GetDotted Domains

Retro Game Walkthroughs For
"Neverwinter Nights"
(PlayStation 2)

This game is also available on PC.

Retro Game Walkthroughs for Neverwinter Nights (PlayStation 2)
Submitted By: Pont Aeri
I-Introduction:

First of all, this is my first actual FAQ guide for GameFAQs. I tried working with several other games, mostly RPG's, but Neverwinter Nights is so good I had to do one. Also-if you don't like plot spoilers, sorry, but sometimes you just can't avoid them.

I'll try my best to keep them out of the guide. The contents of
most chests are random, so I will try to keep them as correct as possible, but I can't have all the treasures. If you think that this guide needs to be revised, or noticed a key issue not mentioned, e- mail me. Please, if this includes help or info on a quest, name the
Chapter and Part, and the quest #. This will help me tremendously!
This does not include English or spelling errors! I will give anyone
who helps credit on the FAQ. All help is greatly appreciated,
but just outright dissing of this guide is not helpful, and will not be tolerated! Okay-let's move on.


____________________________________________________________________

II-Important things to remember throughout the game:
* Use your map! It is probably one of the most important tools in the game. Blue squares are doors, and green diamonds are people in your party. This is especially useful online.
* Set most of your weapons/abilities/important items/spells to your hotkeys! Just click-drag for weapons, armor, and spells. For abilities, just right-click on the slot you wish the ability to be
in, click set ability, and choose the one you want! You have 24 of
them-your usual 8, then another 8 if you hold down CTRL, and another
8 if you hold down shift! Take advantage of your dual-classing! When
you go up a level, simply select another class-and you will gain their abilities! If you are getting killed easily-get a level or two in cleric! If those pesky traps are bugging you-be a rogue! (I recommend that highly)
* Choose mercenaries wisely! I suggest Tomi Undergallows (rogue) for at least a little while if you aren't a rogue yourself. If you are a fighter or barbarian that dualled over to rogue, you might want a sorcerer or a cleric.
* Before opening chests or suspicious doors, go to Stealth mode. It allows you to see traps easier, so you can avoid them or disable them.
* SAVE AND REST regularly! There are plenty of traps and enemies that can kill you in a snap! You can respawn in Neverwinter
Nights (henceforth known as NWN), but you lose 10% of your gold, and 50 XP points per level. That may not be such a big thing, but if you had
just saved, you could go back to that save.
* Use your Journal if you forget about quests
* Read what other characters say to you! What they say might not always be put in your Journal, but it does hint at where you might find other quests! If you think you will forget, put it in your notes section of your Journal.
* Use the shortcuts often:
* Pause-Spacebar
* Character Sheet(used for level-ups)-C
Inventory-I
Journal-J
Map-M
Rest-R

See treasures and people-TAB(when you press tab, all objects glow
Use these often, and you'll do well-takes less time, and in a fight, that means everything!
____________________________________________________________________

III-Creating your character:
Here it is-the most important factor in the game-your character. Of course, you could choose from one of the lovely premade characters,
but you'll better understand what your character can do if you create him/her yourself.

1) What gender would you like your character to be? It doesn't really matter, it only decides who people address you as (ex: Woman, man)

2) What race would you like your character to be? This matters, depending on what class you want your character to be. If your character multi-classes, you will suffer a XP penalty unless you have one of these characters:

Race: Class:
Human Any
Dwarf Fighter
Elf Wizard
Gnome Wizard
Half-Elf Any
Half-Orc Barbarian
Halfling Rogue

Basically, I prefer humans because they get extra skill points at
every level up-and another "feat" at first level. If you're going to
be a wizard-I like being an elf. Everyone else seems to have a great disadvantage of some sort.

3) What class would you like your character to be?
This is a matter of opinion, but I really enjoy being a sorcerer.
You don't have to memorize spells like the wizard, and you have some
more hp. The major problem is that you don't learn spells very fast.
The fighter is also nice, as is the ranger. Again, this choice can be "corrected" later if you multi-class. I don't like bards, but that's just me. If you're confused, read the game manual. It will tell you everything you would like to know.

