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Neverwinter Nights 2 - a walkthrough. Walkthrough version: 1.00 Game Version: 1.010 Written by: Rune Hansen -
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If you wish to mail me with corrections/additions, please write nwn2 wt as topic. I may not reply to your mail, but rest assured that I read them all. ------------------------------------------------------------------------------- Table of Contents: ------------------------------------------------------------------------------- [i] - Version History [ii] - Introduction [iii] - Legal Info [iv] - Other good guides [v] - Creating a main character [v-a] - Ability scores [v-b] - Skills [vi] - General Information, hints and tips [vii] - The Walkthrough Tutorial: [0.1] - Tutorial Chapter 1: [1.1] - The attack [1.2] - The swamp, the ruins and the farewell [1.3] - Weeping Willow Inn [1.4] - Swamp Cave [1.5] - Fort Locke [1.6] - Graveyard [1.7] - Bandit Camp [1.8] - A new friend [1.9] - Highcliff [1.10a] - Shandra's Farm and Highcliff Castle Ruins [1.10b] - Lizardfolk Cave [1.11] - Neverwinter [1.12a] - Working for the City Watch [1.12b] - Working for the Thieve's Guild [1.13] - The Skymirror [1.14] - Old Owl Well [1.15] - Bonegnasher Clan [1.16] - Eyegouger Clan [1.17] - Dwarven Scouts [1.18] - The Sea Ghost [1.19] - Githyanki Lair [1.20] - Blacklake, Shandra and the Githyanki [1.21] - Githyanki Base Chapter 2: [2.1] - Introduction [2.2] - Exploring Blacklake [2.3] - Becoming a squire [2.4] - Port Llast [2.5] - Ember [2.6] - Duskwood [2.7] - The trial [2.8] - Aldanon's Manse [2.9] - The Tavorick Estate [2.10] - Crossroad Keep [2.11] - Stronghold part 1 [2.12] - The Ruins of Arvahn [2.13] - Riverguard Keep [2.14] - The Temple of Seasons [2.15] - Gem Mine [2.16] - The Song Portal [2.17] - Stronghold part 2 [2.18] - Amon Jerro's Haven - Exterior [2.19] - Amon Jerro's Haven - Interior Chapter 3: [3.1] - Defending Neverwinter [3.2] - Neverneath [3.3] - Stronghold part 3 [3.4] - Merchant Quarter [3.5] - Alliance: Wendersnaven [3.6] - Alliance: Lizardmen [3.7] - Alliance: Circle of the Mere [3.8] - Alliance: Clan Ironfist [3.9] - Loose Ends and Luskan Plots [3.10] - Stronghold part 4 [3.11] - The Shadow Reaver [3.12] - Reforging the Silver Sword [3.13] - War! [3.14] - Endgame [viii] - Companion listing [ix] - History feats [x] - Easter Eggs/references [xi] - Planned additions to this walkthrough [xii] - Credits ------------------------------------------------------------------------------- [i] - Version History ------------------------------------------------------------------------------- 0.10 (December 26th 2006) - Completed up to part 1.10 of the walkthrough. 0.20 (December 29th 2006) - Finished Chapter 1, added a few things. 0.21 (December 29th 2006) - Released a proof-read version 0.30 (December 30th 2006) - Added parts 2.1 to 2.10 and section iv 0.35 (December 30th 2006) - Added evil path in parts 1.1 to 1.10. 0.40 (January 2nd 2007) - Added some of the thieves guild missions. 0.41 (January 3rd 2007) - Minor correction in part v-a. 0.42 (January 10th 2007) - Minor additions to part 1.2 0.43 (January 17th 2007) - Minor additions to parts 2.5 and 2.6 0.44 (January 31st 2007) - Many hints from people added. 0.45 (June 29th 2007) - Minor corrections and proof-readings. 0.46 (June 30th 2007) - Various additions from e-mails + more proof-reading 0.47 (July 1st 2007) - Even more proof-reading and minor corrections. 0.48 (August 1st 2007) - Added two sidequests in 2.2 0.60 (March 1st 2008) - Finished 2.11, added additions from e-mails. 0.70 (March 2nd 2008) - Finished 2.12, 2.13, 2.14, 2.15, 2.16 and 2.17. 0.80 (March 5th 2008) - Finished Chapter 2, added up to 3.10. 1.00 (March 6th 2008) - Finished 3.11 to 3.14. Finally version 1.0. ------------------------------------------------------------------------------- [ii] - Introduction ------------------------------------------------------------------------------- This walkthrough is my second walkthrough ever. The first was a walkthrough for the NWN expansion Hordes of the Underdark, a project that was unfortunately never finished. I'm afraid the game lost me in chapter 3, and once I finally decided to complete it, I had lost my old account information at gamefaqs. I am not one for massive amounts of information about the game techniques and rules. While I respect the authors adding such things, my primary focus has always been on seeing all the content available to me in any given game, and thus, my focus will be on the gameplay itself, and not so much the mechanics surrounding it. My hope is to, in time, compile a full list of alignment changes and influence changes, but I must admit it will depend on how important these things are to the game, and to anyone reading this. The initial walkthrough is written while I'm playing through the game for the first and second time, so bear with me if some information is lacking. Eventually It'll be completed. The initial walkthrough will not include quest names and rewards. I may add this later, depending on how much time I have, and how much I enjoy writing this little document. And, of course, how desired that info is. Oh, by the way, I am from Denmark so please, do inform me if some of my English seems confusing or hard to understand, since I may simply have made a bad translation. ------------------------------------------------------------------------------- [iii] - Legal Info ------------------------------------------------------------------------------- This document was written by Rune Hansen. Please do not post it, copy it or any other of all those copyright thingies (bear with me here, you all know what it's supposed to say, but legal english and me is not a good match). Either way, if you really, really want to post this somewhere then just mail me (
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) and ask - as long as you don't change the document, I'm fine with it. Really. I am. Latest version of this walkthrough is available at www.gamefaqs.com The following sites have my approval to host this walkthrough: www.gamefaqs.com www.cheatcc.com www.cheathappens.com www.supercheats.com www.neoseeker.com www.1up.com www.mycheats.com www.ggmania.com www.cheatchannel.com www.cheatbook.de If you for some bizarre reason or other wish to translate it, again simply ask for permission and I'll most likely give it :P ------------------------------------------------------------------------------- [iv] - Other good guides ------------------------------------------------------------------------------- While I admit that I always strive for perfection, I also admit that it's foolish to do the same work twice. There are already some really excellent in-depth FAQs on the web about this game: Crafting Guide by Offkorn. Complete list of all recipes and some other handy information for people enjoying the crafting part of the game: http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_2_crafting.txt Pickpocket Guide by Offkorn. Amazing list of what can be pickpocketed from every NPC in the game: http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_2_pickpocket.txt Stronghold Guide by Paradox Jast aka xInfInIty: http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_2_stronghold.txt =============================================================================== [v] - Creating a main character =============================================================================== I've found that it's insanely hard to stay on a neutral path during the game, like neutral good or neutral evil. Nothing gives "neutral points" so you need to either completely avoid chaotic/lawful choices, or balance them up. One thing really worth noting: If your character has charisma as one of the important abilities, you should remember that after the tutorial you get a cloak that grants +1 charisma. It may not stick with you forever, but starting out with 15 or 17 in CHA might not be a bad idea, especially if you could use the point(s) elsewhere. Regarding some insane powerbuilds, well, feel free to mail me with any