****     **   *****   **             **   ****   ******
  ** **    **   **       **           **    **     *    *
  **  **   **   **        **         **     **     ******
  **   **  **   ****       **       **      ***    *     *
  **    ** **   **          **     **       **     *      *
  **     ****   **           **   **        **     *       *
  **       **   *****         *****         ****   *        *

**                  **  ****   ****     **   ****   ****  ******
**                **    **    ** **    **    **    **    *    *
 **      **      **     **    **  **   **    **    **    ******
  **    ****    **      **    **   **  **    **    ***   *     *
   **  **  **  **       **    **    ** **    **    **    *      *
    ****    ****        **    **     ****    **    **    *       *
     **       **       ****   **       **    **    ****  *        *

****     **   ****   *******   **   **   ****   *****    *
** **    **    **    *         **   **    **    *        *
**  **   **    **    *         **   **    **    *        *
**   **  **    **    *   ***   *******    **    *****    *
**    ** **    **    *     *   **   **    **        *    *
**     ****    **    *     *   **   **    **        *   ***
**       **   ****   *******   **   **    **    *****   ***

____________________________________________________________________

Neverwinter Nights FAQ/Walkthrough
Version 3.1-7/20/02
Written by Dejime
Contact at [email protected]
I now have a new website-go to www.nevwinternights.cjb.net to check
it out!
My web site will be the first to have updates!

NOTE: I'm sorry all, I was on vacation, so there wasn't much in the
way of updating. Don't worry, though, I got plenty done while I was
gone!

____________________________________________________________________

  A: Copyright notice:
Copyright (c) Dejime 2002
No part of this faq/walkthrough may be used in any way, by anybody.
If you would like to use something described below, e-mail me and I
will probably give you permission.

This FAQ is also posted, with my permission, on several websites,
including
www.nevwinternights.cjb.net
www.angelfire.com/d20/nwn/index.html
www.gamefaqs.com
www.ggmania.com
www.neoseeker.com
www.sorcerers.net/index.shtml
www.goldfiles.com
If you'd like my FAQ to be on your website, please e-mail me as
these people did!
____________________________________________________________________

B: Versions:
3.1(7/20/02): Minor changes to Chapter 2, kept on going with the
LONG charwood quest.

3.0(7/15/02): Finished Chapter 1 (ALL) finished Chapter 2 quests
(major) and started (minor) Chapter 2 quests!

2.5(7/06/02): Fixed some problems with the minor quests

2.4(7/05/02): Finished part D, started E

2.3(7/04/02): Continued work on part D quests

2.2(7/03/02): Finished major quest of part D, started working on
minor quests (not in update) updated other quests from parts A-C
that people helped me with! Thanks all that helped!

2.1(7/02/02): Finished Part C of Chapter 1, started part D

2.0(7/01/02): Added Chap. 1 Walkthrough's parts A-(most of)C, got
rid of stupid black lines (for the most part)

1.0(6/29/02): Added Prologue Walkthrough, updated Intro.

3(6/27/02): Added Character Creation

1(6/26/02): Intro, Important things to remember added, Copyright
notice made. More coming soon.

____________________________________________________________________

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 guard once
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, Loxar, dead. He says he
won't be able to give you any gold, but you get XP and some
treasure, so let's do it. Work you way around no-man's land until
you come across a huge destroyed tower. Rest, save, cast spells, and
go inside. I suggest (against Loxar) taking out his dog, and leaving
if you're hurt AT ALL. Rest, save, and take him on by himself, for
he is very challenging! Once you do destroy him, take his skull as
well as his chest by the northern wall.

Take his skull back to Cendran, who will "give" you XP (because
someone can't really give you experience) and continue winding
around No-Man's Land, all the up to the gate for the Blacklake
District.

Go through the gate. There are guards and yet another gate. Talk to
the guard by the gate to find out what's happening. Basically, an
evil sorcerer is taking all of the District's food.