4) What alignment would you like your character to be? This matters, somewhat. I like chaotic good, but that's just my personal fav.

5) What ability scores would you like your character to have? This is tough to decide upon. So many things to choose from, not enough points to go around. MAKE SURE that your intelligence is at least 9-if it's below that, you character can't speak properly. Keep strength high for fighters, barbarians, monks, and rangers, because they rely on it. Dexterity has to be high for monk, wizard, and sorcerer, because they don't have any armor, so they need to dodge. Constitution is hp, not that important, considering what you need. Intelligence is definitely important for wizards-high as you can if you're a wizard. Wisdom is important for druids and clerics-keep it high if you're one of those two. Otherwise a couple of points will suffice. Charisma is important for sorcerers, paladins, and bards. Keep that high if you are one of those, again.

6) Would you like a package, or would you like to customize your character yourself? Again, I really like doing my own character myself, simply because you understand their abilities. If you design your own character, I suggest you read up on all the abilities and "feats". Put up points on "class skills" as they only cost you 1 point; all others cost you 2 points. If anything above is confusing, check your game manual, but I tried to word it better than they did. Finish up everything else-and let's get on with the game!


____________________________________________________________________

IV: Prologue:
The opening movie shows that the City of Neverwinter is in trouble
from a great plague. It is up to you and several other adventures to find a cure for this plague, known as the Wailing Death.

You start in a barracks, unequipped. Take a moment to figure out your equipment and set your hotkeys. Walk outside and talk to Pavel. He'll give you some more background information on the Wailing Death, and talk to you a bit. Explore the rooms around you, and take the contents of their chests. Use the TAB key to see where they are. Then, talk to Pavel's brother Bim. He explains about how the game works, and runs you through some tutorials. Finish those, and walk through the door.

In the next room, there's Olgerd. He'll give you tutorial on your
inventory and shops, and then sell you some things. Whatever, you do, DON'T buy a missile weapon of any sort-you can pick them up for free soon! (ex: crossbow, short/long bows, slings) Buy some better weapons if you like, and then move on.

Explore the next few rooms on your own, until you come to a large room. This is the room for melee and missile weapon tests. Talk to the instructors and complete their tasks for you. If you are a monk/ranger/paladin/barbarian/fighter, you MUST complete these. If
you are any other class, you don't necessarily *have* to, but it's
nice. At least pick up a missile weapon from the weapon rack. If you don't have to take a combat test, you have to take another test.

Sorcerers/bards/wizards have to take an arcane magic test,Clerics and Druids have to take a Divine magic test, and Rogues have to complete their special training. All are down a narrow hallway branching off of the combat hallway. Once you finish your specific test, go down that narrow hallway and through the door at the end.
Inside, you will meet with Lady Aribeth, one of the people put in charge of finding a cure. She'll start to talk to you, but then the
Academy comes under attack! Attack those enemies closest to you, but
even if you don't, the friendlies in the room will take them
out. Lady Aribeth "needs to speak with you" and talk to her. She has
you go defend the Waterdhavian creatures that should produce a cure.
Get out of the room. You'll run into a mage. Attack him, and he'll summon some Weak Goblins. You should defeat them easily. Go through
the large door on your right.

For the next several rooms, you will do battle with Mages and their Weak Goblins. Take them out, and make sure you search the chests and such for treasure. Equip as you see fit. After a room or two, Pavel
will join up with you. His brother is dead. This will give you good experience in having a henchman. You can talk to him to change his tactics, or leave him to do what he wants. Continue through the
Academy. You don't need to go into every room, but if you want more exp. and $, go into all of them. You'll run into a room with Geldar.
He'll give you a level up and teach you how to level up. After you
level up, go through the south door. Go down the long hallway,
exploring rooms as you see fit. Take a right and continue
clearing out the hallway. Clear out the side rooms if you wish, but go
through the center door. Rest here, because you're probably weak unless you're a fighter type(by this, I mean strong physical attacks-med. armor. In the large room, there are several goblins and skeletons. Ignore them and rush for the Mage in the corner, else his spells will pummel you while you take out the skeletons. Pavel should be able to keep the skeletons/goblins off of you until you kill the Mage. Rest/Save again.

