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ready. As soon as you hear the Demonic Screeching of a negative energy spell, hit pause and order your character to guzzle a potion of Full
Healing. The AI in Neverwinter is unresponsive enough that you may end up putting your fist through the screen a few times before your character gets the timing right, but that's what happens when you fight a level 20 cleric. Don't worry, once it does work, you'll be at full health and Aribeth will be out of tricks...
Except for her base attack bonus of +39, of course. Aribeth will light you up for twenty damage a hit, but if you have Greater defensive spells raised and drink a Heal potion as soon as you get down to 1/3rd life, (more if you're a full caster) she's beatable. A Greater
Swordsman's belt doesn't hurt, either. Linu is really the best man (or woman) for the job as a henchman, once you've heard (if you want to) the concilitory conversation near the end of the fight. Linu has spells that will screw Aribeth silly and can also throw you heals if you need them. Daelan or Grimgnaw are better for healers and magi, however- continuous melee damage is really key to beating the elf-turned-dark.
(Of course, this is really moot because you can only have one Henchman in this chapter. I just wanted you to know what you're missing out on.
Or on what you're missing out. Wait, on you're missing out what.
There.) Warriors may want to consider dual wielding in this fight unless they have a really good shield, because against a base attack bonus of +39, you're not going to be avoiding a whole lot of attacks anyway. Your results may vary, but unless you have an incredible shield
I recommend bringing out that short sword +3 you have lying around. And for those who took my advice at character creation and gave your combat class an intelligence of 13- my friend, THIS is why you have Disarm.
Use it well. Note that her full Heals are part of the game- I don't think they can be interrupted, though my ranger tore through her so fast she didn't get to cast one. Once she bites the marble, (or leaves) take a solemn moment to Rest and reflect over her vanished body, remembering the good old days like the time she once said "Waterdhavian
Creatures" like six hundred times in a minute.
After you've settled the ISSUE WITH ARIBETH, get ready- you have yet another boss to fight. Go through the next door. Watch for the trap at the end of the hall. Take the first left- the second left has another trap and presents you to Maugrim before you can loot the first Boss
Chest. When you've found a satisfactory item, go confront Maugrim himself. The maniac has already completed his ritual- it looks like you're too late. You'll still have to fight him. Don't worry- he may be tough, but Aribeth he's not. He'll Time Stop you, but he doesn't have the Instant Death spells that Liches from the Baldur's Gate series combined with their Time Stops. Concentrate on the Flesh Servant things first- they'll pester you the whole battle if you don't kill them, and
Maugrim will take his time dying- he has some healing potions in his belt.
After he's dead, disable the trap (DC 15) on the chest and SAVE THE
GAME BEFORE OPENING IT. Inside will be a Word of Power, Maugrim's
Journal, and a Relic-level artifact...of the same type as your favorite weapon. In my experience, the chest randomizes a Good-Aligned Weapon, a
Nuetral-Aligned weapon, an Evil weapon, and a generic +3 weapon of your favorite weapon type. So keep loading if you don't like your result.
When you're done looting, head back to Neverwinter Castle and apprise your fearless commanders, who won't care, of recent events. After buying a ton of barkskin and healing potions, go down and talk to
Hedraline, who will have bad news for you- its too late. The only thing that can be done now is *shock and surprise* to go into the prison of the Old Ones and kick some reptilian ass. Go down to the camp of archaeologists that are slowly becoming obsessed. Place the Word on the pedestal and jump in.
You'll be immediately greeted by two Old One Warriors. Shields up,
Number One. AC is a priority when fighting Old One Warriors. You can expect some serious problems if you can't use shields or dropped all the good ones. Don't bother with Combat Skills- these are full
Fighters, and it seems the only thing they put skills into was
Discipline. You'll need to roll in the high thirties to knock them down or disarm them. Around the corner is an Old One Evoker. These are easily dealt with for melee classes or if you have Daelan/Grimgnaw- just run up and bury their high level spells under a wave of melee damage. Just ahead is another Warrior. His back is turned to you...he's fighting someone! Its Aribeth! No, maybe not. Talk to Aribeth's planar cousin (My gut tells me she may not be here if you saved Aribeth- could someone who saved her tell me if they ran into Asheera?) and discover that Morag is not planning on blowing up Neverwinter, but the entire
Sword Coast...no, all of Faerun...no, all of Toril and a bunch of other worlds! Wow. I wonder if Elminster and all the other innumerable archmagi and demigods running around Faerun might have something to say about this? Well, if you screw up then maybe we'll have to call them in, but for now you're our guy, soldier!
