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you can just go up the stairs behind it into the Graveyard.
The Graveyard is a battle royal. Twenty something zombies later, head to the other tomb- the one that can be opened (the other one is part of
a Temple of Tyr quest, see 1.5.0) You'll be greeted by "Gulnan," speaking through her pet zombie. Let her rave, then go through the antechamber and make a right. Blast down the undead waiting for you, then enter the chamber at the end of the hall. Go into the room on the left where you'll find the remains of Jemaine's poor brother (take the ring). Go back out into the hall and head right/north. The chamber ahead, of course, has a platoon of zombies taking an unhealthy interest in you. Get through and fight your way up the hall, entering yet another chamber of the living dead. Do the deed and turn left.
If you're having trouble with your life, note that Linu should be able to keep up your HP if you order her manually, and Daelan kills things fast enough that they don't hit you.
When you see the door on your left, its time to make a decision. Left takes you into the central chamber and the end of the place. Forward takes you on a path that eventually forms a square around the central chamber, imparting mucho experience and loot.
After you decide to go forward, (everyone else look for TOMBS below) go to the end of the hall and go left/south. Go into the first room on your right. The chests in here are very good, and are also very heavily trapped. Most of them WILL kill you, and are hard enough that only full rogues have a chance to disarm them. Make sure your hench stays back.
Drink/cast some Cat's Grace and remove your armor- its good for your reflex save.
After you've had your fun, go south down the hall to the next room, where you win a date with a lovely cleric of Cyric. Save it, kill him with missiles, and tell me what happens when you try to- I just opened the gate for him and he vanished. Oh well. Wipe out his friendly cellmates. Head south down the hall again. The last room has a bunch of zombies, and substandard loot. Go south down the hall for the last time. Zombies await near the gate around the bend. You've now completed the cicle. Go to the north side of the dungeon and through the door you passed by into the TOMBS.
The tomb room is a hallway with four side rooms. Don't go in the south door yet. Go into each of the other doors. Inside of three is an animated suit of armor. Shields up, swing away. The treasure is also quite good in these rooms. Only rogues can get the most out of it, unfortunately- the sarcophagi are almost immune to bashing attempts.
When you've looted, walk up to the south door, rest and save. Here comes the yuan-ti.
Sneaking up on the Yuan-ti who is standing on one of the pyramids is either really smart (if you're a ranger) or really stupid (if you're a rogue, unless you have Daelan or Grimgnaw distract Gulnan's friends.)
Once you've engaged Gulnan, call your henchman over to help you pummel her. (unless its Linu- if it is, let her turn the undead, she's more effective that way.) Ward yourself against irritating stat problems- drink a clarity potion, or at least some Owl's Wisdom. You may want to dual wield in this fight, no matter what your favorite style is- the more times you hit Gulnan, the more often her spells are interrupted.
Casters should cast creatively. (i.e. Time your direct damage spells to interrupt her) Any higher-level defensive scrolls you have should be used now. DO NOT TRY TO KILL HER BY LAUNCHING SPELLS AT HER FROM A
DISTANCE. She'll promptly return one three levels better than yours.
She can kill you very fast if she can get spells off, but if you're quick enough on the healing potions, a brutal melee attack will stop her.
Once you've beat her, hold her down and RIP OUT HER HEART. Seriously, rip it out. Then save it- two boss chests demand your immediate attention. You also get a key to a loot room- look at your map, it should be the only unopened door, near the entrance. There's some nice stuff in there, as you might imagine.
Once you've burdened yourself, teleport back and give Lady Aribeth the
STILL-BEATING HEART OF THE...oh, sorry. Give Aribeth the Yuan-Ti heart and be showered with praise and riches. Stock the church with relics, then go out and tell all the beggars that they can go back home now.
Return to the Shining Serpent for your reward. You get jumped again outside, same procedure as last time. Take the note back to Aribeth and
Fenthick and insult Desther, but first go in and talk to Harben
"Whilliker's whiskers." Receive more praise and riches.
Congratulations, only two ingredients left.
***********************************
CHAPTERS 2 AND 3 TO COME. SEE UPDATE 7/27/02.
***********************************
Note: YOUR HENCHMAN AT THE END OF CHAPTER 3 IS YOUR ONLY HENCHMAN FOR
CHAPTER 4. IN THE NAME OF GOD, CASTERS- REMEMBER TO HAVE DAELAN OR
GRIMGNAW.