When you enter the Stables, you will see chaos. Two friendlies are battling Goblin Elites while the Waterdhavian creatures escape.

That's not good. After the carnage is done, talk to them. Dethsick
talks about how they were too late, and how he must clean up after
Aribeth's careless loss of the cure. Pavel will then ask to talk to you, upon which, he leaves. Apparently he's too cowardly. Talk to Fenthick, who explains what must be done. He gives you a level-up. Take it-and then walk through the door. (Unless you are a spell-caster or you choose to have a rogue henchman, I suggest you dual
over to a rogue, and get some ability points in pick locks and
disarm trap)

*End of Prelude*

____________________________________________________________________
___

V-Chapter 1:

Part A-City Core:
You start out in a room with Fenthick and Desther (remember
them?)
in the Temple of Tyr in Neverwinter. This is where you can get
healing, weapons/armor/items, and complete most of your quests
for
Chapter 1. Talk to Fenthick-and continue into the next room,
where
you will talk to Aribeth. She'll talk about what you have to do:

Retrieve the 4 Waterdhavian creatures from the City of
Neverwinter.
Luckily, you have me! She gives you the Stone of Recall, quite
possibly the best item in the game. To use it, go to your
inventory,
right-click it and select use. This will instantly teleport you
back
to the Temple of Tyr at any time. Very useful when you are
poisoned,
diseased, or would like to complete a quest by talking to
Aribeth or Fenthick.

"CLASS" QUEST #1: Lord Never's Tomb:
This is your first quest. After you talk to Aribeth, go through
the
northern door (use your map) and talk to Oleff. If you are a
Monk,
Cleric, or Paladin, Oleff will ask you to recover some artifacts

that may indicate where Lord Never (the founder of the city of
Neverwinter) rests forever (he's dead!) If you aren't one of
those
"holy" classes, you can use Persuasion to get him to ask you to
do
the same. If your Persuasion skill isn't high, try it over and
over
again. (This quest continues in Part B: Peninsula District, with

more info on what to do)

QUEST #1: Stop the Prison Riot:
On your way out of the Temple, Tomi Undergallows will talk to
you
and ask to be your henchman. Personally, I really enjoy having a

rogue along, because I don't like having to waste points on
Disable
Trap and Pick Locks. If you aren't a Rogue, or would not like to
use
about half your levels on Rogue, take him along, at least for
Chapter One. Walk out of the Temple of Tyr, where you will be
confronted by Bethany, who asks you to stop a prison riot in the

Peninsula district. Say yes, and you have another quest!

If you didn't pick Tomi, you might want to go to the Trade of
Blades
and hire a henchman. These are VERY important. While you're in
there, take Class quest #2!
"CLASS" QUEST #2: The Gauntlet:
In the Trade of Blades, talk to Graxx and ask him where the
action
is. He'll look at you. If you're a Fighter, Ranger, Paladin, or

Barbarian, he'll talk to you about the Gauntlet. Again, the
Persuade
skill could get any other class to get this quest as well. The
Gauntlet is a fighting "dojo" in the Blacklake District. Buy a
pass
from Graxx, and when you get to the Board Laid Bare tavern in
Blacklake, you'll get started.

"CLASS" QUEST #3: Join the Cloaktower Guild:
This, again, is a class quest. Only Sorcerers and Wizards can
take
part in this quest. This time, no other classes can do these
quests
even with Persuasion. (Which is odd, most Class quests work like

that) Go to the Cloaktower, and they'll give you this quest: You

have to go look for artifacts in "laboratories" all over
Neverwinter. You receive Eldora's Key, which lets you gain
access to
these laboratories. There's a laboratory in each of the
districts
(isn't that nice!) so you'll have to complete them all. (Quest
continued in Part B: Peninsula District, where I'll tell you
where
the first laboratory is.)

"CLASS" QUEST #4: Rescue animals from the zoo:
Jeez, a lot of class quests here. You'll find a Druid by the big

tree south of the Temple of Tyr. This time, Druids and Rangers
are
asked to help. Although, like most of the earlier Class quests,
your
persuade skill will get you the same results. The Druid wants
you to
free four animals from the zoo in Blacklake. He'll give you some

items-keep them, and I'll tell you more once you get to
Blacklake.