Finish your conversation with Asheera. She grants you an Amulet of
Utter Worthlessness, which has the power to do absolutely nothing because its required level is 26. Maybe its some expansion gimmick from
BioWare. Or maybe BioWare fooked up and forgot about the level- restrictions they involuntarily assigned to all items. Save it (you can always export your character and sell it) and move on. Up ahead you'll see two Old Ones standing in a pillar of light. This basically means that they can't be attacked until they attack you, which is a problem for rogues. Kill the warrior first if you're a mage, kill the mage first if you're a warrior. Loot the decent, heavily trapped chests, then move on. Repeat the same process through the halls about four times. None of the doors can be accessed, so the path is fairly straight. When you see "Inner Sanctum" on your map, rest and save.
Guarding the inner sanctum is a Warrior, an Evoker, and the Lizardfolk chieftain. Try to pull them out one at a time. Against the chieftain, have a full bevvy of buffs up, including Barkskin, Cat's Grace, Bull's
Strength, and Endurance. Definetly have a shield out. Magi might want to set Daelan or Grimgnaw out in the hallway, then pull each foe to him before opening up with spells. A belt of Greater Swordsmanship does wonders against the Lizardman's axe. Other than that, the protocol is the same as his subjects (i.e. no combat skills). Loot the trapped boss chest and the other containers, (there's a powerful floor trap in front of the portal) then save the game.
Get ready for a terrible fight. This battle ranges from Quite Easy (if you have the Belt of Greater Swordsmanship) to Nearly Impossible (if you don't.) It features a Copper and a Silver dragon, corrupted from their milennia hanging in the source stone with Morag and her crew.
Like the Genie said, "TEN THOUSAND YEARS...will give you such a crik in the neck!" The dragons can obviously sympathize, so make sure you have
Stoneskin, Cat's Grace, Bull's Strength (especially), Endurance,
Elemental Resistance or whichever of those apply to you. Don't bother
Hiding- they can see you as soon as you come in, and have True Seeing on them at any rate. You might try immediately running back and to your left, pinning yourself in the corner of the wall and lake- sometimes you'll be able to hedge out one of the dragons. Concentrate on the
Copper first- both Dragons will do about the same damage, but the
Copper is much easier to kill. The undertaking of killing two Dragons is not as incredible as you might think- these are far from Ancient Red
Wyrms. Linu, of course, is the best girl for the job- Dragons are much easier when reduced to 1d4+1 hitpoints and Daelan's knockdown isn't going to work on the Dragons. Don't be stingy with the Heal potions, spells, or commands. After the Dragons are dead, save the game to a separate file...for the last time. Consult your map if you've forgotten which way is up, and head to the vaultish doors. Read the next paragraph unless you absolutely MUST experience every facet of the game without forewarning, to the point that you're willing to get stuck.
Once you go into the gaping maw, YOU CANNOT TURN BACK. Get this- not only can you not turn back, but you cannot Recall back. And not only can you not Recall back, YOU CANNOT REST. That's right. You have to do the last two battles cold turkey. It would have been nice of BioWare to mention this. Make sure before going in that you have ten to twenty
Heal potions, and a few bottles of Barkskin, and the various Beastial
Bonus potions. (unless you can cast them or can't use CG because of your armor). It goes without saying you should rest first. Again, save to a separate file. Also: DO NOT UNDER ANY CIRCUMSTANCES SAVE THE GAME
TO YOUR "NORMAL" SLOT AFTER YOUR HENCHMAN DIES. He or she will be gone forever. Regeneration equipment (such as the Ring of Power available in the Temple) is a huge plus.