4.0 CHAPTER 4 (a.k.a. "I leave for a few months and come home to THIS?!
You're all grounded! Ma, get the hose.")
Despite the gallant efforts of Neverwinter's finest to recover the
Words of Power, the Luskan Army, led by none other than Lady Aribeth, has routed the Neverwintan defense and their Lord's Alliance allies all the way back to Neverwinter itself. The city's defenses were easily breached by Aribeth (the former commander of the city's military) and the defenders are now holed up in the City Core, guarding Words of
Power that they know nothing about. However, the silver lining is about to flare into a cloudbreak, as the Hero of Neverwinter comes home from artifact hunting and decides its time to clean house.
4.1 FULL WALKTHROUGH
The chapter opens with a discussion between you, Aarind Glend, and the assmaster responsible for the entire situation, Lord Nasher Alogandar.
Find out how dire the situation is, then head right/south and thank
Nasher for his opinions by looting his house. Don't bother with the south door yet- that leads out into the city. Now return to the hallway adjacent to the Glend/Nasher room and head east to the dungeons.
Talk to Hedraline and discover that Nasher is as bad a diplomat as he is a judge. Also discover that your only chance- as if it wasn't clear before- is to kill Maugrim and take his stone. You can look around in the deeper dungeons- all you find is a few archaeologists being slowly corrupted and a ritual chamber that just screams "THIS WAY TO END OF
GAME."
Go back and tell Nasher and Glend about the discoveries if you want- as you might imagine, the former doesn't really care and the latter just reinforces Hedraline's message. So head out into the city. Chat up your old friends and business partners, if you want- Nyatar and Eltoora are still hanging around, selling +5 equipment. A must-see are the
Hardiness boots being offered by Nyatar, which offer +3 AC and +3
Constitution. Mages, pick up a +5 Clear Thought ring from Eltoora if you don't have one yet.
After checking out the scene, (stop at the Druid Grove, the Cloaktower,
Shining Knight, Trade of Blades, and Moonstone) head toward the War
Zone in the south. Plow straight through (you may even want to leave your henchman behind) south, killing Frost Giants and Luskanese
Captains that get in your way. Giants should be approached with a shield. If you see a Golem, run- it can't be killed. Bearing left, head south until you reach the wall, then turn right/west. U-Turn into the house with all the purple magical effects streaming off the door but save your game to a separate file first- you're about to go one-on-two with a skilled magus and a balor.
FRUIT SALAD The balor isn't quite the living death sentence Salvatore fans (ugh) were probably expecting, but he's still a tough fight. His attack bonus isn't anything to write home about, so you may want to bring out the big weapon or the off-hand shortsword for this one.
Casters should be able to take him down with a Cat's Grace and
Stoneskin and Magic Circle without too much trouble- if you're still having problems, concentrate on boosting your AC, since after a certain
AC he stops hitting very often. Most classes should just ignore the succubus, or sick Linu or Tomi on her if you have them- she likely won't even land a hit on you. As soon as the mage sends an acid cloud or a similar spell, (don't worry- he will) take off and call your henchman to follow you. (Remember when I told you to hotkey follow and stop?) The cloud spells last awhile, and there is no reason to subject yourself to the damage if you don't have to. Once you've finished the
Balor, take out your other weapon or big weapon (if you didn't for the balor) and hack into the mage. Casters should focus on dispelling protections, then counterspelling, while Daelan or Grimgnaw rip him up.
Once he's down, loot the TRAPPED boss chest, and recall. Heal, rest, recall back.
You can go back out onto the streets with stoneskin up. If you ran through this part hastily before, you should have a crowd of Giants and soldiers gathered around the purple door to cheer their wizard when he emerges with your head. You can either teleport back and go dissapoint them, or sneak up on them from the core. Giants should, as mentioned before, be approached with a shield. The house adjacent to the Wizard
House has a pack of soldiers and two Krenshar. If you look at Krenshar in the D&D 3E Monster Manual, this is what you see: 11hp, +2 or +0 attack bonus, 1d6 or 1d4 damage, Scare Will DC 12. Well, whatever
BioWare's been feeding the Krenshars for NWN, it sure beats what they were eating in D&D. They can tear up the highest level fighter, with an ungodly attack bonus and damage that sure as hell is higher than +2, 1d6, Scare DC 12. +25, 6d6, Scare DC 25 seems likelier. Head back out of the house. The streets are filled with Houses of Horrors (as I call them), marked House Entrance on your map. The method of engagement for these houses is the same. Type KREN AND STIMPY into the Ctrl+F field if you ever forget it.