QUEST: Kill Meldanen, the evil Sorcerer:
Well, there are a lot of options involving this quest, but first you
have to receive the quest. Go to a lady named Formosa in the SE part
of the District, where she is "preaching" in a circular "theater".
She'll talk about evil Meldanen, and ask you to take his warehouse
key, where all the food is, and his silver tooth as proof that he is
dead.

You must get your way into the sorcerer's estate somehow. There are
several ways, but the easiest way is to kill the guard at his front
gate. Meldanen's Estate is located in the northern central part of
the Blacklake District. Talk to his head guard, and use dialogue
that basically says you're going to kill him. More (easy) guards
will appear, but you can take them out easy (or should be able to).
Once they're all dead, take the key to the gate off of the head
guard's cold body. Go inside, and talk to Grommin, Meldanen's
awfully stupid guard. Get him to open the West Wing door for you, or
just kill him and take it off of him. The east wing has a lot of
treasure, but there are several traps and monsters down there, so
beware. (If anyone has more information on the East Wing, please e-
mail me! I wasn't paying a lot of attention when I went through here
the first time) Anyways, go through the west door. There are several
small treasure rooms, most of which are easily guarded. Head north
once you get to the end of the hallway, and take the first right
into Meldanen's prisons. Release Samuel to complete a quest, which
you really haven't gotten yet, but I'll talk about it in a sec. Just
release him. Go back outside, head north. SAVE before you take your
next right. Inside lies Meldanen's Apprentice. He'll summon some
creatures, but take him out as quickly as possible (I had more
trouble with this guy than Meldanen himself!) Watch out for the
traps on the stairway, either disarm them or save so you don't have
to beat the apprentice AGAIN! Take the treasure in the room, and go
up/down (don't remember which) the stairs.

First few rooms have only treasure and easy monsters. Save and rest
before the third, for there is another apprentice here. (Apparently
there are two ways to go, I took the one with the apprentice, if
anyone took the other one, I'd like to know about it please!) Save,
rest, before approaching the dryad's cell, for once you talk to her,
Meldanen appears and fights you. Once he surrenders, make sure you
release the Dryad. However, you can kill Meldanen if you like, and
take his tooth off his corpse, or you can have him give you his
tooth and leave him alive, or you can get paid to take out Formosa!
Anyways, make sure you take the Silver Moonbow and the Dragon Blood
from his room, and get some of the Dryad's hair. Go back to Formosa,
and give her the key and the tooth, or kill her, either way.

HENCHMAN QUEST: Get the Silver Moonbow:
This is for Linu (the cleric). After you talk to her, like the
others, she'll ask you for the Moonbow. You just got it here in
Meldanen's Estate, so give it to her for a pendant that makes your
dexterity go ^!

QUEST: Free Samuel:
Go to the Tavern (central part of town) and talk to the Guard
Captain. He'll tell you about Samuel, who is missing. You released
him in Meldanen's Estate (well, I told you to) I don't know what
happens if you release him before you get the quest, if anyone
knows, again, tell me. I'm trying as hard as I can.

QUEST: Cloaktower Guild #3:
The 3rd Tower is here, in the Blacklake District. The tower is to the
immediate NW of where Formosa is-I can't think of any better way to
describe it. Inside, you battle an Air Mephit for the Puff of Fog.

QUEST: Lord Never's Tomb:
The 3rd site is on the central eastern side of the Blacklake
District. Inside, check the bookcase to discover a passage. You
fight some easy undead, and solve the riddle. Put the Ceremonial
arrow in the chest. (Thanks go to David!) Save, rest, and go into
the next room, where you will come in contact with the Swords of
Never. They are very tough. Take the treasure from the sarcophagus.
Return the Rusted Armor to Oleff.

QUEST: The Gauntlet:
The Gauntlet is in the Tavern. The Gauntlet fights consist of four
battles.  Give the Gauntlet Pass to the bartender (you picked it up
in the City Core) to get back to the fighting area. Work your way to
the big arena. Talk to Kellisai, the referee, and ask about the
rules, and so on. Once you think you're ready, talk to her and ask
to enter the first round. She'll cast Dispel Magic, and you'll start
the first round:

Hrusk:
Hrusk is pretty easy, he has a powerful fire axe, but he's easy
enough. Like all of the fighters, I suggest that you take out their
companions first!

