Neverwinter Nights The Shadow of Undrentide
                       FAQ and Walkthrough v1.0
                       Copyright (c) Orest 2003
Last updated on July 11, 2003

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and receive my permission. Of course, you can read and print this document but
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fight with spamers and I know some of them.

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 If you have questions about my guide or want to add or correct something then
send me a message (This email address is being protected from spambots. You need JavaScript enabled to view it.). But don't try to send letters with some
nasty remarks. And, please, don't send me the questions of what is already in
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updates of this guide are available at www.gamefaqs.com. I am sorry if I don't
respond to the letters because I read my mailbox twice a week. I can respond to
the letters lately. I've received a lot of letters about my previous NWN
walkthrough, so I'm very grateful.

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 VERSION HISTORY
  v0.7 The beta version of the NWN SoU FAQ/Walkthrough (July 9, 2003)
  v1.0 The full version (July 11, 2003)
       Corrected some information. Fixed some errors. Added some information.
The walkthrough is complete and full.

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  TABLE OF CONTENTS:
    PART 0 INTRODUCTION
    PART 1 WHAT'S NEW
      1) classes
      2) skills
      3) feats
      4) arcane spells
      5) divine spells
      6) my characters
      7) others
    PART 2 GENERAL INFORMATION AND STRATEGY
    PART 3 WALKTHROUGH
      1)Chapter 1
      2)Interlude
      3)Chapter 2
    PART 4 CREDITS AND SPECIAL THANKS

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PART 0 Introduction
  Well, at last, the expansion pack of NWN is in my hands. I've already written
FAQ/Walkthrough of original NWN, so in this document I will continie the story
of Neverwinter Nights game. The expansion pack is called Neverwinter Nights -
Shadows of Undrentide. The story differs from original NWN story and it don't
have any connections. Part 1 explains what's new in expansion pack and my
opinion about this changes. Part 2 contains general information and strategy
(it differs from original NWN game). The walkthrough is already in Part 3. I've
played in D&D Hardcore rules difficulty mode (I can't accept that fireball
spell damages only enemies and can't damage allies or enemy half-orc fighter
with greatsword can't do critical strikes or attacks of opportunities so D&D
Hardcore is my choise). And I repeat read the game manual for more information.

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PART 1 WHAT'S NEW

   1) classes
      There are 5 new classes in NWN SoU. They are called prestiges classes. It
means that you cannot access this classes at the beginning  of the game. You
must meet some requirements in order to multiclass to the prestige class. Each
prestige class has individual requirements for multiclassing. The developers
wrote that those prestige classes are powerful but I don't think so. Some of
them are good and some of them are less good. Here are this classes. For more
information see game manual.

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     1. Arcane Archer
        Hit Dice: d8
        Proficiencies: all simple and martial weapons, light and medium armor
and shields
        Skill points: 4+INT (intelligence) modifier
        REQUIREMENTS: elf or half-elf, base attack bonus +6, feats: weapon
focus longbow or weapon focus shortbow, point blank shot, ability to cast
arcane spells.
        Abilities: Able to shoot arrows with increased precision and damage
(for more see game manual)
        My opinion: I think that this class is the best archer in the game. But
unfortunately the requirements are very restrictive. If you don't want to lose
XP then you must be half-elf bard, sorcerer or wizard or elf wizard in order to
multiclass without XP penalty. The ranger is a good choise to multiclass but he
can't cast arcane spells. I think that the best candidate is half-elf bard with
high DEX (dexterity) but unfortunately half-elf race is less useful than other
races. So the choise is yours.
   NOTE (by Dmarine): I  have one correction to your Arcane Archer
section.There is no xp penalty here. The prestige classes don't count for
calculating xp penalties.  I too thought I would get creamed with xp penalties.
 But, I took 6 levels of fighter, one level of wizard (elf favored class) then
started leveling as an arcane archer and  incurred no penalties. Others on the
GameFAQs board confirmed my findings  (thank to Dmarine).

   NOTE (by me): Well, that's good. So, it seems that the elfs are the best
candidates because of DEX bonus.



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      2. Assasin
          Hit Dice: d6
          Proficiencies: simple weapons, light armor
          Skill points: 4+INT modifier
          REQUIREMENTS: evil alignment, skills: Hide(8), Move Silently(8)
          Abilities: see game manual
          My opinion: Well, this class is more close to rogue. Assasin's Death
attack works as rogue Sneak Attack and in addition it has a chance to paralyze
enemy but the limit is level9 (+5d6 damage). Some illusion spells are also very
useful. The rogue can't use any spells without scrolls or wands but the assasin
is more magically oriented. The disadvantage is the lesser skill points. The
rogues or monks or rangers are the best candidates.

