nwn golem control room

The lost party of elves is north of the middle of the area, over a hill so you can't see them until you climb the hill.

Orchid (Henchman at Pitted Cherry) needs to find Coldhenge. Treasure: gems. The key is on the Vrock. The entrance is a well to the west and a little south. The first thing they do is turn invisible, then they buff up, then they start hurling fireballs and Evard's Black Tentacles and such. The rest of the pits is a succession of unusual beasties. The other two contain rival magic users Gwireth (good) and Sagramor (evil), that emerge from suspended animation when you flip the levers on the sarcophagi. If you ask for a gem instead of gold, she will give a ring that will, when activated, teleport you to the crossroads area. Lornadoon the rogue will be there. The door to the next level is easy to find straight across from the entrance. One is visible, one is secret.

(Tip: if you're a wizard/sorcerer, choose the staff - it has bonus spell slots.)

It's sort of nice to find Tamalah and Elf Haven first (W exit from the crossroads), but not crucial. The exterior area is desert, and Mossthistle/Persimmon will say a little something about the "lesser erg". Gripnak 4: There is a broken stone sign at the crossroads SE of area center that contains the old name of this village: Kanberg. Persimmon. Going in this room also counts as one point towards the "free the slaves" journal entry. Treasure: gems.

Human wizard.

Throne Level: There are couple of hostile, but easy golems when you ascend to the throne level again. The first is empty.

He wasn't immune to …

If you attack him he will disappear, so you might as well talk to him. Yawning Portal (Up) Yawning Portal (Down) Waterdeep; …

Room 3 has no enemies, but has 3 nasty traps plus a trapped door to the 4th room.

Throne level: You arrive at the east central edge of the area.

The main goal is to go west until you spot Persimmon, the bandit. There is a lever behind a rock to dissolve the cage wall. North - put both into the coffin - golem comes and breaks open the door for you. Go there.

Then you can release the fake Sagramor and demand an accounting.

Once you have an outfit, return to Saraband and she will grant 4 enchantments. I'm just making sure there is an active mirror of it. You cannot but help run into Lornadoon Underhill, a very helpful young halfling who can answer quite a lot of questions about the area. Persimmon says "What's that smell?" Alaskin lives in the EXTREME NW corner of River City. Corpose has Arteno Journal. Near the weaponsmith ghost (the one … Gripnak 2: on the W side of the area (2/3 of the way to the north edge) is a boulder that attracts your attention. near the beginning and "Oh, Goblins" at the end of the tunnel. Part of the pleasure of playing this module is the occasional "brown trousers" moment (the pleasure comes when you survive it, rather to your astonishment). Clawgrip's sanctum: The first room holds a battery of lizards and golems. When the game starts, you will be inside a slave hut, speaking with a father-figure named Samin Wise. There is a pile of stones to talk to there that will eliminate back-tracking to the goblin cave. (Clean out the orc tower, if you didn't do so already.) At this time the teleport between Coldhenge and Gold Castle will be activated. Control room puzzle: This puzzle is secondary.

That's a pretty tough battle, there: use all your best tricks for that one. You don't need this walkthrough. Simply click any of the links within the navigation bar to the right and you will be brought to the respective area. You should speak with him every time you pass. She will tell you (via cutscene) that a shape-changer had impersonated Dibold the dragon, and the shape-changer had charmed Saraband so that she wouldn't attack or invade blue dragon territory. In a large room at the far end of the area is an earth elemental. (Further toward the SW is the entrance to the Ice Cave where the Gem of Rain is to be found.). Coldhenge is a lonely place on the surface. After all of this, Fairdale will be available as a henchman. Found in the Pitted Cherry Inn. You arrive at the gate just as dragons and lizardfolk are attacking in force.

If you open the sarcophagi, things like ghouls and mummies will spawn. If you have animal empathy, you can ask for hints from the cat that is wandering in the area, but the answer is "put one hand on each stone and meditate" and you will be healed.

There are several paths through the conversation but most endings are the same: Dibold leaves and Saraband seems to get cold feet about leading an invasion force south.

Goblin cave: The cave you see upon entering is bare, but there is a secret door to the NW. In the control room there are 3 control panels.

Exit #2, to the NE (north wall) is a hallway leading to some lizardfolk and to some slaves that you can free.

You'll get a few experience points by putting it together. Found in the Pitted Cherry Inn.

Galados.

During your Gwireth conversation, Saraband will arrive, and then a blue dragon fugitive named Dibold will enter the conversation. Gripnak 7: Gwireth the Grand Wizard's familar, Emerald the pixie, is waiting for you in the NE corner of the area. The only thing to do is to go West out of the area to: Goblin Valley: Shortly after entering there is one more group of orcs and lizards to subdue. If you go in, your journal will start a quest to free groups of slaves.

The only monsters wandering around are a couple of fire beetles, but there are some clickable rocks around.

Robo is evil.

They are called "Earthspeaker". I find him (and his zombie-warrior guard) tough to kill, but he is equipped with good magical items. Sharra the Rakshasa is in the SW, in a tucked-away little room. Beware: they are nasty. Eventually, you find Persimmon again (Riptooth Demesne Level 3), and she has been captured and tortured. Torn between realism and romanticism.

Gold Castle 3: Tips.

Riptooth's Demesne Level 2. It's a ring of elemental resistance - keep it! Hmmmm. That door leads to a square room with a chest and another secret door. To get to the chief you will have to put "red tinder" and "blue tinder" into the brazier. The auxilliary secret door leads to some snakes and another chest with treasure.

Kobold Mine level 2: This area is supposed to be dwarven in make, but is now ruined.

If you ask the sentinel what she is guarding (and don't be rude) she will make an invisible door appear. At this point, Saraband has shown up, now free of mind control.

If you turn right, after the xorn are defeated there are some goblin remains with a bit of magic equipment to loot.

It could exist in the Forgotten Realms universe, just pretty far away from the landmarks that feature in most NWN modules. Tip: wear the Gem of Fire in a ring slot. See remarks in the previous section about the village of Gripnak. Henchman 2: Bellicose is in the Temple. The only alternative is a door marked with a "keep out, stupid" sign.

After that, you should loot Barados and go in his treasure room. Her prices are a bit steep. If you are nice to him, he will show up later to help guide you toward Barados Nemlight.

Buy it on Amazon! Says replication rod and control rod together in chamber to forum a golem. If you find something there that looks good, wear it! The shield and sword are useful against dragons (but probably cannot be identified at this point in the game - you'll need a merchant). Here is a map of the how the exterior areas connect to each other: Dragon Dominant came from a pencil-and-paper campaign at a time when I had never even heard of "Faerun" or the "Sword Coast," so I called my continent the "Land Between." (Don't just threaten him - you'll have to challenge his authority to get him to step down.) After that, if you choose "I just want to talk" you will be able to "stare rapturously" at Persimmon, who pretends not to notice. Gripnak 5: On the E side of the area is a pile of disturbed earth. ), skeletons, ghasts, and rats.

Gripnak 3: a little north of center is the stronghold of "Thassus, Chief of War." There is a chest with some items you might need, particularly a short bow and some arrows. The entrance to the Kobold Mine is guarded by a single Kobold.

They are trapped. Don't kill the blink dog. If you are having trouble with them, remember that running away works pretty well in NWN: they can only turn invisible once.

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