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You're now in the MAIN HALL, so if you did the quest the way it was supposed to be done (i.e Finding the key) you've just come in. I was just about to tell my fellow Max Powerites to go into the Southwestern door, in which is another gang is defending the locking mechanism to all the locked cells they passed by following my way.
You can loot the South Wing cells if you want, but when you're done go into the Northwestern door (from the Main Hall) and wipe out yet another subgang to open the North Wing Cells. The Armoire in this room usually furnishes good loot.
Next, clean out the Northeastern room, (the door is trapped) which has (gasp) another mini gang, and two loot containers.
Now, head out the Westernmost door on the North Wall. A fight near the intersection, and you'll be in the North Cell block. Clean out the cells, then head into the only North door leading from that cellblock.
It leads into an storehouse. Relieve the prison of its surplus valuables, then rest and SAVE THE GAME TO A SEPARATE FILE, especially if you're the type of person who likes to quicksave during a large battle.
On the other side of the West door is the biggest fight of the game so far. Try to pull foes one at a time, because if the forces) farther south (lead by a powerful Gang Leader) join up against you...you're doomed. Make sure you have potions handy here. DO NOT TRY TO SNEAK UP
ON ANYONE TOWARD THE MIDDLE OF THE ROOM. You'll be instantly surrounded and cut to ribbons. Instead, pull one of them with a missile weapon.
Make sure your henchman stays out of the way of this delicate procedure until the fighting starts. Anyone but Daelan is going to get ripped to shreds, and even he is probably going to bite the dust once. If you're a caster, prepare to spend some money teleporting back for healing- and even then, I hope you levelled up Concentrate. No matter what your class, take out the thugs first, then take the leader. Casters should memorize defense spells.
Once you've (if you've) managed to win this brouhaha, SAVE THE GAME
BEFORE LOOKING AROUND. There's a two real nasty guard dogs around that hit for more than ten damage. The chest by the stairs is a BOSS CHEST, so you may want to save it. You can open the four doors on the East side of the room. Two lead to small storage rooms (with the guard dogs, and no treasure), the middle one leads into the main corridor leading back to the Main Hall, and the other door leads to the South Cell block. If you haven't been everywhere on this floor, finish up, then head downstairs.
When you get downstairs, you'll be greeted by an elf. Follow him into the proper room, then lock the door as he tells you. He'll fill you in on the prison and details. When you've finished, leave him and go out into the heavily patrolled halls. Your first objective is to kill everyone in the central room- no easy task, as its gaurded by a mighty spellcaster and nearly a regiment of thugs. Here's my suggestion: Open the door, and shoot an arrow or spell at someone. Then turn tail and run back to your henchman, who should be planted down the hall a good fifty yards. Kill those goons that are still chasing you, then work your way back to the room. If a large pack starts to form again, run for it. If the sorcerer is in range, run for it. Then work your way back. When the sorcerer is out of earshot of his support, sneak up on him (literally if you have stealth) and let him have it. In the center room is a boss chest, and some other good loot.
There are four other rooms on this floor, two on the North and two on the South, packed with minigangs and treasure. (The wooden door on the south side is trapped.) Some of the cells have lootable bodies on them.
Visit all these places, watching out for prisoner patrols as you pillage. When you're all finished, head downstairs.
Welcome to the Pits. A.k.a. "The Hole" in Oz. Flip the switch to open the door, then get ready for a fight as a spell casting gang leader is waiting for you, along with some thugs. You may want to pull them with a bow, to limit how many can fight you at once. Loot the room, then head south. Kill the door guards, then open the door. There's a trap in the middle of the room- after you kill the thugs, either avoid it by sticking to the fringes or disarm it. In the next room, there's another, smaller trap in the middle of the floor, but the larger problem is the half-dozen thugs led by a sorcerer. Pull them out in as small numbers as possible- you may even want to try the HitNRun tactic (pun intended) from the sorcerer upstairs.
This is the Hub of this floor- southeast is the way you came in. West is just a cell with a dog, a prisoner, and some valuable garbage. North is the right way, and thus is the last way you should go. Southwest leads you to a battle with a pack of thugs. Kill them, and save it, because the next room (not the locked door) sports a gang being led by (another) sorcerer. Use the same hit and run tactic if you have trouble.