Once you land safely on the Inner Santcum, double back and loot a chest behind you. Once you walk around the first corner, your Henchman will strike up a conversation with you. Its fairly similar to the end of
Chapter 6 in Baldur's Gate 2, except that there's only one Henchman.
Continue on, looting as you go. At the first door, save the game. Tell your Henchman to stay back, and open the door. Assuming you don't charge in, you'll get to hear Morag and an Old One Cleric rant on for a minute or so. Morag will then detect your presence, and order her forces to destroy you. Prop yourself (or your hench, if you're a mage) in the doorway so they can only come at you one at a time). Some of the
Old Ones will not join the battle- evidently a scripting problem. Don't worry, you can kill them later. Kill the cleric ASAP- he performs some weird ritual on the Old Ones you kill which doesn't seem to do anything, but it certainly couldn't be doing something good. Once the
Lizards are dead, loot around (Heal potions and a minor boss chest are waiting for you.) Try to use as few spells as possible during the fight- you'll need them for the next and final battle.
Loot the Key from the cleric and walk through the next door. Loot the barrel, then walk up to the next door. Quick save your game. Maybe even save it to a separate file, if you think you've done very well up until now- though don't overwrite the last Separate File save. That's the last card you can play if something goes wrong. Head into the door and get ready to take down Morag, Queen of the Creator Race. She is quite flattering for a scaled demigod, and invites you to join her. You cannot, of course, though the reason you decline is up to you. She then does the typical You-Fool! act of a spurned archvillain, and banishes the illusion she was using to talk to you, appearing about a hundred feet back as a hostile.
The first thing you have to deal with is the two level 20+ Hands of
Morag that charge at you. Warriors (especially dual wielders) should prepare to take some cool screenshots of three or four swords and one axe blazing with elemental energy being thrown together in a duel to the death. Once you take your screenshots, switch to your shield- the attack bounses on these boys are very nasty. To you, I mean. I recommend you leave Linu or Boddyknock (if you have them) around the corner- call them once you've finished off these two Old Ones, because if you don't they'll blow all their best spells on them. If you're
REALLY having a lot of trouble on them, trying pulling them back into the hall and closing the door, giving you a bit of privacy, you modest thing you. Once they lizards have gone down, rush over and smash the statue head in front of the Blade Barrier. DO NOT ATTEMPT TO RUN
THROUGH THE BLADES. I've heard secondhand that they kill you instantly-
I never tried it myself because running across a field of flashing spiked greatswords doesn't appeal to me, and that statue so obviously says "BREAK ME." Once its broken, the blades will linger about two seconds, then dissapate. Pause the game, and revel in the feeling of being a bull with Bull's Strength in a china shop, and take a look at the goods. If you're a warrior, please have a gander at the lovely ladies on your left. (Unless you use spears.) If you're a caster, kill the Protector right in front of you, then make a choice from the wonderful beauties on your right. Or, if you have some good area-effect spells, just blow them all to the Abyss. Have your henchman hold off
Morag and her bulky assistants (Daelan, Grimgnaw, and suprisingly Linu are all good at this, though you may have to drop her a potion) while you have your way (in a matter of speaking) with Morag's handmaidens.
Once the proper protectors are dead, turn your attentions to Morag.
Hitting Her Worship in melee will cause you twentyish points of damage, which makes up for her suprising lack of hitpoints- not more than any of her guards. Let the potions and Heal spells/commands flow like ale in the Green Griffon at Yuletide- you won't need them after this. You may want to consider dropping one of Morag's big buddies if they give you trouble- particularly the Umber Hulk and its confusion. If you're feeling confident, the Grey Render shouldn't take more than ten seconds to wipe out. The real challenge is behind you, however- Aribeth this lizard is not. As long as you have enough Heals to use them liberally, the Queen will die. Long live the Humanoids. Pick up the enchanted shortswords and greataxe from where the Hands dropped them. In
Neverwinter Nights, greed transcends dimension.
