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Neverwinter Nights 2 complete walkthrough

Neverwinter Nights 2 - a walkthrough.

Walkthrough version: 1.00
Game Version: 1.010

Written by: Rune Hansen - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

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 ( This e-mail address is being protected from spam bots, you need JavaScript enabled to view it ) 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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