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After the mages are mopped up, Aribeth will tell you to get your hide over to protect the Waterdhavian creatures. This will be the first of several hundred times Lady Aribeth utters the phrase "Waterdhavian
Creatures," so get used to it. If you have not done so yet, summon your familiar.
As you leave the room, (the way you came in) you'll be accosted by a "mysterious mage," who will sick a couple of one-hitpoint goblins on you. Don't bother with spells, this is a game of paintball- one tag and down they go. If you haven't rested and have unmemorized spells, now would be a good time to rest. Note that the sneaking-down-the-hall style is not very effective in the prelude, even for rogues- you're just not high enough level with Stealth yet, and you'll rarely if ever avoid detection long enough to get a sneak attack. Wait until level four or so. Now would also be a good time to SAVE THE GAME.
You can either go a few steps down the hall and then to the large door to your right that you haven't gone into yet, or you can clean out the training floor that you recently passed through. Although any experience you get is pointless, (leveling from 1 to 2 and 2 to 3 is going to be automatic) the treasure is still good and it will help you get used to Neverwinter Nights. Each room has a few goblins in it, and the Warrior's training plaza has about five to contend with. Don't bother zoning back past poor dead Olgerd- all you discover in the starting room is that Bim is also dead. Gee, how did a pack of goblins that probably have fewer than twenty hitpoints between them wipe out these veteran warriors and spellcasters? I've beaten the game, and I still don't know.
Once you go through the big door, prepare to fight the mage and his goblins again. No big deal. Now, save the game. There's a chest to the left that offers something sweet- warriors seem to get a breastplate, spellcasters a Ring of Fortitude +1. Proceed throught the stables to meet Pavel the Brotherless, who offers to join you. There's no reason not to take him up, so let him teach you about henchmen and tag along.
Go through the door to a hallway that forms a square on your map around a central room. Go into the central room, and wipe out the inhabitants and loot the area.
Through the door intersecting the square hallway, and you'll meet an old man who gives you your first free level up and offers you a tutorial on how to level up. D&D vets won't need it, everyone should listen once. After you're through leveling (I suggest you save it first- leveling is a time of experimentation, and things go wrong.) go through the door.
Clean out the goblins in the room immediately to your right for fun and profit. Then leave the room and continue south down the hallway. Clean out the skeletons behind the door at the two-way intersection (you may want to rest and heal around now) for more fun and profit, then continue west toward the T intersection.
All three ways here lead to the same spot. Assuming you're looking to do everything, first go right (north) and clean out the warehouse, then about face and go south to clean out the library. Rest and save, you're finally about to finish off that inispid "Mysterious Mage."
If you're a combatant, rush the mage and hack him to interrupt his spells. (Dual wielders obviously have an advantage here.) If you're a caster, then try hitting him with a stunning spell, wipe out the goblins with Pavel, then melee the mage. Elminster he's not, as long as you can shut him down fast. Loot the Archer's Belt (usually) from his body, and put it on- it's a nice item. Proceed to the Stables and the end of the Prelude.
In the stables, you get to watch a couple of goblins with four hitpoints among them free the Waterdhavian Creatures despite the best efforts of a pair of clerics. Help the latter mow down the goblins, then talk to one of the clerics. You'll learn about the relationship between Aribeth and Fenthick, (yeah, too bad hotshot) and that Desther has even more of a stick up his rectum than what D&D fans expect from a
Helmite.
Congratulations on your level up. This is your last automatic one, unfortunately- from now on, every little bit of experience counts.
Proceed through the door before/after you level up. (You start Chapter 1 at the rear of a Tyrran temple.)
1.0 CHAPTER 1 (a.k.a. So Obvious, You Never Suspected)
Emerging into the back of the Temple of Tyr, you can have a conversation with Fenthick and Desther, standing before you. They tell you about goings on in the past week, and the dire straights the city I in. Wait, its "in which the city is". That's better. You now have your first of several enjoyable opportunities to be rude to Desther, which I enjoyed. You also discover Lady Aribeth is waiting in the next room. Go speak to Lady Aribeth, and she charges you with the recapturing of the
Waterdhavian (sigh) creatures. Apparently, chaos is reigning- a prison revolt in the Penninsula district, an explosion of undead in the
Beggar's Nest, an uprising of cutthroats at the Docks, and a bunch of callous aristocrats in the Blacklake district. Sounds like a job for
Superman, but he's on vacation so you're up.