suggestions. Personally, I prefer builds with more than 20 levels, but seeing as that's not possible in NWN2 (yet), I'm still struggling a bit. I've been thinking about redoing my old fighter/mage/arcane archer build, but that one only got truly powerful around level 25. So far I've played the game with the following: Aasimar Paladin (late act 2) Human Fighter/Blackguard (early act 2) Human Fighter/Bard/Red Dragon Disciple (completed) ------------------------------------------------------------------------------- [v-a] - Ability scores ------------------------------------------------------------------------------- Do note that bonuses do not stack. If you have the Gauntlets of Ironfist that gives +3 STR and then cast Bull's Strenght, you'll only gain +1 STR by the spell since the spell improves your base STR and not the STR you have after item bonuses. Thanks to Nicholas Clarke for clarifying this for me. Strenght (STR) - determines your attack bonus and how hard you hit with melee weapons and how much you can carry. Main stat for all melee classes like fighters, paladins and barbarians. STR bonuses differ from 1H to 2H weapons. The damage bonus for 2H weapon is STR bonus * 1.5, while the attack bonus is the same. If you have STR 24, that’s +7 to attack and + 11 damage per hit with a 2H weapon. So, it pays to have your high STR character equipped with a 2H weapon; that plus haste will make short work of just about anything. Dexterity (DEX) - determines your attack bonus with ranged weapons, as well as being the main stat for a multitude of skills, primarily the rogueish ones. With the feat weapon finesse, it also determines your attack bonus with melee weapons. It also determines your base armor class, so even the toughest fighters should have at least a +1 in it (since full plate still allows for +1 dex bonus to AC) Constitution (CON) - Determines partially how many hit points your character has. Basically the CON bonus is added to your class hit points each level, meaning that a wizard with a +1 con would get 1d4+1 hp pr level, while a paladin with +2 would get 1d10+2 pr level. Intelligence (INT) - Main stat for Wizards, INT determines how many spells wizards can cast of each level. It also determines how many skill points all characters get pr level as well as being a primary stat for many skills. Your own character should have at least 14 int due to the amount of skillpoints you need. Wisdom (WIS) - Especially important for clerics, druids and monks. While it for clerics and druids determine the amount of spells you can cast, a high wisdom score gives bonuses to armor class for monks. Charisma (CHA) - Important for paladins and sorcerers, charisma determines a lot of class-specific things for those classes. Seeing as several items boosts your charisma, feel free to leave it very low if you're not a pally or sorc. ------------------------------------------------------------------------------- [v-b] - Skills ------------------------------------------------------------------------------- Appraise (INT) - Used every time you trade with a merchant, a high appraise skill gives you better prices for both buying and selling. A high appraise skill also gives you the option of tithing your merchants with a hidden tax at your keep. Note that you can buff your appraise skill by boosting the main stat before talking to a vendor. Bluff (CHA) - Used in loads of conversation options all through the game. Concentration (CON) - Used every time a character gets hit while casting a spell to check if the spell fails. Only important for spellcasters, really. Also this is used every time you cast a spell defensively, which is advisable during combat since it doesn’t provoke an attack of opportunity. Craft Alchemy (INT) - Used to determine what sort of potions you can make as well as what items you can get essences from. Not truly important to the main character as you'll get companions better suited for this skill. Craft Armor (INT) - Determines what armors you can make. Not important for your character since you'll get companions better suited for it. On the other hand, if you are a multiclass fighter, you might as well put ranks into it when doing fighter levels, since they have very few class skills. Craft Trap (INT) - Determines what traps you can make. Rather unimportant skill overall. I never used a trap once in the entire game. Craft Weapon (INT) - Determines what weapons you can make. Not important for your character since you'll get companions better suited for it. Diplomacy (CHA) - Used in a multitude of conversation options all through the game. Most important for good characters. Disable Device (INT) - Used to disable or recover traps. Only really needed on locked chests since you wouldn't get all the loot otherwise. Due to the rather open death and resting system, traps on the floor are largely ignored. You could, if truly powergaming, recover the traps and sell them - but that would mean you'll end up with loads of extra cash in the end, and nothing to spend it on. Heal (WIS) - Used to determine how well you can use a healing kit to remove poisons, diseases and heal hit points. Thanks to the open resting system, this skill is rather useless, especially for a class with remove disease/neutralize poison spells. Hide (DEX) - Used to determine how well you're hiding. To be frank, I haven't really used stealth mode in the game thus far, so it's rather useless I'm afraid. Intimidate (CHA) - Used in loads of conversation options all through the game. Best conversation option for evil characters I'd guess. Listen (WIS) - Used to detect stealthed enemies. You will encounter stealthed enemies more than once in the game, so this skill is more useful than many others. Lore (INT) - Used to identify magic items. If you keep lore maxed, you'll be able to identify most items you get during your travels. A high lore also gives you a few dialogue options here and there. Move Silently (DEX) - Together with hide, the basic skill for stealth mode. As I have yet to use stealth, it feels rather useless to me. Open Lock (DEX) - Determines how difficult locks you can open. If you can't pick the lock, you have to bash it (or use the spell "knock"). Bashing makes items break, however, so picking it is by far the best option. Parry (DEX) - defensive combat mode. If you, like me, believe that offense is the best defense, you won't use parry a lot, if ever. Perform (CHA) - Only useable by bards, and also the single most important skill for bards. Used to determine what kind of songs they can play and how well they work. Search (INT) - Used automatically when you look for traps, or whenever you put your character in "search" mode. Set Trap (DEX) - Used when you set traps. I've never set a trap in the game yet, so can't say if it's truly useful. Sleight of Hand (DEX) - Used to pickpocket people. Seeing that you can get a lot of things by pickpocketing, I'm assuming this skill is much more useful than a lot of the other rogue skills. Spellcraft (INT) - Used to determine what spell the opponent spellcaster is casting. Main skill for wizards and sorcerers, seeing as they need to know how to counter the spells of enemy casters. Spot (WIS) - Used to discover stealthed enemies. See listen. Survival (WIS) - Used for tracking mode, with the right feat. I haven't used that yet, but I guess it could be good to figure out what's ahead of you. Taunt (CHA) - Actively used in combat to weaken the enemy. Might be good to use on certain mobs, but mostly they die too fast for it to work properly. Tumble (DEX) - rogue/monk skill. Used to avoid attacks of opportunity. Every 10 ranks in tumble also gives you +1 base armor class. Use Magic Device (CHA) - Used to let rogues play around with magic items or items with class/race/alignment restrictions. In short, the most important skills in the game, at least from my experience, are Diplomacy/Intimidate/Bluff, lore, the crafting skills and open lock. I would highly suggest that your character keep at least one of the three conversation skills maxed. It doesn't matter all that much which