"CLASS" QUEST #5: Steal artifacts for Ophala:
Go to the Moonstone Mask. You'll find out pretty quickly what it
is...
stopping there. Talk to Ophala, and she'll ask Rogues to steal 3

rare pieces of art from some wealthy nobles in the Blacklake
District and the Docks District. If you desire a "companion",
you
have to talk to her, go back to Oleff in the Temple of Tyr,
where he
will certify you plague-free. Go back to the Moonstone Mask,
talk to
Ophala again, buy a Pass coin, and head upstairs where your
"companion" awaits. Nothing actually threatens the rating here,
so
don't freak out here or something. Actually, you do get quests
from
these, but they are so minor that I'm not going to mention them
for
the time being.

It doesn't really matter what order you do the 4 districts in,
and
the monsters are about as strong, as well as the bosses, but I
still
suggest you go to the Peninsula District first, although it
really
doesn't matter-but I'm just simply going to cover the Peninsula

District first.

____________________________________________________________________

Part B-The Peninsula District:

There's a lot of things to do here, and not a lot of time,
especially for those lazy gamers, so I'm going to start off with
the
quests that are required for the game to progress.

QUEST: Stop the prison riot:
There are many ways to do this. First off, talk to the guardonce
you enter the Peninsula District. He'll tell you to go talk to
the
militia leader in the Peninsula District. She's in the Southeast

part of town. Kill the escaped prisoners along the way. You can
also
torch the "plague victim pyres" using your torch for 25 XP! Once
you
get there, the leader says that there is a prisoner that is
holding
the key to the front door of the prison! Just great, you get to
hunt
down every lousy prisoner to find out which one has it! Or,
simply,
you can go in through the Tanglebrook Estate. Lady Tanglebrook's

gardener tells you that you can get in via the estate, and that
the
key is underneath the mat. (thanks to Peter F. for the info!)

Walk in, and you'll find some Stink Beetles, which are easy as
long
as you take them out at long range. There's a door almost
straight
across from the entrance, it's trapped, so be careful.
After you're done taking all of Lady Tanglebrook's stuff (make
sure
you pick up the celestial elixir, you'll really need it
later!!!),
go ahead and open the door to the giant chessboard. Watch out,
many
of the squares are trapped, so if you don't have Tomi, and you
don't
have any Rogue abilities, tough luck, kid. Be careful and watch
your
step (Watch your henchman's step, too-they aren't too smart
about
this kind of stuff) Make sure you steal Lady Tanglebrook's Two-
Bladed Sword +1 (If you don't have Weapon Proficiency-exotic,
you
can't use it, but it's an excellent weapon, so I suggest that
you
either get that weap. Prof., or you sell it for a whole lot of
$)
Go across the chessboard, and through the door into the Prison's

Main Level.

Depending on which way you came in, you will start in two
different
places, but it's easy to get to where you need to go. Try to
work
your way to the SE corner where there is a trapped room (the
trap's
on the door) with the Storeroom key inside. You can loot the
cells
if you want, but they aren't worth much. Save and rest before
you go
into the main room in the center. There are many Escaped
prisoners
that are much tougher now, and an Escaped Sorcerer that's really

tough if you don't take him out first. Rush past the prisoners
and
assault the sorcerer head-on. Take him out, and hope that the
prisoners don't take you out. There's a switch in the room.
There
are also many chests. The one in the corner is trapped, and the
ones
in the middle are locked heavily. Tomi the Rogue is looking
really
good right now! After you throw the switch and loot the
treasure,
save, rest and go through the eastern door that leads into the
Prison Pits.

The Pits aren't a fun place, it's basically a maze. The all lead
to
a large room in the NW. SAVE AND REST! Before you go in, I
suggest
you change your henchman's tactics to long-range weapons if
you're a
fighter class (fighter class being paladin, fighter, barbarian,
or
ranger). When you go in, the Head Gaoler tells his crony, Fenkt,
to
take you out. He's a high-level fighter, so if you are a
fighter-
class, go head-to-head and use your parry skill to its full
extent
while your henchman wails on him w/long range weapons. After a
while, he gives up. Rest and save, and get ready to take on the
Head
Gaoler who rests in the very next room!