She suggests (and I agree) that you try the Penninsula district first.
Like any good RPGer, you're going to want to peer around town first, to see who says interesting things, what quests need to be done, and what equipment you can afford (not much). Talk to Tomi Undergallows on your way out- he costs more money than he's worth right now, but if you don't plan on following my advice and taking a level or two of rogue down the road, (or can't because of race/class restrictions) you're going to be coming back for him quite often. Familiarize yourself with
Sergol and the portal in the temple- you're going to donate tens of thousands of gold pieces to Tyr via those portals before the final blow against the as-yet-unknown enemy is struck.
After talking to the girl just outside the temple, (she asks you to help with the problem at the Penninsula, simply report back to her for some more experience when you clear out that part of town) you're free to explore. First thing on your list should be to walk around every section of the City Core. On the itinerary for magi is the Cloaktower and Eltoora just to the left of the door from which you emerge. Druids and Rangers should check out Nyatar at the tree next to the Cloaktower and receive a quest for (much) later. Melee classes should get a feel for the Shining Knight where a certain dwarf in the basement will make relics if you have the cash and the ingredients.
Everyone should check out the Trade of Blades, where five useful henchmen (like Tomi) can be hired. Daelan Red Tiger is a powerful half- orc barbarian of the Uthgardt and a compliment to anyone. His quests are the easiest to do and net you a nice amulet that gives you more strenght throughout the game. Linu La'neral is an elven cleric and a godsend for warriors, especially later in the game when the Heal spell becomes more accessible. (Note that her AI is terrible- you should tell her manually to heal you if you need it.) Boddyknock Glinckle is a sorcerer, a profession not suited to AI. You may get good results out of him- I didn't. If you decide to try him out, remember to rest a lot, because he WILL blow all his good spells on goblins with a dragon on the horizon. Sharwyn is a bard, and I'll be frank- *phhbbbt*. Besides her overstated I-Care-Not, she specializes in dying and failing to be of use. Her defense spells are helpful, but she has a tendency to stop in the middle of the road and start casting them for no reason, making you choose between waiting for her and using the "Follow" command (you should have this hotkeyed for all henchmen) to yank her along. Grimgnaw fills the same role as Daelan Red Tiger and just as well, except that a)he's quite evil and b)he lacks the barbarian's hitpoints but outmatches him in Armor Class.
Quests accumulated while exploring the city core will be discussed in section 1.5- Chapter 1 Side Quests.
1.1 PENNINSULA DISTRICT
Since the releasing of the Waterdhavian creatures, there's been a prison break, and the inmates have overrun the district. Rumors have it that Captain Alaefin, the head Gaoler in Neverwinter, has gone crazy and set all the prisoners free. The guards are barricaded in front of the gate to the city core, determined not to let the escapees penetrate the inner district.
Into this mess comes you, the new recruit. Talk to Captain Kipp if you like, and find out interesting locations on your itinerary- primarily, the Militia Headquarters. Clean out the house and containers in the cul de sac to the left. Then take the right fork, helping the guards in front of the ramp take out some rebel prisoners. Go up the ramp.
Take care to notice the scattered groups of prisoner guards (small joke) patrolling. Just ahead from the ramp, you'll have to fight a particularly large group in and around the ruins of the main wall of the prison, so save the game. If the fight gets too hot (it probably will) run back to the gate and the guards will cover for you. You should be using Daelan, because none of your other henchmen are as consistantly effective yet. (Tomi, Sharwyn and Grimgnaw don't have enough hitpoints, Linu and Boddyknock don't have enough spells.) The enemies in this district are more alert than anywhere else in the game- maybe BioWare hadn't gotten the hang of scripting a good alert radius yet- so assume if you see someone that they've seen you. Try leaving your henchman behind (the Stand Ground and Follow commands should be hotkeys, so you can switch between them) and sneaking up on someone if you're a rogue or ranger.