one, really, but diplomacy is usually the "good" route, while intimidate is the "evil" route and bluff the "chaotic" route. The crafting skills can easily be handled by your companions, and Neeshka handles the rogue-skills quite nicely (and she's completely neutral, which means it matters little if your character is good or evil. ------------------------------------------------------------------------------- [v] - General Information, hints and tips ------------------------------------------------------------------------------- Most dialogue has built-in alignment changes. Playing through the game once will never show them all, so I'll add them as I discover them, basically. A lot will be missing until the walkthrough has become an old document, so feel free to mail me if you see any alignment changes I've missed. I usually won't describe loot. Most of it seems randomly generated in any case. As any RPG-player will tell you: SAVE OFTEN, and save in different slots. A general rule of thumb is to save in a new slot every time you enter a new area. I usually just use 3 or 4 slots in a rotation-basis so I have my last 3 or 4 saves ready in case I find out I did something really wrong ;) To issue commands to your party, right-click and hold until you see a tab. Then use the "broadcast command" option. Take some time to get to know these options - you WILL need them. During dialogue, always ask all the questions you can. Information is always a good thing. Remember to talk to your companions once in a while. Some have interesting stories to tell. When I write +1 chaotic or +1 evil that's the alignment change you'll receive for saying/doing said thing. When I write +5 INF, that means you gain 5 influence with the NPC I'm speaking of. Influence is important if you want to hear all the stories your companions have to say, and for some other things later on. Save your cash. You will need a lot of cash (over half a million) later in the game, so don't spend money unless the gear is a remarkable upgrade. In many cases it's simply better to enchant your current gear, even if it means buying some of the items needed for the enchant. Note that you can’t enchant gear that has 3 attributes (ie flaming, cold, acid damage). Also note you can upgrade already enchanted weapons, but it doesn’t stack (a +3 upgrade to a +2 is just +3, not +5). Enchanting some of the loot weapons is a good idea, since they have attributes you can’t currently make (ie sleep, stun, etc.). Also note that once you invest in enchanting, you’ll want to stick with that weapon class, so build your character around the weapon you want (or vice versa). The essences and jewels you need to make great equipment are rare, but become more available in the late game. Take a look at the crafting guide from Offkorn for a list of requirements. Finally note that you’ll have two mages and two priest type companions at the end (end of act 2), so you can make all the items available. The best weapons are holy, and require diamonds and inflict critical wounds. Also the caster has to have craft magic arms & armor feat. So think about your companions; do you want one to be in combat all the time, or do you want them to craft? Sand and Zhjaeve make decent crafters, so be sure to choose the craft magic arms feat for them if desired (the latter is the only companion who can make holy weapons). Keep the items you find that can be sold for a nice round figure like 5000 or 10.000. All merchants have a maximum amount they will buy any given item for and in a lot of cases, a merchant that will buy for a higher amount is not far away. If you have weight problems, buy a magic bag to keep the items in. Since remains after dead enemies take a few seconds to show up, it's rather easy to miss a few here and there, so make sure you get it all throughout the game. Remember you can not only disable traps, you can also recover them. A recovered trap can be sold for cash, or put to use against your enemies by yourself. Strangely enough, you can loot every container in the game without taking an alignment hit, so feel free to grab everything even if you're a paladin. =============================================================================== [vi] - The walkthrough ===============================================================================
------------------------------------------------------------------------------- [0.1] - Tutorial ------------------------------------------------------------------------------- As most of it is well-explained in the pop-ups, I will only provide a few general suggestions for this part of the game. 1) Take the Harvest Brawl last. That way you'll be level 2 when you encounter the Mossfelds. 2) Make sure you win all four of the competitions, especially if you're a class with focus on charisma. Quicksave before starting any of the competitions. 3) Accepting the wager with the Mossfelds will result in a +1 chaotic alignment change, as well as -5 INF with Bevil (but who really cares, he won't be along much longer anyways). Refusing the bet gives you +1 lawful and +5 INF instead. 4) Try to play the tutorial with different background feats, the conversations will be a lot different depending on what background you've chosen. =============================================================================== CHAPTER ONE =============================================================================== ------------------------------------------------------------------------------- [1.1] - The Attack ------------------------------------------------------------------------------- This is where the actual game starts. You're being awakened in your sleep by Bevil and Amie who tells you the town is under attack. Grab your gear in the chest next to your bed, gear up and get your hotkeys sorted, especially that cute Harvest Cup you won since it can cast cure light wounds twice a day. Also enter your foster father's room and grab the amulet and the book. Head downstairs and enter your very first real fight. 3 grey dwarves will break the door and attack you. They shouldn't pose much of a threat. Remember to loot the desk in the room as well as the remains before you exit. Exit the house. You'll be greeted by the town healer, Brother Merring, who will bless you as well as tell you to get to the bridge and assist Georg. Kill any Gray dwarf between you and the bridge and talk to Georg. He'll tell you to rally the militia. Talk to Ward Mossfeld and find out he's too wounded to fight on. Now you have a choice, a choice that will be repeated when you find Wyn Mossfeld as well: GOOD PATH: Go talk to Merring again. He'll give you 4 swamp moss to use on wounded soldiers. It won't heal them, but it will make the pain go away so they can keep fighting. Talk to Ward again and tell him that you've brought some herbs. Heal him up to get your first militiaman as well as +3 Good. Simply use these herbs on the 2 other wounded militiamen you find. EVIL PATH: Slit his throat for +3 evil. You lose the 50xp for rallying him to the militia though. CLASS-NOTE: As a paladin, you don't need the swamp moss at all, just use your lay on hands ability in the dialogue. Cross the bridge, get to Laszlo and help him get rid of his little attackers, then head southeast to Ian Harman who's hiding near a house. Persuade him one way or the other to join the fight as well. 3/5 done. Move further along, and you'll intervene in a mage battle - seems the leader of the attack is a githyanki. Amie will try to help her master, but dies, leaving you with one less companion. Search the area for any remains, attackers or militiamen. The house in the SE corner has Pierson hiding in it. Enter however you can (pick the lock, bash the door, persuade him to open, whichever suits your style). The "lie" dialogue option gives you +1 chaotic. Use the swamp moss Merring gave you (or any innate healing abilities like lay on hands) to help any wounded harbormen you find. Make sure you also enter Tarmas' house and loot it for everything of value. Note that even when you reach 5/5, the surplus militiamen will still net