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        3.  Blackguard
              Hit Dice: d10
              Proficiencies: all simple and martial wepons, all armor and
shields
              Skill points: 2+INT modifier
              REQUIREMENTS: Evil alignment, Hide(5), feats: Cleave, base attack
bonus +6
              Abilities: see game manual
              My opinion: Blackguard is some kind of evil paladin. I've called
him antipaladin. It has the most of the paladin abilities but unfortunately he
doesn't have immunity to fear and desease unlike paladin but has other unique
abilities. Smite good is useless in single campaign because the most monsters
are evil. He also has some evil divine spells. The best candidates are fighter,
barbarian or bard and sorcerer (with 13+ STR?). I think that paladin is more
useful (why those requirements?) but blackguard is not bad too. Interesting
multiclass option: Paladin/Blackguard (is it possible?).

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         4.  Harper Scout
               Hit Dice: d6
               Proficiencies: simple weapons, light armor
               Skill points: 4+INT modifier
               REQUIREMENTS: non-evil alignment, feats: Alertness, Iron Will.
Skills: Search(4), Persuade(8), Lore(6), Discipline(4).
               Abilities: see game manual
               My opinion: The requirements are very strong. Only rogue
oriented classed can exceed this requirements with some benefits lately. This
class is more close to ranger but more magically resisted. But hit dice is low.
So try to experiment with this class on your own or forget about it.

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         5. Shadow Dancer
               Hit Dice: d8
               Proficiences: simple weapons and light armor
               Skill points: 6+INT modifier
               REQUIREMENTS: Skills: Move Silently (10), Hide (10), Tumble (5),
Feats: Dodge and Mobility.
               Abilities: see game manual
               My opinion: Shadow dancer is some kind of bard mixed with rogue.
He has more useful abilities than bard but the requirements are available only
by rogue oriented classes with some benefits lately. He receives a lot of skill
points which is plus. He is also the most stealthy class. Try to experiment
with him.

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2) skills

   Well, some new skills has been added to NWN SoU game. For more info see game
manual but there is only my opinion.

    1. Appraise
       You can save some money with traders if this skill is high but I prefer
another skills
    2. Craft Trap
        Not bad but I prefer my weapons and spells
    3. Tumble
        Very useful. Every 5 points will add +1 to AC and you has the chance to
avoid hit in some situations with high Tumble skills. If it is your class skill
than increase it as high as possible.

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3) feats
    There are a lot of new feats. Some of the feats are familiar from Icewind
Dale 2 game. Beware, some of the feats are only available at 1-st level.

   1. Arcane Defense
       Not bad, especially for Evocation School

   2. Artist
       Bards, bards, those bards...

   3. Blind fight
       Not bad. Useful in some situations.

   4. Blooded
       +2 to initiative is good but no more.

   5. Bullheaded
       Useful in multiplayer against taunts

   6. Circle kick
       Monks be prepared to take this feat

   7. Courteous Magocracy
       Useless

   8. Dirty fighting
       Cannot be used with power attack feat. Useful for rogues or assasins.

   9. Divine Might
        Useful for characters with turn undead ability (cleric, paladin and
blackguard)

  10. Divine Shield
        Useful

  11. Expertise
        Useful for fighter classes with low AC

  12. Extra Music
         Bards get stronger

  13. Extra Stunning Attacks
         MONKS, GO, GO!!!

  14. Great Cleave
         Very useful against the crowd of enemies

  15. Greater Spell Focus
          Mages, get ready. Greater Spell Focus: Evocation.

  16. Greater Spell Penetration
          Beware, spell resistant creatures

  17. Improved Expertise
          See expertise

  18. Improves Initiative
          So, so

  19. Lingering Song
          What the hell is going on with those bards?

  20. Luck of the Heroes
           This is my choise at the beginning of the game

  21. Rapid Reload
           Crossbow RULEZ!!!

  22. Resist desease
            I prefer to be deseased and healed with healing kit

  23. Resist poison
            Why is feat? Potions, potions and spells.

  24.  Resistance to Energy
             Not a bad idea. It depends on situations so this feat is risky.

  25.  Silver Palm
             Why, why, why?

  26.  Snake blood
            Lighting reflexes feat is more useful

  27.  Spring Attack
             Not bad but expensive

  28.  Stealthy
             I prefer to increase skills

  29.  Strong Soul
            Useful for rogue but Luck of the Heroes is more useful.

  30. Thug
            not bad

  31. Zen Archery
            Cleric archer. Not bad. New possibilities.
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4) Arcane spells
   Well, some new arcane spells. Here we go.

