards from the henchmen quests can all be upgraded in following chapters.

Cleric, Paladin, Monk Quest - The Search for Never's Tomb

Talk to the Reverend Judge Oleff in the Hall of Justice to get this quest. If you aren't a pious class, then you will have to pass a Persuade check to get it. The Judge asks you to find some artifacts for him and he will reward you greatly. He gives you a letter and bids you on your way to the Peninsula District.

Before even doing the first part of this quest head to the Moonstone Mask. Talk to Gilles there and he will tell you that he will give you a better price for the artifacts. If you want to be evil, accept his deal. Otherwise, pressure him into revealing information on Jacob's Quill. Once he mentions it, threaten him to have him give it to you. Give it to Oleff for a reward of 500 gold. Head to the Peninsula District. Go to the Tomb and talk to Briley there. Open the chest to get the book and the Ceremonial Arrow, Sword and Shield.

Go to the Great Graveyard off of the Beggar's Nest District. There is a small tomb there with a chest outside. Put the Ceremonial Shield into it and the door will open. Kill the mummy inside (watch out for its disease attack) and open the coffin to find a tome. Return the town to Oleff to get a small reward. Now there are only two left to find.

Go to the Aqueducts below the Docks District. Put the Ceremonial Sword into the chest to make the door open. Grab the amulet from the coffin and kill the minor undead creatures that swarm you. Now return the amulet to Oleff, and be ready for the next part of this quest.

Now head to Blacklake for the final part of this quest. Go to the area's tomb and talk to the child outside. Use the powers of persuasion to get a password and then walk into the house. Use the password on the bookshelf to enter he sewers. There are some undead in the sewers, but they aren't hard to kill. Put the Ceremonial Arrow into the chest here to open the final of the four tombs. Enter the tomb to face one of the toughest battles in this chapter. You will have to fight four enchanted blades. Take them out one at a time, and don't feel like a coward, if you have to leave the tomb to rest. After the battle you will be able to pick up an axe and a suit of armor from the coffin. Take these back to Oleff to finish the quest off. He gives you an amulet, and a piece of adamantine, if you persuade him to give you a bigger reward.

Druid, Ranger Quest - Zoo Rescue
Talk to Nyatar to learn of the plight of some animals. You can persuade him to give you the quest, if you want. He is next to the Druid Tree in the City Core District. If you agree to help him, he will give you the Scented Fetish, Teleport Via Plants Scroll and the Zoo Key Copy.

Go to the Blacklake zoo and pay to enter. Go to the right upon entry and go through the door at the end of the hallway. Go all the way down the hall until you get to a door (you can also get some great treasure by exploring the rest of the place!). Exit and use the scroll on the tree there. GO back inside and go through the first door on your right. Kill the guards and go through the door into the next chamber. Kill the Master of the Pens there and then pull the lever. Talk to the four animals and tell them that they are free to go. Return to the tree and tell them to use the portal to finish the quest.

Return to the Great Tree when you can to get your quest. Nyatar will reward you with 400 gold and a piece of ironwood, if you are persuasive enough.

Sorcerer, Wizard Quest - Cloaktower Membership
This is the only quest that you cannot get by persuasion. You actually have to be a member of the aforementioned classes to get it at all. Anyways, head to Cloaktower and talk to the mage within to get this quest. You will get a special key that will allow you entry into the areas that you to search.

To complete this quest you will have to find and explore four special houses and bring back the items from within. Each is guarded by a low level mephit. The Bit of Clay is in the Peninsula District (top right corner), the Kindling wood is in the northwestern corner of the Beggar's Nest, the Puff of Fog is in the house next to the Hodge Estate in Blacklake, and the Flask of Water can be found in a house in the eastern section of the Docks District. Once you have all four, return to the Cloaktower.

Give the mage the items and you step on the portal to undergo the final of the tests. There are two ways to kill the Minogan - the old fashioned way with sword and spell, or the easy way. Pick up the four wands and use them in the following order to kill him really easily - Earth, Water, Air and Fire. You'll get a nice cloak for your efforts here!

Rogue, Bard Quest - Art Theft
Go to the Moonstone Mask and talk to Ophala to get this quest. You can also persuade her to give you this quest. She wants you to steal some pieces of art for her. Agree to help her to start this mission.

Your first stop is the Androd Estate in the Docks District. It is the northwestern corner of the area. You will need a rogue to open the doors, or someone strong to bash them down. The guards within are a picnic to kills, so just plow through them. Go to the east upon entry and then follow the hall around the house until you come to a second door. Go through it and kill the cougar. Go through the southern door to find the lord of the place. In order to save himself he will give you everything that he has. Make sure you loot the entire house before leaving (you need the statue!) and returning to the Moonlight Mask.