you 50xp each, so make sure you get all 8 rallied up ;) Here's the full list of names of the militiamen: Ward Mossfeld, Wyn Mossfeld, Laszlo, Ian Harman, Pierson, Webb Mossfeld, "militiaman", Pitney Lannon. Near a barn is a dying gray dwarf. By talking with him you'll get a little information as well as a chance for an alignment change. Obviously, telling him that you don't want to hurt him is +1 Good, while threatening to burn him and then slit his throat is +2 Evil. By the time you reach Georg's rallying point, you should be on 5/5 (or even higher, actually). Talk to Georg and watch as more attackers arrive. Focus on the bladelings first, then kill any remaining dwarves. After two waves some will enter the Starling house, and Bevil will beg you to go inside to help. Agree, enter, and get the dogs to help you clear out the place. Talk to the kids. Tell them to "shut the door.." for +3 Good. Exit and help the militia kill the remaining dwarves and bladelings and watch as the cavalry arrives for the next wave. Well, a few elven archers together with your foster father at least. Congratulations, you survived the attack. ------------------------------------------------------------------------------- [1.2] - The swamp, the ruins and the farewell. ------------------------------------------------------------------------------- After the cutscene and dialogue with your foster father and Bevil, you'll start out here. In the middle of the swamp, close to the ruins you were told to go to. Follow the road toward the ruins, killing any lizardmen or beetles you meet. You'll notice two ruins here. Ignore the one in the back for now, you won't be able to open it. My gut tells me we'll need to return here later on though. Enter the ruins - you need not pay too much attention to that elf in the cutscene, you'll find out later. Clear the entire place before taking the hallway that leads north. Remember to loot everything. You need cash, and all that crap they got is exactly that - cash. Don't worry, you'll get to sell it all soon. If you're starting to carry too much, offload some of it to Bevil. Once you've cleared the entire area, go north. Clear the rooms to the sides, then proceed north to the last door, defended by two lizardling guards. Rest up if needed, then open the door and watch the cutscene. With a succesful diplomacy check, you'll be able to get them to cooperate. They will leave you alone, and you get 100xp for finding a peaceful solution. It's less than what you would get for killing them all, and you'll miss out on a bit of loot as well, so it's your call. In any case, if you fail both the diplomacy and bluff checks, your only option is to fight. Take down the shaman first, then kill the remaining lizardlings. Make sure you loot everything before you open the chest. Open the chest, grab the shard and select the "let's go" dialogue option to get auto-ported back to your foster father. Ask him everything, and ask to talk to some people before you leave. Most of the named NPCs will help you in some way. Do note that what these people give you is very much dependent on what background you chose. (Thanks to Darren Krommenhock for more details about this). Tarmas - You can get information from him, and buy/sell stuff to him. Sell all the loot you found to get a nice amount of starting cash. He has little of value to sell, however, especially for a fighter, so save the cash for a while. A succesful diplomacy check makes him give you a potion of barkskin as well. Bevil - You'll get a healer's kit +1 as well as any items you gave to Bevil during your raid on the swamp ruins. A succesful diplomacy check also gives you 100g Orlen - gives you a potion of cure moderate wounds. If you chose the farmer background he'll give you an archer's belt. Retta Starling - Gives you a quest to find out what happened to Lorne, Bevil's brother who dissapeared during the war between Neverwinter and Luskan. Georg - In most cases he gives you a light shield +1, but if you've chosen the bully background, he'll just give you some advice, most of it useless. Brother Merring - will heal any wounds you have. If you've picked the devoted background, he gives you a crimson ring, otherwise he'll give you nothing. (Thanks to Tony A for this addition). Speak with your foster father again when you're ready, then head south to the world map transition to continue your adventure. ------------------------------------------------------------------------------- [1.3] - Weeping Willow Inn ------------------------------------------------------------------------------- The first thing you'll notice here is a dwarf getting bullied by three humans. Obviously the "good" choice is to help him out, so do so by helping him kill the three bullies. Don't feel too bad, they did draw weapons on him after all. Watch the cutscene and enjoy the ale until you get interrupted by some beings that look very much like the ones who attacked West Harbor earlier. Clear the place of those pesky duergar and bladelings. A woman, Gera, will come down and ask for help: "I'll take care of them" gives you +1 good as well as +1 INF with Khelgar. "Let's talk price" gives you +1 chaotic. Refusing, then tell Khelgar "all right, let's go" gives you +1 INF with him. Go upstairs, clear the area of all the evil buggers and save the civilians. Talk to Galen and learn whatever you can about the world. Ask for a reward from him for +1 chaotic. When you enter the room where Zachan is, kill the two bladelings, then talk to him. Tell him: "calm down.." for +1 good. "answer some questions.." for +1 evil. Ask for a reward, and he'll give you 25g. You can try intimidate and diplomacy for more, but all that will give you is +1 evil each. Remember to loot everything (bash the containers if you aren't a rogue, don't worry, no alignment change in it). Once the dust has settled, go back downstairs and talk to the barkeep. You can ask for a reward from him for saving his inn to get 50g. He'll also sell a wide selection of armors and weapons compared to what you've seen before. Finally time to use some of that cash you've gotten. Do note though, that once you reach Fort Locke you will be able to craft gear so it's your choice really. Also note that you'll get a rogue companion at Fort Locke, but her gear is not excactly impressive. Once you've geared yourself (and your new dwarven companion) up, it's time to move on. ------------------------------------------------------------------------------- [1.4] - Swamp Cave ------------------------------------------------------------------------------- Congratulations. Your first "optional" area. I'd do it in any case though, there's some nice loot to be had as well as xp to be gained. I guess if you really want to optimize it all, you could go to Fort Locke first to grab Neeshka, and then go here. That way you'd be able to unlock all the containers instead of bashing them. I haven't tested it though, so I'm not sure what effect it would have on the Galen encounters. In any case, the loot gained should be minimal since all the important items here won't be destroyed by bashing. When you arrive, you'll see some fighting a little way ahead of you. Seems the merchant Galen is in trouble again. Help him out once more. Once the fight is over, Khelgar and one of the guards will start getting mad at each other. If you choose to stop it, you'll get -1 INF with Khelgar. If you're ready for the fight as well, you'll get +1 INF instead. No alignment change. Continue onwards, killing all the lizardmen you see. Also kill the spiders to the right of the cave entrance. No loot, but they're XP. Enter the cave. There's plenty of traps in here, but none of them are truly dangerous. Kill everything, loot everything, until you reach a door. Behind that door you'll encounter a lizardman chieftain together with a shaman and a warrior. Take out the shaman first, then the warrior, then hammer down the biggie. Remember to loot them all afterwards for a few magic items. Both chests in the back of the room are trapped and locked. Once everything's killed and looted, return