The room you're in now should be shaped like an insect. The Western legs lead to locked up treasure rooms, one dog in each. The treasure is pretty good- you may want to consider chopping the doors down, though it will take awhile. The Southeast leg is the direction you came in, and the Northeast leg takes you toward the end of the floor- but assuming you're looking to sweep the whole floor, return to the "Hub" room instead of going in, so we can stay on the same page.
From the hub room, go north now. You will be entered into two battles, each supported by a Leader. Kill them, rest, and save. The east door, if you can open it, leads to a small room with a foe and a treasure.
Follow the corridors Notheast, and you'll soon see a Gang Leader on the edge of your vision. Save it, this one's a doozie. Plant your henchman, open fire, and get ready for a Defensive Fight. (see Walkthrough notes)
When you're finished, open your Boss Chest and then make your way to the 3 way intersection to the Southwest. Fight your way down the East hall, then go back to the intersection and go South. Clean out the room, take the treasure- the circle on your map should be complete. Go back north, then down the East hall you just cleaned out, Rest and Save the Game. Here's the first of two bosses.
The half orc Kurdan Fenkt is a formidable fighter. Luckily, you only have to get him down to Near Death, but its still a very tough fight, and a DEFENSIVE BATTLE. Boddyknock is pretty handy here, shooting Acid
Arrows at the Half-Orc as you parry with your swords or block with your shield, maybe even switching between the two if you find that even with
Parry, he's still hitting frequently. (If you're using two handed weapon attacks, stop for this fight.) Don't be shy with Healing potions, this is what they're for.
After you beat Kurdan, he'll declare a truce. I strongly suggest you agree while you can. Interrogate him, discover that you've managed to corner the Intellect Devourer, (one of the Waterdhavian Creatures, if you don't remember) then let him go and teleport back to the Temple.
Sell, recruit Daelan, rest, go back in the portal and save the game.
The battle against the Head Gaoler is certainly a DEFENSIVE BATTLE. If
Daelan's still with you, don't go into parry mode unless you're a rogue. (the Gaoler will just turn his attention to your henchman). Once
Daelan dies, of course, feel free to parry away. Once the head Gaoler dies, (don't be ashamed about wasting money on teleporting back and forth) you'll have to take out the Intellect Devourer as it possesses each of the four other guards. If you persuade the guards to leave beforehand, you can forego this and just kill the Devourer. Once that's over with, Recall home and SAVE THE GAME. Sic Daelan on the Devourer.
The things' AC is off the charts, and its magic resistance is also a bit high, so expect a long and wearisome battle. It isn't that hard once the Gaoler is dead, however. (Except for the insane AC.) Again, prepare to eat the teleportation costs, and you should be fine. After you've slain it, loot the chambers (including two Boss Chests) and teleport home, victorious.
Congratulations, you've liberated the Penninsula District. Remember to tell the people hanging out in front of the gates to the district, as well as the girl outside the temple, of your victory for some extra experience.
1.2 BEGGAR'S NEST
(Note: For side quest walkthroughs from the Beggar's Nest, see section
1.5.2, Beggar's Nest Quests)
Shortly after the release of the Waterdhavian creatures, undead began appearing in the common housing district of Neverwinter, also known as the Beggar's Nest. Within a week, the walking dead had multiplied to the hundreds, and had forced those still alive to flee the district.
Now its your turn to force back, as you walk into the district well rested and with your game saved to a separate file.
Note that Clerics and Paladins should not waste their Turning on random patrols of Beavis Zombies. Wait for the large groups, or the harder undead, or right before you rest if you have extra.
Talk to Ergus. From the guard barricade, walk forward, take out the undead, then scythe north around the standalone building. Go right
(East) at the first intersection, then right again (south) at the next.
Walk down the street toward the Shining Serpent. Get ready for a fight, as four armed thugs jump you outside the building. Melee combatants shouldn't have trouble at full hitpoints, casters should have a defense spell up before going near the building. Pick a note off of one of your assailants. Read it, then take it back to Aribeth and Fenthick whenever you feel like it- you get some gold and get to insult Desther again.