Round 2: Fashi:
Fashi is a monk, and he has a damage resistance to Slashing/Piercing
weapons, so use a club, or another blunt weapon. Or, obviously, cast
spells if you can.

Round 3: Agar:
Agar is definitely the hardest of the four, if you follow my advice
on #4. Agar's strength is really tough to beat, and his companion is
tough. Stay away, and let your henchman/animal companions/familiar
do the close range work, and Agar will get defeated.

Round 4: Claudus:
Basically, he's really tough unless you bribe the referee. Claudus
cheats, basically. He paid off the referee to *not* cast dispel
magic on him, so that he could easily have the upper hand. Talk to
the referee, and bribe her, persuade her, or ask her not to make
humans look bad (if you're a human, of course).

QUEST: Neverwinter Zoo:
Here is the Zoo quest that you received from the druid in the City
Core. The Zoo is in the SW corner. Pay one gold to get into the zoo.
Get inside, and stop the guard that's running down the hallway from
opening the doors that release the rest of the guards. Go through
the north door and kill the hunters. Go through the door to the east
where you'll find "sureshot". The best idea here is to simply rush
him. Go to the end of the hall. Use the scroll that the druid gave
you to open a portal for the animals to escape through. Pull the
level in the next room to release the animals.
Talk to all of them, and tell them to meet you in the grove. When
you talk to all four, go to the grove and tell them to go into the
portal to leave. (Thanks go to Richard for all his help with this
quest-have a gold star!)

QUEST: Steal Artifacts for Ophala:
There are two of the three artifacts here, in the Hodge Estate, and
the Rumbottom Estate. Both of the front doors require high lock-
picking skills (DC 28) so I highly suggest that you bring along Tomi
the rogue for this quest, for there are many traps and locked chests
inside.

We'll start with the Rumbottom Estate. It is straight across from
the Hodge estate, on the central eastern area. Talk to the guard to
figure out which estate is which. He'll *let* you inside.

The first room is fairly large. Go to the room to the west, and take
the treasures. Go back, and through the north door. Run eastward
down the hallway. Clear out the south and north rooms, and take the
treasure. Go back to the hallway, and walk westward. Clear out the
two southern rooms, and save and rest before the northern room. (The
first time I went through here, there was a trap before the door,
but the second time there wasn't-does anybody know why???) Clear out
the large room, and clear out the eastern two rooms. In one of the
two, there is Rumbottom. He gives up after you talk to him. Take the
portrait in one of the chests, and leave the Rumbottom Estate.

The Hodge estate is MUCH easier, as long as you are wary of traps.
The entire eastern area is mostly treasure, so I won't cover that.
Go through the SW door after you clear out the first HUGE room.
Again, be careful of traps. The first room is just treasure. The
second room leads all the way to Hodge. There are no turn-offs, so
I'm not going to talk abou that. Just make sure you get the Gildern
Urn and the Note. Take the 2 artifacts back to Ophala for some GP.

____________________________________________________________________

Part E: The Docks District:
The Docks District is the last district in the city of Neverwinter,
and it contains the last Waterdhavian creature. You're going to
"need" (you don't really need one, but it's awfully helpful) a
Bloodsailor's Uniform. There are many ways, but the easiest way is
to go to the boat in the SW area of the Docks. Just kill the
Bloodsailors and take the uniform. Make sure you take the Brooch in
the treasure chests!

HENCHMAN QUEST: Give Daelan the Uthgardt Brooch:
The brooch that you just picked up is what Daelan (the fighter) is
looking for it. He'll give you an amulet that increases your
strength for it.

Anyway, as you come across any thugs, you'll find an auction
announcement. It says that the cure for the plague is being sold at
the Seedy Tavern. Next, I would go right to the east of that boat,
where you'll find Mr. Masterson, who traded a valuable amulet away,
and he wants it back.