outside and go back to the world map transition. We're off to Fort Locke. ------------------------------------------------------------------------------- [1.5] - Fort Locke ------------------------------------------------------------------------------- Upon arriving to Fort Locke, move straight out to the big green area, the western edge of the map, basically. Clear out all the wolves there, including the dire wolf and loot the corpse. It's not a quest, but it's XP and loot. Move back to the road, then a bit forward and look to the left. You'll notice a few people standing. My my, seems Galen's guards are rebelling. Go talk to them. The dialogue option "I won't let you.." nets you +1 lawful. Kill them. After the fight, the dialogue option "greed can overcome" nets you +1 good. The dialogue option "Thank you, I accept" gives +1 good as well. If you simply decide to kill them all, that'll give you +1 evil, and you'll of course lose the chance of trading with Galen, ever. On the other hand, Galen drops the rapier Namarra (Neversleep) +1. If you plan to focus on rapiers, it may very well be worth taking the evil hit to get it. It can be upgraded with enchants, and will as such be a pretty useful weapon all through the game. NOTE: Grail Quest advices against killing Galen - the rapier's only unique feature, the sleep on hit, only has a DC14, so by level 10 enemies will be more or less immune to that effect. Galen also has some crafting components you might find useful later on. Continue on the road, past the wolves (remember to loot them as well), until you encounter another group of bullies. Seems a few of the Fort Locke soldiers are harrassing an, ehm, well, she's a tiefling. She has a bit of demon blood in her, and because of that, the soldiers are assuming that she's part of that bandit gang that's been causing so many problems lately. If you try to help, they'll decide to kill you as well, to get your loot as well as the bounty for 3 bandits. Kill them, and talk to the poor lass. The dialogue option "you don't owe me anything.." nets you +1 good. Accept her into your party even though Khelgar will complain a bit. You do need a rogue. Go straight south and whack the wolves down there for some extra XP, then head on into Fort Locke. Time to have a few chats, get some quests, buy/sell and, if applicable, do some crafting. Marshal Cormick - gives you the quest "Safer Travels". Galen - The merchant you by now know so well. Sell any surplus loot to him. Jacoby - Weapon merchant. He also sells loads of crafting molds. Tor Millows - Gives you the quest "Tor's Holy Symbol". Asking for a reward when getting the quest gives you +1 evil. Liza - Gives you the quest "Bandit's Ransom" Vallis Anton - Gives you the quest "Fort Locke Investigation". Asking for a reward here will also net you +1 evil. When getting the quest "Bandit's Ransom", Neeshka will start talking of all the loot there. If you tell her that's not the reason you're going, you'll loose 1 INF with her. If you tell her to mark it so you can go loot the place, you'll get +1 INF instead. As you probably already noticed, you'll need to stay here for a bit, so get to know the place. When you're ready, head north to the world map. You'll have three new options. Bandit Camp (Neeshka showed you where it was), Highcliff and the graveyard. Let's head out to the graveyard first. When you leave, you'll again see a cutscene of an elf watching you. Don't worry about it, you'll find out soon enough. ------------------------------------------------------------------------------- [1.6] - The Graveyard ------------------------------------------------------------------------------- When leaving for the graveyard, you'll first encounter a group of bandits. Seem they don't really know what they're doing, attacking a group of hardened adventurers. A succesful diplomacy check makes them run away, and gives you 150xp. In the following chat with Khelgar, say "You'll have many more.." to gain +1 INF with him. Remember to loot the chest before proceeding to the graveyard. At the graveyard you'll be greeted by a large group of skeletons and zombies. Kill them all. Once the outside of the graveyard has been cleared, and the three graves has been looted (no alignment change, surprisingly enough), enter the crypt to the west. Inside the crypt, watch out for traps while you kill your way through. Neeshka is along for a reason, y'know. Take the north door first, then the south door and finally the eastern door. When you approach the statue in front of the last door, it will dissapear and let a large group of zombies after you. You should be able to fight them off without too much trouble, but if not, enter the room and use the lever inside. That will prevent the zombies from attacking for a while, blinding them or rebuking them in some way. Remember to loot the sarcophagus. Move outside again, and take the crypt on the eastern side. This one is a lot larger, open any door when you reach it, kill all the skeletons and zombies. When you reach a square room with only one door to the north in it, stay alert. There's a long hallway filled with traps on the other side. Best option will probably be to let Neeshka stealth and enter alone to disable as many of them she can before you enter yourself. NOTE: Grail Quest says that Neeshka's stealth abilities may not be good enough to do this - a potion of invisibility or similar might be needed, but then again, it's only skellies after all ;) There's also plenty of skeletons in the hallway, thankfully they trigger the traps as well, so you shouldn't worry too much about them. Before you proceed, remember to check the doors to the sides. Some are trapped so Neeshka will definetly earn her place in the group in this creepy place. Once you reach the southwest corner, you'll see two doors you can't open, and one door to the south you'll have no problems opening. Prepare for a tough fight before entering though. Inside is a shadow priest who'll raise a few zombies to help him kill you. Take out the priest first, then clean up the undead. Talk to the commander to find out that this fella wasn't working alone and that there's still 3 soldiers down here somewhere. Use the lever to open the two doors you couldn't open before and continue onwards. Take the northern door first, smash your way through the undead and enter the room at the end to find the first soldier, Bruneil. Go back, take the east door. Take the first door to the south after that to find the second soldier, Garret. Clear the room of those ugly undead. Too bad you're a bit late to save the bugger though. Keep moving, watch for the trap at the crossroad. Take the south "arm" and proceed through. Watch for traps in the final room. Seems the last soldier has been kept safe. Move back to the cross and take the east route to get outside, then return to Fort Locke. When you return to Fort Locke with the Commander, Vallis will have a little surprise for you. Seems the fella got a taste for commanding and has started a little coup. During the conversation, tell Vallis: "you got your orders. It is your duty.." for +1 lawful. "if you wanted me to kill him.." for +1 evil. Kill him, and watch the Commander run towards the Fort. Remember to loot the remains. Once you return to the Fort, Commander Tann is in full control and will give you a warm thanks, as well as tell you that there's still a bandit threat. Speak to Cormick again for a little XP bonus, and check the new store at Jacoby before you move out to the bandits. ------------------------------------------------------------------------------- [1.7] - Bandit Camp ------------------------------------------------------------------------------- Get ready for a big battle. Enter the camp and start slaughtering those bandits like no tomorrow. Once the area is clean of bandits and loot alike, go to the prisoner pen. They'll ask you to get them out of there fast, but while you're talking, you'll be discovered. Kill all the newly arrived bandits and lead the poor hostages outside the camp. They'll tell you to meet them in Fort