Go into the Serpent. Talk to Herban Ashensmith, who will fill you in on the situation and give you a quest to find Krestal and Jemaine. Also speak to Drake for another perspective on the problem. Then go upstairs and loot the containers- the loot is very good, with a semi-boss-chest in one room. Head over to the temple of Tyr across the road, and talk to the priests, preferably getting the Lost Soul quest. Head back to the Guard post near the core and get the Find Walters quest if you want it. Now Get ready- this next run is going to sweep the town and leave a lot of twice dead corpses.
From the guard barricade, walk forward (maps open, boys and girls) and make a left in front of the standalone house from before. Kill the undead surrounding the house, then go into the row-home door just to the East of it. More undead need slaying. You can go into the standalone home if you want- there's a (justifiably) afraid man in there, and a bureau to loot. Go north past the sewer grate, (a black dot on your map) then left at the corner and into the first barricaded home. The sign on the merchant shingle says "Siril's Bakery." Take out the zombies and loot Siril's Corpse, which has a recipe that will enable you to solve Boddyknock's quest when he gives it to you at a higher level. Congratulations, you've solved a quest you haven't been given yet. See details in section 1.5.1. Also, check the containers, as one contains an Ingredient that will enable the dwarf in the Shining
Knight in the City Core to make you a low level relic.
From the bakery, go back onto the North/South street and take it up to the next barricaded home. Wipe out the undead- this battle is sort of a chain reaction and may take you further up the street than you intended. That's fine, just come back to the second Barricaded Home when you're done. (Its next to the ruined garden.) Inside is Jemaine.
Talk to him and get you to give you the key to the Strange House to the
North. Go outside and head North.
The cul de sac with the strange house is where you'll be going. If you want to just get it over with, skip to where I type STRANGE HOUSE in caps. The rest of us are going on a rampage, we'll meet you there in a little while.
From the Strange House cul de sac, go east. You should be well rested- get ready to take on a small army of undead by the gates to the graveyard. Find Marcus' corpse, and take everything on it. Go south past the warehouse and veer East. Find Krestal in the barricaded home.
From there, go into the middle of the city and talk to the halfling couple waiting for their friend. Go south until you reach the southeastern corner of the zone. Go into the Wheel Repair shop and find
Hector, and return him to the halflings waiting for him. Return the journal to Bertran at the Tyrran temple. If you return the staff, you get 400 gold pieces and 3 points of Good. If you sell the staff to a merchant, you will get about 1200 gold. Ouch. Is virtue its own reward?
Magi, of course, may want to keep it for themselves.
Now its time to bring down the cause of the undead. There are two ways: going into the warehouse and investigatinge the STRANGE HOUSE.
If you want to go in through the warehouse, head over to the Warehouse in the Northeast. Clear out the undead on the top floor, loot heartily, then head downstairs. This floor is straightfoward enough. Equip a missile weapon, and pick off the shambling zombies one by one with arrows, bolts, and low level spells. Loot as you go. When you get all the way around to the next door, rest and save. This next battle is definetely a DEFENSIVE BATTLE, if you can even manage it. The best way to handle it is to keep running away, then shooting spells and arrows at the Sword Coast Boy as he shambles after you. You may even want to save to a separate file before the battle, then quicksave during the battle. Loot away. Rest and Save, its not getting easier.
Drawl is a doozie. Barksin, Cat's Grace, fight defensively. If you're a caster, make sure you throw your hottest stuff while your henchman is still alive to distract the lightweight lich. After your hench dies, (and he or she will) you may want to go retrieve him, if your armor class isn't high enough to match Drawl's cruel mace. After Drawl goes down, Walter awaits you. Talk to him for some more information on what's causing the plague, then go downstairs. Take the first left and fight your way to the switch (there are two traps in the left hallway) to open the door. Follow the corridors into a big room, then follow the hallway east. There's a trap at the end of the hall near the corner.
Save the game and rest, and recruit Daelan if you don't have him. The
Bloated Dire Spider hits for eighteen regularly, and you should be on the defensive. When it dies, you can explore the rest of the floor, or
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