KREN AND STIMPY When entering a House of Horrors, try to have a potion of clarity or appropriate spell cast on you to protect your mind from the ravages of the Krenshar, who's Scare DC (don't believe the Monster
Manual) is much, much higher than 12. (Casters usually have higher Will saves, and as such are less threatened by this.) Rush through your crowd of admirers (if you're a warrior class) to reach the captain. Hit him three or four times, then Knockdown on him to interrupt his (yes)
Full Heal spell. He can cast it twice, and will do so on himself and his allies if you can't interrupt him. Rangers and other dual wielders probably wont even notice this spell of his, but everyone else will hate it. A lot. After Captain L is dead, turn your attention to the ridiculously overpowered Krenshar (their DC used to be 1, now its like
13) and cut them down. Take a few disarm potshots at the soldiers if you like, but the Krenshar and their Scare is the main threat. (Getting scared in these battles is more or less a death sentence.) After they go down, hit the soldiers. Loot the trapped chest, and any bodies.
After you finish with the houses, head to the southwest corner and into the welcoming home of Asgard, a former smuggler. Talk to him, then use his secret entrance in the other room behind the bookcase. Emerging into the next sector is much like your first foray into the War Zone- keep fighting, but run if you see a golem. The Wizard house is around the second bend to the left/east. It's the same as the last one- hit ctrl+F and type "FRUIT SALAD" if you don't remember.
Once you've killed the wizard and his demonic homies, rest up, save, and head into one of the doors across the plaza. The southern door is a room of Umber Hulks. The Northern door nearest the gate is the next in line, and it leads you face to face with a Luskan adventuring part. Its best to have keep your henchman on a tight leash as soon as you walk in- stay behind the entry wall and let the "adventurers" come to you one at a time. Watch out for the assassin, who has probably hid himself. If you don't see him, activate that Detect Mode thing I never use until he shows up. Try not to reveal yourself to the Wizard until you're ready to rush him. When you've defeated them, sit down and rest- you've got three bosses coming up.
Walk out the back door, which is trapped. Now THIS is a balor. With a base attack bonus of +39, it certainly won't have any problems hitting you. Don't be shy about proactively drinking healing potions, telling
Linu to heal you early, or pulling out that Stone and getting the hell out of there. Summon as many assistants as you're allowed, drink some barkskin and don't be stingy with healing potions, and you should be fine. Remember that he's immune to fire. When the balor dies, a portal opens explosively. It leads you to The Showdown. Dun dun DUNNNNNNN.
(First loot the trapped Boss chest and take some baubles out of the barrel.)
Aribeth isn't surprised to see you. Unlike Maugrim, she has no illusions over her part in all this. Morag will betray her, but will have to as a matter of course give her what she truly wants- the death of Neverwinter. Personally, I agree with her distaste for Lord Nasher and his actions, and I didn't even like Fenthick, while she...well.
BioWare won't let you say anything but "Traitor!" and "Die!" That is neither here nor there, however. There are two ways to resolve the issue. If you convinced Aribeth to lean on you in Chapter 2, you should have a ring, with which you can attempt to turn her from the dark side, as it were. I'm not sure if it involves a Persuade action. Of course, if it does, you should have a +5 Nymph cloak on. If you succeed, you can then type "ISSUE WITH ARIBETH" into your ctrl+F field and wait for the rest of us, who are going to have to kill her. If you do not have the ring or fail to convince her, get ready to swap the Nymph Cloak for your Shield or Fortification Cloak, because she's ready to die on your blades or spells. Don't feel too bad if you can't turn her- I have a feeling that the "Aribeth" ending is similar to the rest of the plot. (i.e. more predictible and cliched than a WWF plotline.)