Locke. Ask for a reward to get +1 evil. Of course they don't thank Neeshka, so in the following conversation, tell her "you have my thanks.." for +1 INF. Do note that if you simply clear the outside and enter the house before freeing the prisoners, you'll avoid the second group of bandits outside if you convince the bandit chief to cooperate. Return to the camp and enter the house. Whack any bandit you see, check all the rooms. The room in the middle, with a wizard in it, also has Tor's symbol in a chest. Do remember to check for traps all over the place, yet again Neeshka is an important asset to your team. Once you reach the last room you'll notice that the bandit chief doesn't attack you automatically. He's given up, basically. You came to free the prisoners, find Tor's Symbol and stop the bandit threat and he claims you've done all of them already. If you tell him you came to collect the bounty on his head, you won't be able to get him to surrender, you have to fight him and his group. Ask him to "surrender to the soldiers.." for +3 lawful. A good intimidate or diplomacy check persuades him to give himself up to the Fort authorities and become militiamen instead of bandits. After that check, tell him "The Commander of Fort Locke owes me a favor" for +1 good. Remember to loot the containers around him before you leave, he won't mind. Return to Fort Locke and speak with Tor, Liza (if you refuse the reward you'll get +1 good, and if you complain about the size of it, you'll get +1 evil) and Commander Tann. If you made the bandit leader surrender, Tann will tell you that they've already been put to work. If you killed him, he'll just say the bandit threat seems to be over. Sell surplus gear, craft whatever you can/want and say goodbye to Fort Locke and it's surroundings for now. We're off to Highcliff. ------------------------------------------------------------------------------- [1.8] - A new friend ------------------------------------------------------------------------------- On the way to Highcliff, you'll be stopped by yet another group of duergar and bladelings. This time, however, an elven druid will help you. Seems she's been following you for a while and has now decided to come to your aid. She tells of a hidden route to Highcliff. Agree to have her tag along, and follow her to the glade. When you arrive there something seems wrong though. The animals are supposed to be friendly, but instead they attack. Say "i would prefer to leave here without more bloodshed" for +1 INF with Elanee. Say "If any animal comes my way I'll cut 'em down" for +1 INF with Khelgar. Proceed forward, killing the animals as they attack. When you reach the corpses of 3 wolves, Elanee will ask you to investigate the matter. Agree for a +1 INF with Elanee. Say that you just want to get to Highcliff for +1 INF with Neeshka and -1 INF with Elanee. Continue forward, killing what needs to be killed. Once you spot the huge enraged bear, make sure you clear everything else first. Rest up, check Elanee's spell list and get ready for a fight. Defeat the huge bear, only to learn it was Kaleil, a druid from the Mere. He tells how the Mere had corrupted him with thoughts of shadows and blood. Nothing more to do here but to give Kaleil's corpse a final farewell so head out toward Highcliff - hopefully without any more of Elanee's clever shortcuts. ------------------------------------------------------------------------------- [1.9] - Highcliff ------------------------------------------------------------------------------- If you thought things would be smooth sailing from here, think again. Nothing's sailing in or out of Highcliff due to lizardfolk these days. The cutscene will explain better than words I believe. Also, speak to Grishnak to find out more about what's going on in the place. Guess you just found your new quest hub: Highcliff. Enter the actual city. Notice that group of sailors a bit ahead? Move toward them and, obviously, they will start commenting your strange group. Now, here's your first real influence choice. If you start the fight yourself, you gain +2 inf with Khelgar but -1 inf with Elanee. If you try to avoid it, however, you will get +1 INF with Elanee but -1 INF with Khelgar - and since the dwarf can't keep his mouth shut, the poor sailors will die anyways. Head on to the southern end of the town, to Branson Marlek, the city's self-proclaimed best merchant. He does have a couple of nice things, so feel free to browse his goods. Cross the street to Gera and Zachan, the couple you helped back at the Weeping Willow. Seems their son's gone missing in some ruins outside of town. Agree to help them, Neeshka will complain about it. If you tell her it's because you have to help you get -1 INF, but +1 INF with Elanee. If you tell her that you're doing it for the reward, you get +1 INF with Neeshka, but -1 INF with Elanee. Head on up to Par's house. The poor man seems to have unwelcome visitors, so go inside for a wee look. Seems a few sailors have gotten bored and decided to start a new line of business. Take care of them, and loot the place if you wish then return to Par for your reward, a few potions and some XP. Move over to Edario and see what he can make. He's an armorsmith, and will most likely have a few nice upgrades for you and your companions. Now go across the street and have a word with Captain Flinn - he'll send you to the village elder, so head on up there and have a word with him as well. After some friendly chatter, you'll end up with the quest "ship sabotage". Go over to Juni, the lady who was talking to the Elder when you arrived, and have a chat with her to get another quest, "William's fate". Move to the north gate and have a chat with Mozah. Seems you're not the first group of brave adventurers to arrive here. Head out the north gate and move to Shandra's farm. ------------------------------------------------------------------------------- [1.10a] - Shandra's Farm and the Highcliff Castle ruins -------------------------------------------------------------------------------
When you enter the farm area, prepare for a long chat. Start by being truthful, then ask her all the questions you can. After a while, a few lizardfolk will arrive, setting fire to her barn (and her entire harvest), leaving her rather unfriendly toward you. Move out to the ruins. Upon arriving to the ruins, move on forward, get off the road to the right when you can. You'll notice a small camp, and William, the lost husband. Seems the poor man would rather stay lost, and begs you to lie to Juni when you return to Highcliff. If your diplomacy check fails, you won't be able to get him to return on his own. Return to the road, clear the western side until you locate Alex and Andrew, the two lost kids. Seems they ran into a tiny wolf problem, so whack the wolves and talk to the children. Inside the castle ruin, you'll see a lizard, Slaan, fighting a few zombies. Help him out, then talk to him. Seems his tribe is the one attacking the boats and that a group of 'em are now trapped below, with the undead. Tell him you'll help him get his clansmen out of the castle if he will take you to his chief afterwards. He will join your party and assist you all through the coming dungeon. If you simply kill him, you will find a map on him that gives you the location of the lizardfolk lair. Killing him also nets you +3 chaotic. Once inside, start out by clearing every room of zombies until you reach the spot where a cutscene reveals yet another of those shadowpriests you killed one of at Fort Locke. Seems their commander is called Black Garius. Interesting. Of course, they'll spot you, so better be prepared for a fight. This fella is a tad tougher than the priest you hammered back at the Fort, but die he must. Loot his remains as well as the remains of his servants and the chest behind him for Mozah's Backpay as well as the shadow priest journal and a stack of shinies. Return to the main hallway and go eastwards first, clearing the area of any undead still, ehm, standing up. Once you reach the northernmost room (a locked one), you'll