Walk through the portal. Hedraline awaits you. Sate your curiosity (a sequel, perhaps? Or maybe she was referring to your character playing the NWN Multiplayer game.) Save your character (for future importation.) Take a last look around...then head into the portal.
We're sorry, Adventurer, but our princess is in another castle! No, its really the end. Thanks for playing.
4.2 CHAPTER 4 QUESTS.
Not much here.
Rescue Leesa- You get this quest from Luce, the best whore (personal preference) in the Moonstone Mask. The poor 'ho has lost her little sister, the care for whom presumably prompted her to follow the way of the prostitute. Her sister can be found in the War Zone- go left/east out of the gate and U-turn around the rowhomes into an alley. Leesa is standing around there. Be nice and tell her to run home to Luce. When you get back to Luce, she offers you a +5 AC cloak (deflection). Be a nice guy and turn it down if you want, (you can buy your own at a few of the local stores, not to mention rings that do the same thing) and you'll get ten points of Good and the gratitude of a beautiful young whore.
Neverwinter Under Siege- You get this commision in the Trade of Blades.
Talk to the commander and hear about the plight of the soldiers. I cover the elmination of the Golems in the Walkthrough (if you're having trouble with the Wizards, type "Fruit Salad" into the crtl+F field.)
The catapults can be found near the first Wizard house. Veer left out of the gate, then go south until you hit the divding wall. Turn right/west, and walk down the street-turned-alley. The catapult commanders and the catapults are all there in a row.
--------------------------------------------------
CHAPTERS 2 AND 3 AND POSSIBLY MORE TO COME. SEE UPDATE.
Healing. The AI in Neverwinter is unresponsive enough that you may end up putting your fist through the screen a few times before your character gets the timing right, but that's what happens when you fight a level 20 cleric. Don't worry, once it does work, you'll be at full health and Aribeth will be out of tricks...
Except for her base attack bonus of +39, of course. Aribeth will light you up for twenty damage a hit, but if you have Greater defensive spells raised and drink a Heal potion as soon as you get down to 1/3rd life, (more if you're a full caster) she's beatable. A Greater
Swordsman's belt doesn't hurt, either. Linu is really the best man (or woman) for the job as a henchman, once you've heard (if you want to) the concilitory conversation near the end of the fight. Linu has spells that will screw Aribeth silly and can also throw you heals if you need them. Daelan or Grimgnaw are better for healers and magi, however- continuous melee damage is really key to beating the elf-turned-dark.
(Of course, this is really moot because you can only have one Henchman in this chapter. I just wanted you to know what you're missing out on.
Or on what you're missing out. Wait, on you're missing out what.
There.) Warriors may want to consider dual wielding in this fight unless they have a really good shield, because against a base attack bonus of +39, you're not going to be avoiding a whole lot of attacks anyway. Your results may vary, but unless you have an incredible shield
I recommend bringing out that short sword +3 you have lying around. And for those who took my advice at character creation and gave your combat class an intelligence of 13- my friend, THIS is why you have Disarm.
Use it well. Note that her full Heals are part of the game- I don't think they can be interrupted, though my ranger tore through her so fast she didn't get to cast one. Once she bites the marble, (or leaves) take a solemn moment to Rest and reflect over her vanished body, remembering the good old days like the time she once said "Waterdhavian
Creatures" like six hundred times in a minute.
After you've settled the ISSUE WITH ARIBETH, get ready- you have yet another boss to fight. Go through the next door. Watch for the trap at the end of the hall. Take the first left- the second left has another trap and presents you to Maugrim before you can loot the first Boss
Chest. When you've found a satisfactory item, go confront Maugrim himself. The maniac has already completed his ritual- it looks like you're too late. You'll still have to fight him. Don't worry- he may be tough, but Aribeth he's not. He'll Time Stop you, but he doesn't have the Instant Death spells that Liches from the Baldur's Gate series combined with their Time Stops. Concentrate on the Flesh Servant things first- they'll pester you the whole battle if you don't kill them, and
Maugrim will take his time dying- he has some healing potions in his belt.