If you have a strong henchman, I suggest that once you get in,
you
talk to all the guards and persuade them to leave (note: if you

don't, the gaoler will take their bodies and fight you with
them, so
you want to do this) If you don't have a strong henchman, then
take
out the Gaoler first, and when he takes over one guard, run
around
and get the others to leave. Anyways, once the Gaoler is
defeated
and all the guards are either dead or gone, the Intellect
Devourer
will pop right out and attack you. (If you're weak, I suggest
you
use the Stone of Recall to get out of there to heal, and then
come
back to finish the Intellect Devourer off.)

Once the Intellect Devourer is dead, take his brain (it's laying
on
the ground where he died) and search the chests. One of them
will
give you a nice weapon if you have Weapon Focus (usually only
fighter-types have them) but if you don't, you get a lousy
Club(+1,
I think).

Get out of there, and head back to militia headquarters and show
the
leader the devourer's brain for 100 XP and 300 GP. Then go to
Aribeth (just use the Stone of Recall) and show her it. She'll
give
you another whopping 500 GP. Go outside, and tell Bethany, whom
you
got this quest from in the first place, that she can go home,
you
get a 3-point good alignment shift.

CLASS QUEST #1: Join the Cloaktower Guild (continued):
These little things are so easy-go to the NE part of the
Peninsula
district and defeat the Earth Mephit inside the house. You will

receive the Bit of Clay, the first part.

CLASS QUEST #2: Lord Never's Tomb (continued):
There is a building in the eastern row of houses (about halfway
up).
Go inside, get downstairs. Briley will talk to you about the
quest
for his tomb so far-check the chest in the room for 3 Ceremonial

items needed for later in the quest, and the first of four
clues,
the Halueth's Tomb Logbook. You can take the Logbook back to
Oleff
for 200 GP for now.

____________________________________________________________________

Part C: Beggar's Nest:

Again, it really doesn't matter what order you do these in, but
I
suggest this one, especially if you're a cleric or if you have a

cleric henchman. The reason is, basically, there's undead all
over,
so "turn undead" is VERY useful here.

QUEST: Clear out the undead:
Again, there's two ways to do this. If you love beating a game
to
its fullest, or you just need XP badly, I suggest you do both.
Talk
to the guard captain just inside the gate (again) and he'll
direct
you to the Shining Serpent. It's just east of the gate-although
you
have to work your way around some buildings to get there.
Inside,
talk to Harben, where he will give you about a million quests.
First
off, he'll talk to you about the strange cult in the area, and
the
Sword Coast boys. (the two ways in) Then, he'll talk about a
missing
guard (Missing Guard Quest, will complete in this quest, won't
mention below) He'll also talk about Krestal and Jemanie. These

people are important, and I believe that talking to them is
necessary to advance the plot and the game, although I'm not
sure,
really. Krestal's house is on the East side of town, in the
center,
and Jemanie's house is on the west, in the center. Talk to both.

When you talk to Jemanie, make sure he gives you the Estate Ward

Stone (Use multiple lines of dialogue until he gives it to you)

Choose which way you would like to get into the Underground
Crypt,
through the cult, or through the Warehouse. I think the Cult is

easier, but I'm covering both ways.

The cult way is easy. Go to Jemanie's house, if you aren't
already
there, and go north, avoiding buildings. You'll come to a huge
house. Open the door, and a voice will ask you if you follow the

serpent. Say yes, and if you have the Estate Stone, you'll be
able
to get inside. Inside, some Cultists will attack you. I think
they're hard, but that's just me. Go left into the second room.

Several cultists are summoning something, but they'll attack you
one
or two at a time, while the others continue the summoning. You
can't
stop the summoning, but they only summon a lousy imp. It's much

easier then them, even. Save, rest, and go into the room in the
NE,
kind of. You'll be attacked by a Snake Cult Leader, and he's
really
easy. Just take him out, and take the stairway into the
Underground
Crypt if you aren't going to go on to the Warehouse.

