The Silver Sails is full of vermin (if you're in need of some dragon's blood, head upstairs and loot the chest). When she surrenders, talk to her. Ironwood Mace: Ironwood and a magic dire mace. Before he strikes, you will hear a great deal about him from various terrified patrons at the Alliance Arms and the Green Griffon. Descend to the caverns, place the fourth Word of Power in the empty altar, then enter the Source Stone. Akulatraxas will pay you for some Hill Giant bounty hunting. Uthgardt Ceremonial Two-Bladed Sword: Ironwood and a magic two-bladed sword. There are only two secondary quests in this chapter. His chamber is filled with undead guards--including a bodak that guards him. Rest up if you need to, then head down into the Lair of the Devourer. Grimgnaw seeks yet another morbid item--this time he wants a mummified corpse hand. Visit the appropriate trainers for your character class. Will the real Black Wolf please sit down? There are two paths to the locked hallway. Once you leave the public area you'll face a fair number of guards. Start your werewolf hunting here. Enter the crypt. Return to Formosa and give her the tooth and the key (or, if you're evil, kill her). When creating a character, be sure to choose a race that will bolster the strengths of your chosen class. Before facing Baram himself, visit the spider's lair, kill the vermin, and search the cocoons. Those doing the Search for Never's Tomb quest will want to open the chest near the tomb to the west. Speak with Lillian Cambridge about the Word of Power. Make sure you loot his body for Solomon's journal, which is a possible lead in your search for the cult. Talk to Nyatar near the Great Tree. You'll pass a massacred homestead--inside you'll find the Tome of Robes, if you want it. Take both rods and use them on the Replication Pod. Inside, you'll find the kindling wood in the woodpile. He'll offer to send you on the Bounty Hunt quest, during which you'll need to track down five escaped convicts and return their ears for a reward. The streets of Blacklake are safe, but you'll need to navigate the abandoned no-man's-land between it and the City Core. You can blame Quint or Karlat. Once you've accepted Aawill's quest, you can cross the bridge to the east. Golden Sickle: Special holy water and a magic sickle. All of the golems are level 18 and are immune to everything but what you chose in the past. Go back into the zoo and into the central rooms. Give them to Tomi to receive the Ring of the Rogue +1, which adds +1 bonuses to your dexterity, as well as your open-locks and disable-traps skills. If you visit this house before you've thoroughly investigated the werewolf attacks, the only thing of note will be its mysterious scent. Fight your way through and continue down. Accept the quest, and then fight your way through the undead hordes to The Shining Serpent. You'll also find a few unlit plague-victim pyres throughout the neighborhood. Make your way to the central cave and head down to the second level. Jemanie will give you the estate wardstone to get through the force field blocking the door. Namarra Rapier: Dragon blood and a magic rapier. And enjoy your victory. When you enter the final section of Moonwood, cultists will attack you once again. Rolkid will send you on a bounty hunt to kill two orcs who have been raiding supply lines. Search it for the journal of Synth La'Neral, needed for Linu's henchman quest. He'll ask you the name of his clan, and you can answer "Mirialis" if you've read the treatise. The Belt of the Performer +1 adds a +1 bonus to your charisma, as well as to your perform and persuade skills. They are the same items Marrok offered in Neverwinter, but they are more powerful incarnations. Cycle your hotkeys out frequently as you learn new spells and abilities. But you don't want to take Tomi as a henchman, because you need a decent tank. Near the stairs to the ground floor, you'll find Johnny, the son of a murdered Helmite who sells basic goods. You won't have much trouble convincing Garlone to give you Yvette's baby--you just need to show him some coin. In the center of Kurth's Lair, you'll find Burke's bedroom. He's developed a machine that turns sewage into potions, but it's broken. Both will also tell you that Griff was a violent man who hated the Uthgardt and was prone to fighting. Unfortunately, the gates are locked. Each henchman has a personal quest. This ring gives you a +1 charisma bonus and includes a +1 regeneration bonus--a great item for sorcerers. Aribeth will also serve as your free healer this chapter, so you'll be returning to this temple often. Features 10 hours of brand new gameplay for Neverwinter Nights… You'll be too late to save the creatures. He will send you to the sewers. If you don't feel like fighting them yourself, pull the two levers near the gate--one will send a jolt of electricity through the mob, and the other will summon a golem to finish them off. You will need two of the following: the Charwood cultist's journal, the letter to Vardoc, and Relmar's journal. Take the powder from the alchemist's apparatus, then examine the smoky brazier nearby. First, speak with Erb. Kill him and return his head for the reward, or let him surrender and take one of his subordinates' heads instead. Free or