Battling Aribeth- unless you're one of those people who could give a damn about the plot, DO NOT LET LINU come in from the Antechamber. She will screw Aribeth into so many pieces that you won't get to hear what the latter says when you Badly Wound her. Keep your pause key ready as soon as the action starts, because Aribeth has a Harm spell of her own
The Graveyard is a battle royal. Twenty something zombies later, head to the other tomb- the one that can be opened (the other one is part of
a Temple of Tyr quest, see 1.5.0) You'll be greeted by "Gulnan," speaking through her pet zombie. Let her rave, then go through the antechamber and make a right. Blast down the undead waiting for you, then enter the chamber at the end of the hall. Go into the room on the left where you'll find the remains of Jemaine's poor brother (take the ring). Go back out into the hall and head right/north. The chamber ahead, of course, has a platoon of zombies taking an unhealthy interest in you. Get through and fight your way up the hall, entering yet another chamber of the living dead. Do the deed and turn left.
If you're having trouble with your life, note that Linu should be able to keep up your HP if you order her manually, and Daelan kills things fast enough that they don't hit you.
When you see the door on your left, its time to make a decision. Left takes you into the central chamber and the end of the place. Forward takes you on a path that eventually forms a square around the central chamber, imparting mucho experience and loot.
After you decide to go forward, (everyone else look for TOMBS below) go to the end of the hall and go left/south. Go into the first room on your right. The chests in here are very good, and are also very heavily trapped. Most of them WILL kill you, and are hard enough that only full rogues have a chance to disarm them. Make sure your hench stays back.
Drink/cast some Cat's Grace and remove your armor- its good for your reflex save.
After you've had your fun, go south down the hall to the next room, where you win a date with a lovely cleric of Cyric. Save it, kill him with missiles, and tell me what happens when you try to- I just opened the gate for him and he vanished. Oh well. Wipe out his friendly cellmates. Head south down the hall again. The last room has a bunch of zombies, and substandard loot. Go south down the hall for the last time. Zombies await near the gate around the bend. You've now completed the cicle. Go to the north side of the dungeon and through the door you passed by into the TOMBS.
The tomb room is a hallway with four side rooms. Don't go in the south door yet. Go into each of the other doors. Inside of three is an animated suit of armor. Shields up, swing away. The treasure is also quite good in these rooms. Only rogues can get the most out of it, unfortunately- the sarcophagi are almost immune to bashing attempts.
When you've looted, walk up to the south door, rest and save. Here comes the yuan-ti.
Sneaking up on the Yuan-ti who is standing on one of the pyramids is either really smart (if you're a ranger) or really stupid (if you're a rogue, unless you have Daelan or Grimgnaw distract Gulnan's friends.)
Once you've engaged Gulnan, call your henchman over to help you pummel her. (unless its Linu- if it is, let her turn the undead, she's more effective that way.) Ward yourself against irritating stat problems- drink a clarity potion, or at least some Owl's Wisdom. You may want to dual wield in this fight, no matter what your favorite style is- the more times you hit Gulnan, the more often her spells are interrupted.
Casters should cast creatively. (i.e. Time your direct damage spells to interrupt her) Any higher-level defensive scrolls you have should be used now. DO NOT TRY TO KILL HER BY LAUNCHING SPELLS AT HER FROM A
DISTANCE. She'll promptly return one three levels better than yours.
She can kill you very fast if she can get spells off, but if you're quick enough on the healing potions, a brutal melee attack will stop her.
Once you've beat her, hold her down and RIP OUT HER HEART. Seriously, rip it out. Then save it- two boss chests demand your immediate attention. You also get a key to a loot room- look at your map, it should be the only unopened door, near the entrance. There's some nice stuff in there, as you might imagine.
Once you've burdened yourself, teleport back and give Lady Aribeth the
STILL-BEATING HEART OF THE...oh, sorry. Give Aribeth the Yuan-Ti heart and be showered with praise and riches. Stock the church with relics, then go out and tell all the beggars that they can go back home now.
Return to the Shining Serpent for your reward. You get jumped again outside, same procedure as last time. Take the note back to Aribeth and
Fenthick and insult Desther, but first go in and talk to Harben
"Whilliker's whiskers." Receive more praise and riches.
Congratulations, only two ingredients left.
***********************************
CHAPTERS 2 AND 3 TO COME. SEE UPDATE 7/27/02.
***********************************
Note: YOUR HENCHMAN AT THE END OF CHAPTER 3 IS YOUR ONLY HENCHMAN FOR
CHAPTER 4. IN THE NAME OF GOD, CASTERS- REMEMBER TO HAVE DAELAN OR
GRIMGNAW.