find Slaan missing friends. They're not too happy to see you, and not at all when they learn that Slaan has made a deal with you. They're sure you will kill the chieftain. Ignore them and say you're ready to go see the big boss. If you killed Slaan, you'll have to kill these ones as well, then leave the place and head for the lizardfolk cave yourself (continue in 1.10b from here) You'll be auto-ported to the lizardfolk chieftain. Have a few words with him, make your deal. Now we only need to convince the village Elder that this, hmm, arrangement, is the best way to handle this whole matter. You'll get auto-ported back to Highcliff. Talk to Mozah and finish off that quest, then go convince the Elder that your way is the best way, well, the only way. You'll get auto-ported to the harbor. Finish off any loose ends with Zachan and Gera as well as Juni, then talk to the Elder. Enjoy the boat trip - and the cutscenes. If you lie to Mozah or Juni, you'll get +1 chaotic for each time. When Gera gives you the amulet for saving her son, say "is that all?" for +3 evil. When the elder gives you your reward, again say "that's all?" for +3 evil. ------------------------------------------------------------------------------- [1.10b] - Lizardfolk Cave ------------------------------------------------------------------------------- You won't ever go here unless you kill Slaan instead of letting him help you. Kill your way through the lizardmen until you reach the cave entrance. Enter. When you look at the map, you'll see where the chieftain's room is. We'll take that room last, simply because there's loads of other lizardmen to killand containers to loot. Clear the place out, then proceed to the bossman's room. Kill the shaman first, then destroy the warriors and finally the boss himself. Remember to loot the little room to the east, that's the treasury after all. Once everything's looted, head out the door in the northwest corner of the chieftain's room, then head back to Highcliff. Hand in the quests (see 1.10a for alignment options) and head out for the glorius city of Neverwinter. ------------------------------------------------------------------------------- [1.11] - Neverwinter ------------------------------------------------------------------------------- So, this is the big city of Neverwinter. You'll have a few map pins to tell you of certain points of interest, but it's really your call where to go first. I'd head off to that uncle's tavern, the Sunken Flagon, first though. Enter the tavern and start talking with your uncle. Soon enough, the wizard, Sand, will enter as well. After a long chat, you'll end up with a choice. Either you go to Cormick, join the city guard and enter Blacklake that way, or you find the thieves guild and work your way into Blacklake with their help. Whichever way you go, consider this inn your base of operations from now on. Whether you do all of this exploring first, or go straight to working for one of the groups is basically your choice. Do consider that you in your third task for the city watch and the thieves get a new party member, the sorceress Qara. She might be quite useful when dealing with the sidequests in Neverwinter, but it's really your choice. If you want Qara first, feel free to jump to the relevant "working for.." section and return here when you got her. Leave the Sunken Flagon, and make a visit to the two outdoor salesmen - an armorer and a weaponsmith. You'll get ambushed by 4 bladelings near the weaponsmith, but I doubt those fellas will cause you any problems by now. You should be a group of well-geared level 7s after all. Head out toward the merchant district by going north around the city watch building. You'll encounter someone Neeshka knows. Seems there's a bounty out on our little tiefling. Deal with Bennon whichever way you want, you will eventually have to kill him and his thugs. Head on out to the merchant district. Guess what? Another group of thugs who want to collect the bounty on Neeshka's horns. Yup, not her head, her horns. Yet again, there's no peaceful solution, so handle it however you see fit, and listen to Neeshka's solution to the problem afterwards. Seems you'll need to take care of that Leldon fella one way or another in any case. Neeshka will inform you that the next step should be to visit Ophala in the Moonstone Mask. Take the first road south though, there's another old Neverwinter character we should meet first. Head down to Deekin's little hideout. If you've played the two expansions to the old Neverwinter Nights, you'd know that Deekin is, well, a kobold with a deep love for adventuring. Especially writing down the tales of all the magnificent things your character did in those two games. While Deekin will tell you a lot of funny things, he's also looking for a real house to set up shop. Let's keep that in mind. You can buy some very special armors from him, armors designed for the prestige classes of NWN2, as well as a few other spiffy things. Move on, past the Moonstone Mask to find Pap's. He's a merchant specializing in crafting materials. Nice to know where he is, especially if you intend to enchant items later on. A bit north past Pap's you'll see a little girl being accused of stealing. Handle this situation however you see fit. You'll need to help the kid if you want to enlist Wolf's help later on (not that he'll help an awful lot, just some random messenger stuff, at least until chapter 2). Return back south and enter the Temple of Tyr. Time to find out whether that crazed dwarf can actually get his wish. Seems the poor fella has a long way to go. Three trials await Khelgar in the future, one of which requires you to gain plenty of influence with him. Check out the NPC list in the appendix for more info about these quests. You can also get a little sidequest in the temple. Enter the left door and talk to Judge Oleff. Seems one of his priests has gone missing in a place called Tomb of the Betrayers. Neeshka will be drooling over the prospect of getting into it. You can convince her not to steal stuff if you tell her that you wouldn't want anyone to rob her crypt once she's dead. That line will also give you +1 INF with her. In any case, head out to that Tomb thingy - if you're a paladin or cleric I bet you already got one finger on your turn undead hotkey. Keep 'em there ;) Enter the tomb, watch out for traps. Go left first, opening the doors as they come. The second room you'll enter is a room with a lever and a block. Notice the marked areas on the floor? Fireballs will come out and hurt you if that block isn't, heh, blocking them. Now, the trick is to order your party to "stand your ground" while Neeshka heads off. Let one pull the lever, then move out. Of course, Neeshka's evasion and the resting system makes the whole puzzle thing rather pointless, so feel free to just run over them without bothering with the lever. Off to the next interesting room - and whaddya know, it's another trap room *gasp*. The room in the SW corner should be taken care of much like the previous room. Broadcast a stand your ground and let Neeska run like hell. Continue past the two doors in the central south section for now - we'll take them later. Let's clear out the eastern side of this place first. Now, the southeastern room is a wee strange. First, you need to lure those shadows inside out. Notice how they get hurt every time they step on a specific part of the floor? Once all the shadows are dead, take over Neeshka, broadcast a stand your ground and run to the trapped chest, avoiding the pressure plates. The northeastern room is another tricky one. You need to keep one member of your party on the pressure plate constantly in order to keep the door open and let Neeshka get to the chest. The remaining rooms, except the two in the central south area, all have some form of undead monsters, so make sure you clear those as well. It's free XP after all. Once everything's cleared, head down to the southern rooms we passed before. Take the southern door first to reach the missing priest. You'll soon learn that a powerful