  Level 0:
   1. Flare
      no, no, no
   2. Acid Splash
      no, no, no
   3. Electric Jolt
      no, no, no

  Level 1:
   1. Shield
      Those annoying magic missiles. Good, realy.
   2. True Strike
      Well, cast a spell and fight, fight, FIGHT!!!
   3. Expeditious retreat
      low level Haste, well, well
   4. Balagarn's Iron horn
      Bards have unique spells, its interesting
   5. Amplify
      useless
  Level 2:
   1. Tasha's Hideous Laugher
      I remember this spell from Planescape Torment game. Not bad but be
careful
   2. Continual flame
      useless
   3. Balagarn's Iron Horn
      useful against weak creatures
  Level 3:
   1. Gust of Wind
      Weak creatures, beware
   2. Displacement
      useful
   3. Wounding whispers
      not bad for bard
  Level 4:
   1. Isaac's Lesser missile storm
      Interesting name. Who is Isaac?! Useful spell.
  Level 5:
   1. Bigby's Interposing hand
      Very useful against fighter classes
   2. Firebrand
      Very useful
  Level 6:
   1. Bigby's forceful hand
      Useful for fighters
   2. Isaac's Greater Missile Storm
      Well, Isaac becomes stronger and stronger
   3. Dirge
      Very useful for bard
  Level 7:
   1. Bigby's Grasping hand
      Bigby can hold the enemy
   2. Banishment
      beware summons and familiars
  Level 8:
   1. Bigby's clenched fist
      Well, Bigby's fists are dangerous.
   2. Sunburst
      Very dangerous
   3. Greater sanctuary
      Are you a scout or mage? Or maybe scout/mage?
  Level 9:
   1. Bigby's Crushing hand
      So, if you are not forced or clenched by Bigby then you will be crushed.
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5) Divine spells
   Some divine spells are also arcane spells (see Arcane spells section). Some
spells are only available by one class such as Druid or Cleric.

  Level 0:
   1. Inflict minor wounds
      no, no
  Level 1:
   1. Bane
      Antiblessing spell
   2. Inflict light wound
      More good
   3. Divine Favor
      This is very useful for paladin or blackguard (blackguard's armor has
this spell).
   4. Endure Elements
      Arcane spell becomes divine
   5. Shield of Faith
      AC is important, isn't it?
   6. Entropic shield
      Beware, archers
   7. Magic Fang
      Animal companion becomes stronger
   8. Camouflage
      Useless
  Level 2:
   1. Inflict moderate wounds
      yes
   2. One with the land
      Your skills are low. No problem.
   3. Blood frenzy
      Druid like a barbarian. Interesting.
   4. Aura of glory
      Good for allies
  Level 3:
   1. Inflict serious wounds
      yes, yes
   2. Greater magic fang
      Animals are not so weak as seems but they are not so tough.
   3. Spike growth
      not bad for druid
   4. Quilfire
      more useful
  Level 4:
   1. Inflict Critical wounds
      yes, yes, yes
   2. Mass camouflage
      no
  Level 5:
   1. Circle of Doom
      Necromancy is dangerous for all exept undead
   2. Owl's insight
      well, owl's wisdom is history for druid
   3. Inferno
      yes
  Level 6:
   1. Planar Ally
      Not bad
   2. Drown
      YES,YES,YES
  Level 7: none
  Level 8:
   1. Earthquake
     Yes, quake. Useful spell.
   2. Bombardment
      yes, yes, 10d8 yes
  Level 9:
   1. Undeath's ethernal foe
     Useful but expensive
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6) my characters
     character 1:
       name: Orest
       gender: male
       race: human
       class: fighter
       alignment: lawful evil
       abilities
         STR 16
         DEX 13
         CON 14
         WIS 8
         INT 10
         CHA 13
       skills:
         Hide +2 , Discipline+4, Persuade+2
       feats: default feats, Iron Will, Weapon Focus: Great Sword, Power Attack

  My henchman was Dorna. I trained her as a both cleric and rogue (more
cleric). At level 7 I multiclass to Blackguard.

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7) others
     There are also some other changes.

  Henchmans:
      Now your henchman is not a piece of meat (piece of sh.t). You can control
henchman's inventory and attacking/defensing behavior. You has some minor
access to henchman's spells. Your henchman can warn you in dangerous situations
and interacts with NPCs. His alignment can be changed in some situations.

   Alignment change:
     Now your chaotic/lawful alignment meter can be changed too. Good and evil
as before.

  New items.
     Yes, there are new items such as Blackguard armor.

  New monsters:
     Yes, there are new monsters.

  Class spells:
  The bards and paladins have some new spells which are not available by other
classes.

  There are a lot of other things just watch them with your eyes.


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PART 2 GENERAL INFORMATION AND STRATEGY

   Mystra's ring tip:
     You can use it to teleport to Drogan's house but you can't return back
through teleportation. This is only available in Chapter 1.
 NOTE (by Fredrik):
Just talk to Ayana, or whatever her name is. She'll teleport you back to where
you came from, for free. (thanks to Fredrik)

  Druids and Rangers tip:
    This classes can talk with animals. This will make walkthrough more
interesting but I didn't play with this classes, may be later.