fight Nuglat, then head toward the southwestern chamber. Once you've done so, he'll give you one of Colmarr's levers and a sewer key. Kill him, or let him escape in exchange for his ear and some information. The good news? Lokar's ring will make them want to help you, and they'll add a single weakness into the guardian golems. The coveted (by Ophala, at least) portrait of Sir Reginald Rumbottom III is in a nearby chest. Head south to the other farm, and she'll be easily convinced (or threatened) to give it up for some gold. Here's what each henchman is looking for and where to find it. Kill the giants to help the outnumbered tribesmen. Along the way, he'd like for you to find three missing druids: Orlane, Terari, and Bree. Proceed carefully. Unlike the other cons, Zor won't surrender completely. Go through the storage room and meet up with Pavel. Kill him, and take the fairy bottle from his corpse. Read it for information about the strange room in the northeast. When you return to Londa, you should consider lying to her. Before you step in the final portal, rest up and save your game. You will still need to kill Kurth (10th-level fighter/8th-level barbarian), and his armor gives him a fair amount of spell resistance and +2 regeneration. Use the lever to close the door, and he'll tell you more about the prison. When you reach the final cavern, you will face Morag (19th-level wizard). Take Klauth's head to Gorgotha, and take the final Word of Power to Aarin. Disarm the trap on the library door. But as you learned in Chapter One, Desther was just a hired hand. The next cave is home to Gorgotha, who wants you to stop the Fire Giants' attempts to steal her eggs. As mentioned above, you can also buy them from Jerrol at Twenty in a Quiver, and you'll find them on the hostile muggers you encounter in the streets. If you didn't get the locket from Dara'nei, you'll need to use the orders from Callik to enter the aqueducts via the Bloodsailor's entrance. This is the Danny Zuko of crystal objects. You'll learn how to use your inventory, move the camera, cast spells, and fight with ranged and melee weapons. There's an 8th-level vrock here, as well as some low-level wizards and mephits. The other area of interest in the Green Griffon Inn region is this ancient tomb, located in the northeast corner and watched over by a strange man. First, let's see what the witch knows. Update your hotkeys frequently, and let unused skills and items retire to the radial menu with dignity. Those just looking to get down to business below should head straight for the stairs to the south. Each of the outside pedestals contains a tablet of light. In it, you will fight four increasingly powerful druids. Once you've cured (or killed) the three, you'll need to find Sir Karathis in his cave near the Green Griffon Inn, then hunt down the real Black Wolf right here in town. To get the answer, multiply the number of offspring in the current generation by two, and then subtract three--which will give you 19. All your friends from Chapter One are here: all five henchmen, Aribeth, and a new member of your growing team, Aarin Gend. Epic stories, action combat and classic roleplaying await those heroes courageous enough to enter the fantastic world of Neverwinter!Click here to Subscribe to me channel★★ https://www.youtube.com/channel/UCQLc25BtoNkJbarNPvQbPGw?sub_confirmation=1 ★★Sony Steam: https://store.steampowered.com/app/109600/Neverwinter/** Want More? The only reason to come down here is for combat--there isn't much else to be found. In the courtyard, you will face two groups of undead. Cleave will make groups of low-level monsters fall to the ground like dominoes. These quests carry over from chapter to chapter, but you must solve each part in order to access the following chapter's quest. Listen to the riddle, and put the appropriate crystal object in the chest. Time to do some spelunking. Taking the quill will cause Gilles to depart. Destroy the implements in the Bone Spirit Ritual room, then kill all of the skeleton acolytes conducting the Shrine Spirit Ritual. Kurdan guards the stairs to the final battle. He's a level-30 dragon, but the amulet will make him significantly weaker. Loxar is a 10th-level fighter and has a rabid dog with him as well. This area isn't necessary, but there's good experience and loot to be had. Fight your way to the center chamber, where you'll face Voleron, a 15th-level wizard. If you pushed blue and yellow, place the green gems. Talk to him to learn all about his proud career as a baby killer, then attack him. He'll follow you back to Aldo, and they'll escape to safety. Get the antidote, then find the spirit in its grove to the east. In the foyer, you can find some loot in the nearby containers. You can skip the basic interface tutorials, but you must complete your class training in order to proceed to the Graduation Chamber. If you're visiting the South Road as your final destination in the Port Llast area, it will all come together. You'll need to find two pieces of corroborating evidence that lead to the cult's location in the area. Climb the stairs to the second floor. Free the fairy, and it will show you the pattern. In the northernmost room, you'll find Brunhilda's diary, the account of her unfortunate marriage to