Next, go to the Seedy Tavern, in the northern central area of the
District. Put on the uniform you picked up on the boat, and enter
the tavern. Look around, and try to go downstairs. It's locked. Pick
the lock (DC 24). You have to bribe the chef before you can unlock
the door and go through, but it isn't too tough.
Upon entry of the lower levels, you work your way around the main
hallway. Clear out the side rooms if you wish. Be careful about the
lieutenants, but the others aren't too bad. Once you go down the
stairs to the next lower floor, go south and then east upon the
first intersection. Go north after the next split and you'll find
Vengual's girlfriend. She'll give you her locket, which lets you
enter the aqueducts (note: not necessary, however it is easier, and
this is the entrance that is covered in the guide. If anyone knows
about the other entrance, the callik way, e-mail me! However, this
way is recommended simply because it also let's you get to the
fourth Never's tomb area!)
Anyways, go back to the silver sails. The locket that the girl just
gave you will allow you to open the strange door (aw, isn't that
sweet?)

(IMPORTANT NOTE: SEE BELOW FOR LAST TOMB QUEST!)

You have to fight yet another dire spider (which I personally HATE!)
and then you'll find a guy with a boat which will take you
downstream.
Work your way through the sewers. You'll "hear" men beating the crud
out of each other through the sewer vents. Anyways, after a while of
walking, you'll find Callik and Vengaul, separated by a fence,
attacking each other. Kill off Callik and his men (don't worry, they
should be easy by now), make sure you pick up the masterson amulet,
it's for another quest, and then open the door past him. After you
get to the other side, talk to Vengaul, be nice to him, and he won't
set his guards on you. Take the Cockitrice(spelling) feather from
the crate and get out of there. After you complete said quests
below, take the final Waterdhavian creature back to Aribeth, and
prepare for the final area. (suggestion, before you leave, hire
Linu, the cleric, for there are many hard undead monsters in the
final area)

QUEST: Fourth Cloaktower House:
Here it is, wizards and sorcerers alike: the fourth Cloaktower
house. It's in the eastern central area. By now, the water mephit
guarding the flask of water should be easy. Take it, and head back
to the City Core (assuming that you have all four items) Eltoora is
happy, but you aren't done yet. (uh-oh, you're thinking, and rightly
so.) Eltoora has you fight a Minogon (heh heh heh!) I didn't do this
quest first time around, and even when I fought Minogons in the
second chapter, I had some problems! However, someone told me about
this, but didn't disclose their name (thanks whoever sent it, if you
want credit, send me your name!) There are four wands in the room.
If you use them in this order: Earth, Water, Fire, Water he will
self-destruct (use the wands ON him, no matter how stupid it seems
to cast stoneskin on the enemy) That kinda defeats the point, and I
was sad (sort of, even though it kept me from having to fight the
minogon.)
Anyways, you win a NICE cloak (get it, Cloaktower, cloak? Yes, I
know, lame)

QUEST: Lord Never's Tomb:
After you get to the area beneath the Silver Sails, you should move
westward from the entrance, and you find the door as well as another
chest (clue this time: the tooth of the forge) Put the Ceremonial
Dagger (that's the last one, right? maybe it's the arrow, pretty
sure it's the dagger) Anyways, once you go inside, take the amulet
from the sarcophagus, and be prepared for some undead attacking. You
can fight them or run, since you already have the artifact. Give the
last artifact back to Oleff in the temple of tyr.

QUEST: Steal artifacts for Ophala:
Here's the last Estate: Androd's Estate. This is most definitely the
easiest estate by far! Androd's estate is in the NW corner. Don't
bother going anywhere in the estate, just head down the eastern
corridor and bash down the door in the SE corner. Inside, you'll
find Androd. Take the Statuette and the key. It opens EVERYTHING in
the estate. Loot the estate as you like, and take the third art
artifact back to Ophala.