After you take out the prisoners partying in the ruins to the right of the ramp-path, about-face to the east across the street and talk to
Master Johns. He was being kept a prisoner of the prisoners, for what purposes I don't care to imagine. Take him back to the gate for 62 experience and some Good alignment if you want. Go back to where you founnd him and continue generally East, looting and pillaging as you go. (Hey, if you don't take it, the prisoners will. And how else are you supposed to fund this little operation?)
Go East, cleaning out the standalone house to your right and the row home to your left- both sport a number of prisoners and some treasure.
Make your way to the corner where the Mercantile and the Militia
Headquarters stand side be side. Don't go in yet, unless you really want to. Go North, kill a few prisoners, clean out the guardhouse behind Mrs. Dulicae, then rescue her (just like Master Johns). The guardhouse sports four thugs and a leader. Then go behind the HQ building and kill the one or two stragglers lurking in the cul-de-sac.
Loot away.
Go into the Mercantile and unburden yourself. Buy maps of the city if you want them- the advantage is knowing where everything is and how the city is structured without having to explore. The disadvantage is not knowing if you've been to a certain area before. Rest, Save, then head into the Headquarters and get down to business.
Sebos Sedile is the leader of this area. She seems kind of ditzy for the head of a militia company, but she offers a 300 gold piece reward for taking care of the problems in this district. Intrepid adventurer that you are, you readily accept, and she tells you about getting into the prison. You can decide how to get in...once you've finished getting the most exp and treausre possible, of course.
In any case, head toward the Sewer Access on your new map. (If you didn't buy the map, head southwest.) Around the "Sewer Access" you'll fight a miniboss, so save it. The gang leader has about eighty hitpoints. You might want to try parry-mode if you levelled it up.
Rogues may try losing him in the streets, then returning for a sneak attack- or you can just sneak attack as Daelan distracts him. Don't be shy with the Healing potions- you get more of them than you'll need.
Make sure to drink some Barkskin before the fight, if you have it.
DO NOT OPEN THE CHEST. Save the game first. Now, before you is the first of what I like to call "Boss Chests." Boss Chests, as I explained in the Walkthrough Notes, randomly drop a really cool (for your level) item. Feel free to keep loading the game until you get something you can use- don't be too picky, though- you shouldn't ditch the good armor just because you really want a magic axe. It could be an hour before an axe shows up. Also, if you're getting frustrated, just go with an item you think will sell for the most- heavy armor generally sells the best, as do heavy weapons.
Now, save it and head into the sewer. You'll be plunged into a battle- royale. Prepare to use your Stone of Recall to teleport to safety. Work on the thugs, first, then go after the leader. Now, go back outside (from any door) and work your way around the perimeter of the Prison, killing and looting. Be cautious- there is at least one more (less difficult) Gang Leader waiting for you. When you can't go any further, go into Lady Tanglebrook's house. (The key is under the mat.) Save the game- two stink beetles await you in the west room. After you kill them, check out both south side rooms, (the door in the west room is trapped) then go downstairs.
When you get into the chess room, save the game and TELL YOUR
ASSISTANTS TO HOLD THEIR GROUND. Walk up to the chessboard, activate
Detect Mode...then go get something to drink, maybe a snack. Let your character just sit there, his Search check slowly uncovering all the traps. When you're ready, save the game and go to the left of the board. Loot the boxes. Then work your way slowly to the right side.
Loot the boxes. Then save it, and look across the other bridge- see the
Fire Beetles? Move close to the gap, but not the bridge. You should have them trapped, or at least with a long stretch to cover before they get to you. Open fire.
When the beetles are dead, go across and up into the Prison. ONCE
YOU'RE IN THE PRISON, tell your assistants to follow you again. Go around the bend and east into the room. Defeat the gang, then move north to the cell block. Don't bother with the cells now, but head east and then north through the door. (The door on the right is trapped, wait a while.) Take out the gang guarding it, then heal up.
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