The last two pieces of art can be acquired in Blacklake. Go to the Rumbottom estate and pick the lock on the door to get in. Once inside just go north into the hallway an then turn left. Go in the northern door at the end of the hallway and then through the northern door there too. Open the chests to get a portrait that Ophala wants. Bring it back to her for a reward.

Now head to the Hodge estate in Blacklake. This place is full of traps, so make sure that you bring Tomi along, unless you are a rogue. Keep a look out for them on the floor, on the doors and any chests that you find. To get to the urn and the note, go south and then through the western of the two doors. Go down the hallway and enter the last door. Go north and through the top door and then west. Look inside the chests in the little bedroom to find the urn. Bring it to Ophala to finish the quest and get a pair of magical boots. You can persuade her to give you a diamond on top of the arranged reward.

Fighter, Barbarian Quest - The Gauntlet
Talk to Graxx in the Trade of Blades tavern. He will tell you of the Gauntlet in Blacklake, if you are one of the fighter classes, or manage to persuade him to do so. He will then offer to sell you a ticket - buy it for the price of 50 gold.

Go to Blacklake and go to the tavern there. Tell the barkeep that you have a pass and he will give you a key to the arena. You will have to fight four battles in this arena, none of which are very hard. You have a chance to heal between every fight and can bring with a henchman and an animal companion with you. You will have to battle a barbarian, a monk, and then two fighters. The fourth battle can be tricky, as your opponent will cheat. Just persuade the referee to make the battle fair to earn an easy victory here. That is all there is to this simple quest.

Tomi Quest - Find the Forged Documents
Tomi is a halfling rogue that you can hire. He will cost you 200 (150 with Persuade) gold to hire and starts at level four. Talk to him several times over the course of your travels to get this quest.

Apparently he had a problem when he was in Calimport - he had a tumble in the hay with a powerful wizard's daughter, a man whom he was supposed to kill. On top of this, he betrayed his mistress and made them fight each other to the death! Nice guy. In any case, he is looking for a friend of his, a forger. Since the guy is no longer alive it will suffice to find the forged documents that he wanted made. Why? He wants to use them to proclaim his innocence in the matter so the daughter will marry him!

The documents can be found in the same building where you found Hector in the Beggar's Nest. Just give them to Tomi to finish the quest and get the Ring of the Rogue +1.

Boddyknock Quest - Leaven Bread
Boddyknock is available in the Trade of Blades tavern for 150-200 gold, depending on the results of your Persuade check. Over the course of the adventure he will tell you of his training and for his search for a special kind of bread. He will give you a Lantanese Ring +1 when you bring him a recipe for it. The recipe can be found on the body of the baker in the bakery in western Beggar's Nest.

Linu Quest - Find the Chalice
Linu is looking for a chalice that was stolen from her church. She believes that is totally innocent. She is totally clumsy and must have tripped and lost it or something! You can find the chalice in Meldanen's Estate to the south of where you fight him. Give it to her to get a Pendant of the Elf +1.

Sharwyn Quest - Find the Bonerot Cure
Sharwyn can also be found in the Trade of Blades and for the same price as the others. She needs a special elixir to cure her mother's illness. It is a good thing that there was a Celestial Elixir in the Tanglebrook Estate in the Peninsula District, isn't it? She gives you the Belt of the Performer +1 as a reward.

Grimgnaw Quest - Kill the Infidel
Grimgnaw can be found in the Trade of Blades tavern. He is seeking to kill a woman that failed the initiation rituals of his order. He needs you to find her ring and bring it to him. The ring is in No Man's Land on the way to Blacklake. It is in one of the houses near the Blacklake gates. You will get the Amulet of the Long Death as a reward for helping him.

Note: Sometimes the ring is silver and sometimes of a different metal. Examine it to see if it is the right ring.

Daelan Quest - Find the Brooch


Daelan can also be found in the Trade of Blades tavern for the same prices as the others. He is looking for a talisman from his mother that will let him commune with his god, Uthgar. The brooch is easy to find - it can be found in one of the treasure chests on the boat in the Docks District. He will give you an Amulet of the Red Tiger Tribe for helping him find it.

The Smith
Go to the Smith and talk to the shopkeeper in the front room. Persuade him to tell you about the special wares that his master sells, and if he does, head into the back room to talk to the man. When pressed, Marrok will give you a list of recipes that he can make, provided that you bring the ingredients. Most items can be bought in stores, but the rest have to be found.

Only transform those items that you will use, and save the rest of the reagents for later. The Feyduster Shortsword is a great weapon for rogues (sneak attacks anyone?), but always save before checking out a combination. You can always load, if you don't like the result.

Here is a list of special items to keep - Diamond, Adamantite, Fairy Dust, Dragon Blood, Gargoyle Skull, Special Holy Water and Ironwood. You can pick these up from chests, off dead bosses and from quests (persuade for bigger rewards!). Keep whatever you don't use for later!

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