Part I: Helm's Hold:
After you deliver the last creature back to Aribeth, you are taken
to the creation of the cure for the plague. Turns out that Desther
was a traitor, and his men attack you. After you clear out the area, </pre><pre id="faqspan-2">
you have to enter Helm's hold. Once you go through the main gate,
many undead rush you. Find Fenthick in the eastern corridor and take
the Etched gem from the corpse next to him. Enter the door. Put the
etched gem on the altar in the middle of the room, so that the
guardians don't attack you when you try to leave the room. Anyways,
once you finish with this floor, go to the basement. Clear this out
(sorry, I really don't remember this part very well, no matter how
well my memory serves me, if someone remembers better then me,
please help!) When you're done with the basement, head up the stairs
to find Desther. Attack his zombies (they make him MUCH weaker when
he's dead, he's like taking their powers or something) and attack
him. He's a high-level cleric, but after a few hundred points of
damage, he gives up. Talk him into surrendering. After that, chapter
one ends. Prepare for Chapter 2!

*End of Chapter one*
In the movie at the end of Chapter one (or beginning of two,
depending how you look at it) Desther dies. Fenthick is hung for his
crimes (because he trusted Desther) Throughout the next chapter,
Aribeth is mad, sad, and untrusting in her god.

II: Chapter 2:
Part A: Port Llast:
Chapter Two begins in the mercenary barracks. Talk to Aribeth and
she'll tell you what to do. You need to deliver to her two major
pieces of evidence that pinpoints the area in which the cult which
delivered the plague upon Neverwinter reside. (Yes, I know, that
wasn't phrased very well.) Note: If you're a male character, you can
hit on her. Just talk to her, ask how she is, and pass a persuade
check. She'll talk to you. This becomes really important. Keep on
talking to her as you progress levels until she gives you a ring.
KEEP IT!

Again, like in Chapter One, all of the henchman have quests for you
to do. However, you needed to have done their quests in the first
chapter in order to be able to do their quests here. They will power
up the special items they gave you in the first chapter.

QUEST: Get the convicts ears:
Sounds stupid, huh? Talk to Kendrick in the barracks, and he will
give you a quest. You must kill several of some convicts, and take
him their left ears!

Okay all, this is a VERY long chapter, and I will do the REQUIRED
quests at first, and then I will give you all of the minor quests,
hard and long as they are.

Part B: The North Road:
Nothing here for now, tons of minor quests in a bit

Part C: The East Road:
Go from the east road. Simply travel along the eastern road into the
next area, the Druid Encampment. Talk to one of them, who will
explain that the mystical "spirit of the wood" is poisoned somehow,
and even the friendliest animals are attacking even rangers and
druids! (Even deer will attack you!) Talk to their leader, Aawil. He
talks about his missing druids (which will be covered later, if
they're in the areas that I cover anyways, I'll put them in there.)
Go east from the druid encampment, where you'll enter the Deep
Woods. Go into the NE corner, where you'll find the Nymph's home.
From the entrance, go south just a bit, then head east. Go past the
first door, and take the second door that leads south and continue
down that corridor, where you'll find one of the missing druids.
Free him, and he'll give you some information. Past where the druid
was is a trapped door (DC 31) with the Lock of Nymph's hair inside!

HENCHMAN QUEST: Sharwyn:
Sharwyn's quest for the second chapter involves the Lock of Nymph's
hair that you just picked up. She'll power up your belt.

Anyways, clear out the connecting rooms, and work your way up to the
NE corner, where you'll "run into" the Nymph. She tries to "dominate
you" and fails. She explains what happens, and why she's taken so
many slaves. She says that the only known way to get to the Spirit's
"realm" is to kill yourself on a specific altar with the Ceremonial
Dagger, which she doesn't know where it is. The Dagger's in the
chest past her. Make sure you take the Mirror of Vanity while you're
here, you're going to need it later. Leave the Nymph's home after
you finish looting, and go on *again* to the Heart of the Forest. Go
to the SE corner of the Heart of the Forest, where you'll find the
altar where you  kill yourself and enter the Realm of the Spirit
(don't worry, you'll come back alive!)