Skrogg, king of the Fire Giants. Buying and examining them will fill in your minimaps and make exploring the districts a bit easier. Talk to Aribeth, Fenthick, Desther, and Nasher, and then the ceremony begins--and then ends unexpectedly. Go here only if you want to milk every last drop of experience out of this chapter. When you enter Coldwood, you'll be approached by a ranger named Devlar. On the third floor, you'll be caught in the middle of an endless flow of quasits and imps. As you enter this region of the forest, you will be attacked by a group of cultists, lead by a cult leader (10th-level cleric). This is good advice, because once you have all four items you'll need to step into the back room to face her minogon guardian. To activate the cheat codes, open the console by pressing the tilde (~) key. Desther seemed so nice! In this chapter, Aribeth also has a tale to tell. Seems everyone is under the evil spell of the forest. To speak with him, you'll need a Translation Amulet, which can be found on any of the Old Ones you fight in the ruins (you should also pick up a copy of On Temple Defenses). Rated 2 out of 5 by Anonymous from Poor Control I love the PC version of this game but - - The Switch version has such bad controls that I cant enjoy the game as it is intended to be. To get the full story, find Karlat's Burning Wand (in the chest with his key), the Protection Wand, and a fire beetle's belly (in the northeast storage room). Enter the summoning chamber. You can choose to banish Chaohinon or set him free. He'll give you some leads, including some strange rumors about the Sword Coast Boys, a local gang (or considering their name, boy band), and about a mysterious cult working in the area. In the southeastern part of the region, you'll find a cave opening. He will finally attack after you've investigated Neva's disappearance. Place a red powder vial and a yellow powder vial in the brazier. Wererats and thugs fight it out in the street as two warring high captains fight for control. Go into the grove and talk to the animals; they'll step through the portal to freedom. Better yet, lure his fellow inmates into the halls and pick them off in smaller groups. Unfortunately, as of v1.19, the item has a level requirement of 26 so you won't be able to equip it. Search the nearby chests, and read the head gaoler's journal found in the book pile. Talk to Yeanasha and Gurak to learn a little bit about what the cult is doing here and its plans for Neverwinter. Free Wogar by pulling the lever near his cell. Place his heart on the altar to break the seal. Summon Belial to learn the truth about Karlat and Quint. If you take the crack entrance, Kurth will appear and offer a reward for Baram's head. The door to his lair is guarded by a 13th-level Yuan-Ti necromancer. The 3rd Edition Dungeons & Dragons rules remove most restrictions on the classes you can choose, which gives you a great deal of freedom to make a bad character. There are five tomes in this chapter, but there is no quest to find them. Once they are dead, pick up both guardian keys and unlock the gates to the north. If you plan on using Eltoora's lab, you'll find the Tome of the Amulet in a book pile in the northeast. Kill him and return his head to Damas. In a chest in the far northwest section, you'll find an eighth-floor portal stone. He'll give you his ring, which will make the other slaves more inclined to help. The second part will be more active training, because the Academy gets invaded and you must rush to save the creatures that will be used to cure the Wailing Death. Search its body, take the blessed water, and place it on the altar to break the seal. Now that the streets of the War Zone are safe, it's time to go after the bigger game. You can intimidate her or just attack her to get the gem. Use cold weapons if you have them, then search his body for an intriguing letter. Look in the Pool of Swirling Color and take the gems. Double Axe of the Tall Kin: Adamantite and a magic double axe. This ship is guarded by a small group of pirates. Find the leaven bread recipe in Siril's Bakery, located in the western part of Beggar's Nest. Alhelor is a 16th-level ranger and cannot be cured, so you'll need to bring his dog days to an end the old-fashioned way. Talk to Gate Captain Ergus. It's only 3rd level, but it has 25 percent immunity to piercing and slashing weapons and a damage reduction of 10/+1, and it is totally immune to critical hits, death magic, disease, poison, paralysis, energy draining, and mind-affecting spells. Chaohinon will give you insight, power, a weapon, or an item. Once the spider is gone, head out of the crypt and into the graveyard. This prison has little of importance. Email news@gamespot.com. Very, very interested indeed. Spellcasters should choose Daelan or Grimgnaw. Find Kasma to learn more about it. He's an 11th-level monk. Neverwinter: Elemental Evil - Xbox One Gameplay Trailer Aug 28, 2015 11:02am 2 High Captain Baram welcomes you to the sewers. Check out my playlist ★★ https://www.youtube.com/playlist?list=PL2y2sE4YPaV6Lf17elqhN_vvfNE_3K43U ★★Have an AWESOME DAY! Later, though, all wolf tracks will lead here. Before you enter the Troll Caves, head south along the road. 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