After he's dead, disable the trap (DC 15) on the chest and SAVE THE
GAME BEFORE OPENING IT. Inside will be a Word of Power, Maugrim's
Journal, and a Relic-level artifact...of the same type as your favorite weapon. In my experience, the chest randomizes a Good-Aligned Weapon, a
Nuetral-Aligned weapon, an Evil weapon, and a generic +3 weapon of your favorite weapon type. So keep loading if you don't like your result.
When you're done looting, head back to Neverwinter Castle and apprise your fearless commanders, who won't care, of recent events. After buying a ton of barkskin and healing potions, go down and talk to
Hedraline, who will have bad news for you- its too late. The only thing that can be done now is *shock and surprise* to go into the prison of the Old Ones and kick some reptilian ass. Go down to the camp of archaeologists that are slowly becoming obsessed. Place the Word on the pedestal and jump in.
You'll be immediately greeted by two Old One Warriors. Shields up,
Number One. AC is a priority when fighting Old One Warriors. You can expect some serious problems if you can't use shields or dropped all the good ones. Don't bother with Combat Skills- these are full
Fighters, and it seems the only thing they put skills into was
Discipline. You'll need to roll in the high thirties to knock them down or disarm them. Around the corner is an Old One Evoker. These are easily dealt with for melee classes or if you have Daelan/Grimgnaw- just run up and bury their high level spells under a wave of melee damage. Just ahead is another Warrior. His back is turned to you...he's fighting someone! Its Aribeth! No, maybe not. Talk to Aribeth's planar cousin (My gut tells me she may not be here if you saved Aribeth- could someone who saved her tell me if they ran into Asheera?) and discover that Morag is not planning on blowing up Neverwinter, but the entire
Sword Coast...no, all of Faerun...no, all of Toril and a bunch of other worlds! Wow. I wonder if Elminster and all the other innumerable archmagi and demigods running around Faerun might have something to say about this? Well, if you screw up then maybe we'll have to call them in, but for now you're our guy, soldier!
Finish your conversation with Asheera. She grants you an Amulet of
Utter Worthlessness, which has the power to do absolutely nothing because its required level is 26. Maybe its some expansion gimmick from
BioWare. Or maybe BioWare fooked up and forgot about the level- restrictions they involuntarily assigned to all items. Save it (you can always export your character and sell it) and move on. Up ahead you'll see two Old Ones standing in a pillar of light. This basically means that they can't be attacked until they attack you, which is a problem for rogues. Kill the warrior first if you're a mage, kill the mage first if you're a warrior. Loot the decent, heavily trapped chests, then move on. Repeat the same process through the halls about four times. None of the doors can be accessed, so the path is fairly straight. When you see "Inner Sanctum" on your map, rest and save.
Guarding the inner sanctum is a Warrior, an Evoker, and the Lizardfolk chieftain. Try to pull them out one at a time. Against the chieftain, have a full bevvy of buffs up, including Barkskin, Cat's Grace, Bull's
Strength, and Endurance. Definetly have a shield out. Magi might want to set Daelan or Grimgnaw out in the hallway, then pull each foe to him before opening up with spells. A belt of Greater Swordsmanship does wonders against the Lizardman's axe. Other than that, the protocol is the same as his subjects (i.e. no combat skills). Loot the trapped boss chest and the other containers, (there's a powerful floor trap in front of the portal) then save the game.
Get ready for a terrible fight. This battle ranges from Quite Easy (if you have the Belt of Greater Swordsmanship) to Nearly Impossible (if you don't.) It features a Copper and a Silver dragon, corrupted from their milennia hanging in the source stone with Morag and her crew.