4.0 CHAPTER 4 (a.k.a. "I leave for a few months and come home to THIS?!
You're all grounded! Ma, get the hose.")
Despite the gallant efforts of Neverwinter's finest to recover the
Words of Power, the Luskan Army, led by none other than Lady Aribeth, has routed the Neverwintan defense and their Lord's Alliance allies all the way back to Neverwinter itself. The city's defenses were easily breached by Aribeth (the former commander of the city's military) and the defenders are now holed up in the City Core, guarding Words of
Power that they know nothing about. However, the silver lining is about to flare into a cloudbreak, as the Hero of Neverwinter comes home from artifact hunting and decides its time to clean house.
4.1 FULL WALKTHROUGH
The chapter opens with a discussion between you, Aarind Glend, and the assmaster responsible for the entire situation, Lord Nasher Alogandar.
Find out how dire the situation is, then head right/south and thank
Nasher for his opinions by looting his house. Don't bother with the south door yet- that leads out into the city. Now return to the hallway adjacent to the Glend/Nasher room and head east to the dungeons.
Talk to Hedraline and discover that Nasher is as bad a diplomat as he is a judge. Also discover that your only chance- as if it wasn't clear before- is to kill Maugrim and take his stone. You can look around in the deeper dungeons- all you find is a few archaeologists being slowly corrupted and a ritual chamber that just screams "THIS WAY TO END OF
GAME."
Go back and tell Nasher and Glend about the discoveries if you want- as you might imagine, the former doesn't really care and the latter just reinforces Hedraline's message. So head out into the city. Chat up your old friends and business partners, if you want- Nyatar and Eltoora are still hanging around, selling +5 equipment. A must-see are the
Hardiness boots being offered by Nyatar, which offer +3 AC and +3
Constitution. Mages, pick up a +5 Clear Thought ring from Eltoora if you don't have one yet.
After checking out the scene, (stop at the Druid Grove, the Cloaktower,
Shining Knight, Trade of Blades, and Moonstone) head toward the War
Zone in the south. Plow straight through (you may even want to leave your henchman behind) south, killing Frost Giants and Luskanese
Captains that get in your way. Giants should be approached with a shield. If you see a Golem, run- it can't be killed. Bearing left, head south until you reach the wall, then turn right/west. U-Turn into the house with all the purple magical effects streaming off the door but save your game to a separate file first- you're about to go one-on-two with a skilled magus and a balor.
FRUIT SALAD The balor isn't quite the living death sentence Salvatore fans (ugh) were probably expecting, but he's still a tough fight. His attack bonus isn't anything to write home about, so you may want to bring out the big weapon or the off-hand shortsword for this one.
Casters should be able to take him down with a Cat's Grace and
Stoneskin and Magic Circle without too much trouble- if you're still having problems, concentrate on boosting your AC, since after a certain
AC he stops hitting very often. Most classes should just ignore the succubus, or sick Linu or Tomi on her if you have them- she likely won't even land a hit on you. As soon as the mage sends an acid cloud or a similar spell, (don't worry- he will) take off and call your henchman to follow you. (Remember when I told you to hotkey follow and stop?) The cloud spells last awhile, and there is no reason to subject yourself to the damage if you don't have to. Once you've finished the
Balor, take out your other weapon or big weapon (if you didn't for the balor) and hack into the mage. Casters should focus on dispelling protections, then counterspelling, while Daelan or Grimgnaw rip him up.
Once he's down, loot the TRAPPED boss chest, and recall. Heal, rest, recall back.
You can go back out onto the streets with stoneskin up. If you ran through this part hastily before, you should have a crowd of Giants and soldiers gathered around the purple door to cheer their wizard when he emerges with your head. You can either teleport back and go dissapoint them, or sneak up on them from the core. Giants should, as mentioned before, be approached with a shield. The house adjacent to the Wizard
House has a pack of soldiers and two Krenshar. If you look at Krenshar in the D&D 3E Monster Manual, this is what you see: 11hp, +2 or +0 attack bonus, 1d6 or 1d4 damage, Scare Will DC 12. Well, whatever
BioWare's been feeding the Krenshars for NWN, it sure beats what they were eating in D&D. They can tear up the highest level fighter, with an ungodly attack bonus and damage that sure as hell is higher than +2, 1d6, Scare DC 12. +25, 6d6, Scare DC 25 seems likelier. Head back out of the house. The streets are filled with Houses of Horrors (as I call them), marked House Entrance on your map. The method of engagement for these houses is the same. Type KREN AND STIMPY into the Ctrl+F field if you ever forget it.