Go west across a bridge. You come across Relmar, a dwarvern (I
think) fighter. He says that he had poisoned the Spirit. Fight him,
kill him, and make sure you take his Journal off his body. This is
one of the pieces of evidence that Aribeth requires of you. Take the
antidote for the spirit poison in the "rubble" behind him. Work your
way around the Spirit's realm (be careful, spellcasters, the will-o-
wisps are invulnerable to magic. After a while, you'll come to a
deer. This is the Spirit of the Wood. He'll attack you in all his
confusion, and he's tough

A little bit later in the battle, the spirit surrenders to you, and
you can talk to it. You should tell it that you are here to help it,
to cure it. It will "tell" you what happened when outsiders entered
the spirit's realm. You can take the spirit's treasure, or try to
kill it. (not smart unless you're evil aligned) Anyways, if you
don't kill him, you can cure him using the antidote you picked up
earlier. The spirit will send you back to the real world. If you
killed him, there's a portal behind where he was that will do the
same thing.

Go back to Aawil once you save the spirit for your reward.

More minor quests *are* coming, but it is a lot of work and the
Chapter 2 quests are very long!


Part D: The South Road:
Okay, bad news here. There are many quests involving the South Road,
but the major required one is very far away! So, let's go! (NOTE: I
am really sorry the way the next few paragraphs are worded, but it
would take *days* to finish this section in even half of its
entirety!)

Once you enter the South road, continue east on the road you start
on. When it shifts north, go east at the fork. Exit this area in the
central eastern area. (the road leads to it)

Follow the road, again, east, and continue along the road, and
continue into the haunted forest.
There is no road here, but all you have to do is exit in the central
eastern area, into Charwood.

Charwood is a strange place. If you want to figure out what's going
on here for yourself, go ahead, and it'll all come together in the
end. If you want to know what happens now, which will make the
cursing throughout this area much less, read on!

Basically, two brothers were tricked by a Lord of Fire into killing
all of the children in the town. The Morninglord (I think that's the
name) of the town took it "out of the loop of time" which means that
they're stuck in the same day OVER and OVER again. You have to
decide who's to blame, and then, the town will return to the loop of
time (although everyone's dead)

Okay, let's move on. Upon entering Charwood, you will talk to a man
named Quint. It's very hard to understand what he says, but try to
make some of it out. Find the inn, and you'll find a member of the
cult you're searching for. Kill him, and take his journal. That is
the second piece of evidence that Aribeth requires of you, so you
could leave now if you like. There is, however, the Charwood quest.
It's long, but worth it, if you want to complete all of the minor
quests.

QUEST: Bring judgment upon the town of Charwood:
Go to the mayor's office, and talk to him, and ask about the town.
Then you can go talk to the castle. Talk to the guard, and convince
him that you are supposed to enter. When you enter, you'll see a
chest in the center. Take the key from the chest. There are 3 paths
you could take. The key you received, however, only opens one. The
center path lies nothing, except treasure, so I'd take that one. The
left path has fire elementals, etc. The right path is filled with
minor undead creatures and some (minor) treasure. (Much thanks go to
Dem0nsBane for the tip)

Whichever path you choose, you find the Guardian waiting for you.
She'll explain that you are the Judge now, and you must find out
what happened involving the brothers. Open the door behind her, and
enter one of their chambers, I'll start with quint, because I think
that this is much easier, especially if you are or have a cleric
(undead all over the place)

There are several rooms here that help you with what to do, but I'll
tell you what to do, so it isn't really necessary. As you enter,
take a right(on the map it's west) continue down the hallway until
you come to a split about halfway down. Take the eastward leading
path and go through the northern door (hard to explain, sorry) Make
sure you take the key to Quint's personal chambers, and leave. Go
back the way you came, and go through the door to the south. (it's
on the westward wall, the room) and take the Tome of Death (It's
needed for another quest, will be explained when I get the time)
That's all the major rooms, head down to the central area (in the
center of the center) and keep on heading south. You'll run into the
Bodak. I don't like him, really, because I'm a sorcerer and he
absorbs a lot of spells (immune elec., resistance to at least fire)
so I would use melee weapons if I had the choice (which I didn't)
Anyway, go south through that door, where you'll find Quint.
Persuade him to give you his oath, and you're done here.