Like the Genie said, "TEN THOUSAND YEARS...will give you such a crik in the neck!" The dragons can obviously sympathize, so make sure you have
Stoneskin, Cat's Grace, Bull's Strength (especially), Endurance,
Elemental Resistance or whichever of those apply to you. Don't bother
Hiding- they can see you as soon as you come in, and have True Seeing on them at any rate. You might try immediately running back and to your left, pinning yourself in the corner of the wall and lake- sometimes you'll be able to hedge out one of the dragons. Concentrate on the
Copper first- both Dragons will do about the same damage, but the
Copper is much easier to kill. The undertaking of killing two Dragons is not as incredible as you might think- these are far from Ancient Red
Wyrms. Linu, of course, is the best girl for the job- Dragons are much easier when reduced to 1d4+1 hitpoints and Daelan's knockdown isn't going to work on the Dragons. Don't be stingy with the Heal potions, spells, or commands. After the Dragons are dead, save the game to a separate file...for the last time. Consult your map if you've forgotten which way is up, and head to the vaultish doors. Read the next paragraph unless you absolutely MUST experience every facet of the game without forewarning, to the point that you're willing to get stuck.
Once you go into the gaping maw, YOU CANNOT TURN BACK. Get this- not only can you not turn back, but you cannot Recall back. And not only can you not Recall back, YOU CANNOT REST. That's right. You have to do the last two battles cold turkey. It would have been nice of BioWare to mention this. Make sure before going in that you have ten to twenty
Heal potions, and a few bottles of Barkskin, and the various Beastial
Bonus potions. (unless you can cast them or can't use CG because of your armor). It goes without saying you should rest first. Again, save to a separate file. Also: DO NOT UNDER ANY CIRCUMSTANCES SAVE THE GAME
TO YOUR "NORMAL" SLOT AFTER YOUR HENCHMAN DIES. He or she will be gone forever. Regeneration equipment (such as the Ring of Power available in the Temple) is a huge plus.
Once you land safely on the Inner Santcum, double back and loot a chest behind you. Once you walk around the first corner, your Henchman will strike up a conversation with you. Its fairly similar to the end of
Chapter 6 in Baldur's Gate 2, except that there's only one Henchman.
Continue on, looting as you go. At the first door, save the game. Tell your Henchman to stay back, and open the door. Assuming you don't charge in, you'll get to hear Morag and an Old One Cleric rant on for a minute or so. Morag will then detect your presence, and order her forces to destroy you. Prop yourself (or your hench, if you're a mage) in the doorway so they can only come at you one at a time). Some of the
Old Ones will not join the battle- evidently a scripting problem. Don't worry, you can kill them later. Kill the cleric ASAP- he performs some weird ritual on the Old Ones you kill which doesn't seem to do anything, but it certainly couldn't be doing something good. Once the
Lizards are dead, loot around (Heal potions and a minor boss chest are waiting for you.) Try to use as few spells as possible during the fight- you'll need them for the next and final battle.
Loot the Key from the cleric and walk through the next door. Loot the barrel, then walk up to the next door. Quick save your game. Maybe even save it to a separate file, if you think you've done very well up until now- though don't overwrite the last Separate File save. That's the last card you can play if something goes wrong. Head into the door and get ready to take down Morag, Queen of the Creator Race. She is quite flattering for a scaled demigod, and invites you to join her. You cannot, of course, though the reason you decline is up to you. She then does the typical You-Fool! act of a spurned archvillain, and banishes the illusion she was using to talk to you, appearing about a hundred feet back as a hostile.
The first thing you have to deal with is the two level 20+ Hands of
Morag that charge at you. Warriors (especially dual wielders) should prepare to take some cool screenshots of three or four swords and one axe blazing with elemental energy being thrown together in a duel to the death. Once you take your screenshots, switch to your shield- the attack bounses on these boys are very nasty. To you, I mean. I recommend you leave Linu or Boddyknock (if you have them) around the corner- call them once you've finished off these two Old Ones, because if you don't they'll blow all their best spells on them. If you're
REALLY having a lot of trouble on them, trying pulling them back into the hall and closing the door, giving you a bit of privacy, you modest thing you. Once they lizards have gone down, rush over and smash the statue head in front of the Blade Barrier. DO NOT ATTEMPT TO RUN
THROUGH THE BLADES. I've heard secondhand that they kill you instantly-
I never tried it myself because running across a field of flashing spiked greatswords doesn't appeal to me, and that statue so obviously says "BREAK ME." Once its broken, the blades will linger about two seconds, then dissapate. Pause the game, and revel in the feeling of being a bull with Bull's Strength in a china shop, and take a look at the goods. If you're a warrior, please have a gander at the lovely ladies on your left. (Unless you use spears.) If you're a caster, kill the Protector right in front of you, then make a choice from the wonderful beauties on your right. Or, if you have some good area-effect spells, just blow them all to the Abyss. Have your henchman hold off
Morag and her bulky assistants (Daelan, Grimgnaw, and suprisingly Linu are all good at this, though you may have to drop her a potion) while you have your way (in a matter of speaking) with Morag's handmaidens.