If you would like to take the Warehouse way, it's in the
northern
central area. The large, winding pathway is filled with easy
zombies. Then save, rest, and continue on into the next room.
The
Sword Coast Boy is tough. He's too high of a level to use Turn
Undead effectively, and he absorbs about 80 physical damage
until
you can actually hurt the guy. And even then, he has even more
than
100 hp! His double weapons are tough, so be prepared for a long

fight. Save, rest and move on again. You'll finally meet up with

Drawl. He, too, has damage absorption, and he also absorbs half
of
slashing weapons (swords, axes) If you have a sword, or
something
like it-grab a club +1 from the wpn. rack near a wall and take
it to
him.

Once Drawl is dead, release Walters, who is the missing guard,
and
let him leave. If you go back to the Shining Serpent later, you
can
get a reward. Head on down into the Underground Crypt if you're

ready.

Again, whichever way you took to get into the Underground crypt,

you'll end up in the same place; it's symmetrical. Most of the
monsters are easy, but be careful once you work your way toward
the
center. There's a trap on the ground, and a very tough Dire
Spider
inside. Fighter-types will have a VERY tough time with this
guy-he
poisons you awfully fast, which leaves your attack, defense,
etc.
down for the rest of the fight. Anyway, once you finish, go up
the
stairs past the Dire Spider into the Great Graveyard. Here, lots
of
easy zombies will try to turn you into mush (emphasis on "try").

There are two "houses" here, one holds a clue to the Lord
Never's
Tomb Quest (see below) and the other one leads you to the second

Neverwinter creature.

This place has lots of places to look around with, and it's
really
confusing, but I'll try to explain it as best as possible. First

off, go through the first room until you come to a 3-way fork.
Take
a right, and continue into a large room. Go through the doorway
on
the eastern side of this room, and then head through the north
door.
You'll come to Torin's body. On it you'll find Torin's Ring
(take it
to Jemanie for a reward) and a key required for several things.
Head
back the way you came all the way to the 3-way fork in the
ccenter.
Take the northern fork. Be careful when you open the
Sarcophagus,
for even though it carries some excellent armor (Armor of
Comfort)
the second you take it from the sarcophagus, a mummy appears,
not
fun to deal with. Take him out. Be wary of Mummy Rot, will keep
you
weak for a long time! If you are affected by it, use the Stone
of
Recall to have Aribeth heal you. Once the Mummy is dead, take
the
Armor of Comfort if you haven't already and take the chests.
(note:
the 3 chests in the northern part of the room are trapped and
have
high locks (DC of 30) so you might need Tomi (the rogue) for
these.

Once you've cleaned out the mummy's tomb, go out of the room and

continue east, the way you came from. When you come to the big
room,
go north. You'll come to a big room and a winding corridor. Save
and
rest before you go into the large room in the NE. Inside is the

Zombie Lord, and he's not too tough. According to some, he has
the
same stats as the Sword Coast Boy of the Warehouse (I'm not
sure, if
anyone knows, please tell me) Take his treasure. Go west. You
can
continue west onto other parts of the tomb, but I don't think
they're that important, so I won't cover them. Go south about
halfway through the hallway. The room branches out 4 ways and
there's a big door in front of you. Clear out the four rooms and

take their treasures (they're only animated armors, they
shouldn't
be too hard at this point).

Save, rest, and go through the large door (it requires a key
that
you already picked up.) First off, take out the annoying
zombies.
Then move quickly up to the platform on your right with a big
thing
on it-it's the generator that's making all of these zombies.
Right-
click it and bash it, and it should get destroyed easily.

Now it's time to deal with the boss, Gulnan. She's a high-level

cleric. She has a spell resistance, so I wouldn't try them. Try
to
destroy her in hand-to-hand combat. If you're a mage, summon
familiars and creatures to finish her off. After a while, Gulnan

will summon something, but once you kill her, the thing is dead.
So
take out Gulnan first!