KREN AND STIMPY When entering a House of Horrors, try to have a potion of clarity or appropriate spell cast on you to protect your mind from the ravages of the Krenshar, who's Scare DC (don't believe the Monster
Manual) is much, much higher than 12. (Casters usually have higher Will saves, and as such are less threatened by this.) Rush through your crowd of admirers (if you're a warrior class) to reach the captain. Hit him three or four times, then Knockdown on him to interrupt his (yes)
Full Heal spell. He can cast it twice, and will do so on himself and his allies if you can't interrupt him. Rangers and other dual wielders probably wont even notice this spell of his, but everyone else will hate it. A lot. After Captain L is dead, turn your attention to the ridiculously overpowered Krenshar (their DC used to be 1, now its like
13) and cut them down. Take a few disarm potshots at the soldiers if you like, but the Krenshar and their Scare is the main threat. (Getting scared in these battles is more or less a death sentence.) After they go down, hit the soldiers. Loot the trapped chest, and any bodies.
After you finish with the houses, head to the southwest corner and into the welcoming home of Asgard, a former smuggler. Talk to him, then use his secret entrance in the other room behind the bookcase. Emerging into the next sector is much like your first foray into the War Zone- keep fighting, but run if you see a golem. The Wizard house is around the second bend to the left/east. It's the same as the last one- hit ctrl+F and type "FRUIT SALAD" if you don't remember.
Once you've killed the wizard and his demonic homies, rest up, save, and head into one of the doors across the plaza. The southern door is a room of Umber Hulks. The Northern door nearest the gate is the next in line, and it leads you face to face with a Luskan adventuring part. Its best to have keep your henchman on a tight leash as soon as you walk in- stay behind the entry wall and let the "adventurers" come to you one at a time. Watch out for the assassin, who has probably hid himself. If you don't see him, activate that Detect Mode thing I never use until he shows up. Try not to reveal yourself to the Wizard until you're ready to rush him. When you've defeated them, sit down and rest- you've got three bosses coming up.
Walk out the back door, which is trapped. Now THIS is a balor. With a base attack bonus of +39, it certainly won't have any problems hitting you. Don't be shy about proactively drinking healing potions, telling
Linu to heal you early, or pulling out that Stone and getting the hell out of there. Summon as many assistants as you're allowed, drink some barkskin and don't be stingy with healing potions, and you should be fine. Remember that he's immune to fire. When the balor dies, a portal opens explosively. It leads you to The Showdown. Dun dun DUNNNNNNN.
(First loot the trapped Boss chest and take some baubles out of the barrel.)
Aribeth isn't surprised to see you. Unlike Maugrim, she has no illusions over her part in all this. Morag will betray her, but will have to as a matter of course give her what she truly wants- the death of Neverwinter. Personally, I agree with her distaste for Lord Nasher and his actions, and I didn't even like Fenthick, while she...well.
BioWare won't let you say anything but "Traitor!" and "Die!" That is neither here nor there, however. There are two ways to resolve the issue. If you convinced Aribeth to lean on you in Chapter 2, you should have a ring, with which you can attempt to turn her from the dark side, as it were. I'm not sure if it involves a Persuade action. Of course, if it does, you should have a +5 Nymph cloak on. If you succeed, you can then type "ISSUE WITH ARIBETH" into your ctrl+F field and wait for the rest of us, who are going to have to kill her. If you do not have the ring or fail to convince her, get ready to swap the Nymph Cloak for your Shield or Fortification Cloak, because she's ready to die on your blades or spells. Don't feel too bad if you can't turn her- I have a feeling that the "Aribeth" ending is similar to the rest of the plot. (i.e. more predictible and cliched than a WWF plotline.)
Battling Aribeth- unless you're one of those people who could give a damn about the plot, DO NOT LET LINU come in from the Antechamber. She will screw Aribeth into so many pieces that you won't get to hear what the latter says when you Badly Wound her. Keep your pause key ready as soon as the action starts, because Aribeth has a Harm spell of her own
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