traitor has risen from the dead and has taken control of the tomb. Hmm, seems the undead are rising all over the place these days, wonder if there is a connection, eh? Any case, buff up and head through the door to the north to locate this big traitor-undead-fella. Guess what? It's Fenthich, Lady Aribeth's lover from the original NWN. You remember the man that got hanged for treason, aye? Now, it seems to be a wee buggy here. In my case, Fenthick simply attacked me. Or, well, he ran around like the Duracell bunny rather. Use your ranged weapons and spells if you have such things to your disposal, otherwise this'll be a long fight. Once he's dead, pull the lever to open the door to the outside again, then go fetch the poor priest and lead him safely outside. Since you've already cleared the place, that shouldn't be a problem. Return to Oleff to get your reward. Now off for the Moonstone Mask. Speak with Ophala to learn where Leldon is, and that he's prepared for Neeshka's return with certain magics as well as dogs. Since his home is in this quarter, let's go there right away, there's not much else to do right now anyway. There's two ways of handling Leldon's hideout. The stealth way, or the direct approach. The stealth way lets you enter, sneak in, grab the coin and leave, while the direct approach ends up with you fighting Leldon a bit sooner than the storyline expects. You'll miss out on a tiny bit of story about Neeshka, but you'll get the whole thing over with faster. Again, your choice. Leldon's hideout is right next to the entrance to Blacklake district, so go there, and hop inside. Proceed forward and enter the door to the right. You were told he was prepared for Neeshka, so assume there's a trap wherever one can be placed. These thugs in here are quite strong and hit quite hard, so be prepared for a relatively tough battle if you do the direct approach. Continue through the door to the north. Whack any thugs you encounter, and stay alert about those traps. Continue through the building until you reach the treasure room. Doing the direct approach, you'll fight Leldon here, before you get the magic coin. He'll use a smoke potion to get away when he gets hurt badly enough. After that, feel free to grab all the loot in the "cage", even Leldon's lucky coin. If you did this the stealthy way and you helped the two kids during the chapter you'll soon get a message that Leldon awaits you in the park. Go there. You'll end up fighting him and he'll use the smoke bomb, much like in the direct approach. (Stealth approach info from Alex Karabis) Return to the docks district. It's time to choose a side - to work for the city watch, or to work for Moire and her thugs. Note that working for the watch or the thieves is more than just a moral choice. Working for the thieves is the ONLY way to unlock the shadow thief prestige class, while the Neverwinter Nine class will be open to both paths. Also, the thieves will only automatically net you +1 evil - the rest is dependent on how you solve the tasks given to you. ------------------------------------------------------------------------------ [1.12a] - Working for the City Watch ------------------------------------------------------------------------------- Head to the city watch building, go inside, and speak with Cormick. You'll be assigned to duty on the double - seems a merchant has a few problems you need to handle, so better head out. Remember to put on your new shiny cloak. Notice the alley-looking thing just west of the city watch, basically between you and the shop you need to get to? Go there, and have a word with the wolf. Seems he's yet another druid who can't get out of his wildform. He'll eventually tell you that you need to visit the Skymirror. This is part of Elanee's quest line. Once inside the shop, have a little chat with both Reesa and Hagen as well as the four thugs showing up a wee later. Kill all four of them and return to Cormick. Cormick's next job is to head out and get a hold of the person behind these extortions, Caleb, so go have a word with this entrepeneuring thug. Caleb is not exactly a clever thug. Unlike the bandit leader back at Fort Locke, he doesn't realize just who he's up against. So, after a few insults, he'll resort to attacking you. Kill him and his two friends and return to Cormick. The third task is a wee bit larger - make a full sweep through the district, killing any criminal you see, and check up on the watch posts as well. To complete the quest, you need to visit the four City Watch sergeants in the district. Kill any thugs you encounter on your route as well. Hey, it's a few less troops for Moire, right? During your sweep head on around the Sunken Flagon. Seems a few magelings are about to start a little brawl - and we all know how bad it can get when mages go on a rampage, so you better stop them before they really start. You'll end up with a new party member as well, the sorcerer Qara. Feel free to enter the Flagon and have a word or two with her, as well as check out her gear and so forth. Do note that the first two times you leave the Sunken Flagon with her in the group, you will be attacked by academy students who in no way enjoyed that she managed to survive the first "duel" with the two magelings. They will attack no matter what you do. Fortunately, they're fairly weak. At the second attack, the attack will stop once the leader is killed - so if you have problems it might be best to simply focus on her. You can't do anything special at post number 1, so just move on, killing thugs as they come. At post number 2, the one right beside Sand's shop, you can choose to start accepting bribes, simply say no to it, or threaten to report the sergeant. Needless to say, the last option gives you +lawful. And makes the sergeant and his 3 friends attack you, forcing you to kill off four guards. Handle the situation however you see fit. At post 3, just a wee north from the second one, you'll encounter a group of thugs trying to bribe the guardsmen. Again, handle the situation however you see fit. Just south of post 4, you'll encounter Trent, a fella who enjoys his drinks. Convince him to take his drinking inside for a little XP, then continue to post 4. This sergeant is also corrupted, but you're able to save him. With a few good checks, you'll turn him into a double-agent. How clever! Just north of post 4, you'll see a few people with a wagon. Go investigate. Seems these fellas are carrying their loot from a burglary. How interesting. Handle this situation as you see fit, but do note that taking the loot after killing them will give you +1 chaotic. Once you complete your sweep, return to the city watch to see it set on fire. You'll be informed that Cormick has gone to the merchant district to talk to the commander. I suggest you head on out to meet him there. Before you head out completely, turn south at the exit and notice the little merchant getting bullied by a group of Moire's gang. Sort it out and you'll have one more tradesman to go to. Enter the City Watch building in the merchant district and talk with the commander. Seems her lieutenant, the leader of the docks district got killed during the fire, and she wants YOU to take his place. Your primary assignment will be killing off the smuggling operations, but Cormick would love to root out a few of the turncoats in the city watch as well. Right then - time to put hard to hard and assault those thieves where it hurts them the most. Off to the dock district and into the Back Alley we go! Right before the Back Alley, you'll see a thug trying to extort Wolf, the leader of the thief kids. Again, up to you how to handle it, but I'd help Wolf, simply because he'll help you out a bit later. Upon entering Back Alley, you'll see a few guards taking a bribe. A good diplomacy or intimidate check will give you a peaceful solution, otherwise you will have to kill a few of your own troops. Continue forward, clearing the place of thugs as you go. You'll soon see a rather large group of watchmen and thugs hanging o
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