Once the proper protectors are dead, turn your attentions to Morag.
Hitting Her Worship in melee will cause you twentyish points of damage, which makes up for her suprising lack of hitpoints- not more than any of her guards. Let the potions and Heal spells/commands flow like ale in the Green Griffon at Yuletide- you won't need them after this. You may want to consider dropping one of Morag's big buddies if they give you trouble- particularly the Umber Hulk and its confusion. If you're feeling confident, the Grey Render shouldn't take more than ten seconds to wipe out. The real challenge is behind you, however- Aribeth this lizard is not. As long as you have enough Heals to use them liberally, the Queen will die. Long live the Humanoids. Pick up the enchanted shortswords and greataxe from where the Hands dropped them. In
Neverwinter Nights, greed transcends dimension.
Walk through the portal. Hedraline awaits you. Sate your curiosity (a sequel, perhaps? Or maybe she was referring to your character playing the NWN Multiplayer game.) Save your character (for future importation.) Take a last look around...then head into the portal.
We're sorry, Adventurer, but our princess is in another castle! No, its really the end. Thanks for playing.
4.2 CHAPTER 4 QUESTS.
Not much here.
Rescue Leesa- You get this quest from Luce, the best whore (personal preference) in the Moonstone Mask. The poor 'ho has lost her little sister, the care for whom presumably prompted her to follow the way of the prostitute. Her sister can be found in the War Zone- go left/east out of the gate and U-turn around the rowhomes into an alley. Leesa is standing around there. Be nice and tell her to run home to Luce. When you get back to Luce, she offers you a +5 AC cloak (deflection). Be a nice guy and turn it down if you want, (you can buy your own at a few of the local stores, not to mention rings that do the same thing) and you'll get ten points of Good and the gratitude of a beautiful young whore.
Neverwinter Under Siege- You get this commision in the Trade of Blades.
Talk to the commander and hear about the plight of the soldiers. I cover the elmination of the Golems in the Walkthrough (if you're having trouble with the Wizards, type "Fruit Salad" into the crtl+F field.)
The catapults can be found near the first Wizard house. Veer left out of the gate, then go south until you hit the divding wall. Turn right/west, and walk down the street-turned-alley. The catapult commanders and the catapults are all there in a row.
--------------------------------------------------
CHAPTERS 2 AND 3 AND POSSIBLY MORE TO COME. SEE UPDATE.
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- NeverWinter Nights trainer by System on 14/03/2006, 06:30
Chapter unlocker - NeverWinter Nights document by System on 14/03/2006, 06:30
Hints in UHS format - NeverWinter Nights trainer by System on 14/03/2006, 06:30
Mega trainer (for v1.10) - NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights trainer by System on 14/03/2006, 06:30
Goldtrainer - NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Campaign Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Guide and FAQ - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Ranger Creation Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
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Rogue Character Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
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Weapon Master Character Creation - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
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Chapter Two Sidequest Guide - NeverWinter Nights solution by System on 09/03/2006, 09:50
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Character Creation Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Cleric Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Barbarian FAQ - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Bard FAQ - NeverWinter Nights solution by System on 09/03/2006, 09:50
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Wizard Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Wizard Guide - NeverWinter Nights cheats by System on 09/03/2006, 09:50