After she's dead, take her heart, and the holy water, scimitar
+1,
etc. Loot her chests. Go back to the Shining Serpent and show
the
heart to Harben for cash. Be careful, when you leave you may be

ambushed by thieves, if you haven't yet. Destroy them quickly.
Pick
up the letter on one of their bodies and go back to Fenthick in
the
Temple of Tyr for a reward for the letter. Anyways, give the
heart
to Aribeth and she'll give you 500 GP.

I know that quest was a LONG one, but we still have to cover the

minor quests here, so here goes (deep breath):

QUEST: Lord Never's Tomb (continued):
Okay, while you were in the Great Graveyard, one of the houses
was
"locked magically" or whatever, and you couldn't figure it out.
Yes,
I know you were probably cursing to yourself or whatever, but it
was
part of the Never's Tomb quest. Put the Ceremonial Shield
(thanks go
to J, even though I'm 90% sure it was the Arrow) that you
received
in the Peninsula district in the treasure chest nearby, and the
door
will swing open. Save, rest, and walk inside.

Basically, all you need to do for this part, is kill a mummy.
Easy,
right? Well, he has a 50% damage resistance to all physical
attacks,
plus a hefty damage reduction, so fighters, beware. If you're a
mage
or a sorcerer, or anyone who has any fire spells, cast one and
this
guy will turn into toast. Otherwise, beware mummy rot and you'll
be
okay. After he dies (again, I guess) take the Ancient Chronicles
of
Never from the chest behind him.

I think this is about the time I explained about the henchman
quests. All of your henchman have little quests for you to do,
I'll
cover most of them. To activate them, talk to them and select
the
option "I just want to talk". Your henchman will talk to you.
After
a while, he'll decide the rest had better wait for another time.

(actually, it's levels. After you reach a certain level, they'll

talk again) Talk to them again, and then again. (you have to be
at
level 5 or 6, I don't remember which) and they'll ask you for
something. IF you have it, they'll give you a nice item. Later,
when
they have another quest, they'll upgrade that item. It's so
awesome, I suggest that you actually hire all of them just for
their
quests. Cool, huh? So, I know I missed it, but we'll also do the

bard's one in here too.

HENCHMAN QUEST: Get the Magical Elixir:
This is for Sharwyn (the bard). After you've talked to her 3
times,
she'll ask for a celestial elixir for her mom. You picked it up
in
the Tanglebrook Estate in the Peninsula District (at least, I
told
you to) Give it too her, and she'll give you a belt that
upgrades
your charisma and persuade skills.

HENCHMAN QUEST: Get the Official Document:
Again, we missed this one somewhere. This is for Tomi (the
rogue) He
wants the official document. It is in the Wagon Repair Shop in
Beggars Nest. Thanks to everyone who helped (I had about a
million
e-mails, thanx specifically to Sandy, Fred, J, Azure and
Richard)
Also, Sandy wants to know where the Iron Ring is located for
the
monk (I don't know either, so e-mail me please and I'll pass it
on
to her if she doesn't read it on the page)

HENCHMAN QUEST: Get the Bread Recipe:
This is for Boddyknock (the Sorcerer) and is easier than most of
the
others. In Beggars Nest, on the west side of town, about halfway
up,
you'll find a house. Go inside, clear the house out of zombies
(easy
by this point) and take the Recipe off of the guy's body (or
maybe
it's in a chest)

QUEST: Join the Cloaktower Guild #2:
In Beggars Nest resides the second house. It's in the NW corner.

There's a Fire Mephit guarding it, so be careful, but it
shouldn't
be too hard. Take the Kindling Wood, the second piece you need
to
retrieve.

____________________________________________________________________

Part D: Blacklake District:

There's a LOT of quests here, but in order to get to the
Blacklake
District, you must go through No-Man's Land. Once you enter
No-man's
land, talk to Cendran. He wants a barbarian

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

First Class!
I feel that your service on this occasion was absolutely first class - a model of excellence. After this, I hope to stay with Freeola for a long time!
Simple, yet effective...
This is perfect, so simple yet effective, couldnt believe that I could build a web site, have alrealdy recommended you to friends. Brilliant.
Con

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre
Feedback Close Feedback

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.