  Appraise skill tip:
    Sell the items to traders who are favourable to you. The money problem is
more actual than in original NWN.

 Fighters tips:
    Choose Cleave feat as quick as possible. Choose the weapon of your choise
(Weapon Focus and Specialization). Always keep some healing potions or healing
kits. Use Bull's Strength potion and Barskin potion in some situation. If you
have very low will saving throw then use Owl's wisdom potion or Potion of
Clarity. Same with reflex saving throws. Choose Improved Critical feat for your
weapon. You has a very wide varieties to multiclass then other classes. You
cannot use Dirty Fighting feat with Power Attack feat. Great Cleave feat will
help you when you are surrounded by a lot of weak enemies. An item with damage
absorbtion or spell absorbtion effect will be very useful. Divine favor spell
is useful too. Using healing kits is more quick and effective then potions
(increase your Heal skill). Use heavy armor and some two handed weapon for more
damage or use some one handed weapon and shield to increase AC. Increase your
AC as high as possible but remember that shields are only for one-handed
weapons.

 Experience tip:
   For more experience you can dismiss your henchman then receive EXP and hire
him again.

 Henchman's tip:
   Control the henchman's inventory. If you are overloaded then give some items
to henchman or use magic bags. Choose henchman's training at the beginning of
the game. Give him some healing potions if he is out of them.

 Resting tip:
  Now you cannot rest in all areas. You must find the closed room (close all
doors) and rest here (sometimes you can't rest in such rooms too) or kill all
monsters in area.


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PART 3 WALKTHROUGH

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1. CHAPTER 1
    1) Hilltop west
       1.1 Drogan's house
       1.2 Other places
    2) Hilltop east
    3) Hilltop foothills
       3.1 Elven crypt
       3.2 Other places
    4) Nether mountains
    5) High Forest
    6) Finale
       6.1.Nether mountains (revisited)
       6.2.Blumberg
       6.3.Drogan's house

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 1) Hilltop West
   locations:
    north: Drogan house
    west (more north): Drogan's Barn
    south: Herbalist, Smithy, Community Hall and tavern
    east: midtown gates to Hilltop East


   1.1 Drogan's house

  Well, the story has begun. You are an apprentice of a dwarven(?) wizard
Drogan. You'll appear in his house on the upper floor in your room. Take the
equipment from your chest and don't forget about the Mystra's ring which can
teleport you to his house (remember the stone of Recall from NWN, forget it).
The teleporting process will be useless if you have not have the focus crystal
in your inventory. But don't teleport now. Exit your room and listen the
dialogs between other apprentices Dorna, Xanos and Misha. Now search the other
rooms on this floor for some items and use the ring to teleport to Drogan.
  What? Some creatures named kobolds attacked the house and poisoned Drogan.
Fight monsters and then speak with all survivors. Now there are two henchmans
available: Xanos (sorcerer or barbarian) and Dorna (rogue or cleric). Now go to
Drogan's lab and try to reach the lab. The trap cannot allow you to do this.
Speak with Drogan's familiar Riisi. Riisi tells that kobolds stole some items
from the lab. If you want to get some items from the lab than you should answer
Riidi's questions correctly. There are three riddles: Children's riddle (the
right answer is yes), Prisoner's riddle (the right answer is I will be hanged)
and Wizard's riddle (the right answer is 6 wizards). Very easy riddles. Now you
have the key to Drogan's room upstairs. Go there and you'll notice the
alchemist's table. You can create focus crystals for your teleporting ring. You
need a quartz crystal and two of the following gems: phenalope, aventurine,
fluorspar or amethyst. Just place them into grinder. There are also other
recipes for alchemist's table just experiment. Now you are ready for
adventures. Exit the house.

   1.2 Other places in Hilltop west
    main quest:
    The Missing Artifacts
    how to get: you have it from Drogan
    situation: The kobolds attacked Drogan's house and stole some artifacts
from the lab. You'll need to find them all.
    difficulty: hard
    solution: see other Chapter 1 main quests for all of this four artifacts.
Find all four artifacts to complete this quest.

    special quest:
    The Cure for Drogan
    how to get: you have it  from the previous circumstanses
    situation: Drogan is poisoned and must be cured
    difficulty: easy
    solution: first go to herbalist Farghan and speak with him about cure for
Drogan. He gives you some ingredients. Now go to tavern and complete the quest
Kobolds in the kitchen. Take helmthorn berries in the kitchen and return to
Drogan. Now Drogan is healed but very weak.

    secondary quests:
     1. Kobolds in the kitchen
        how to get: go to tavern and speak with Lodar or Hurc
        situation: The kobolds are barricaded in the kitchen and taking the
local cook as a hostage. Their leader wants to escape but Lodar sieges kobolds.
        difficulty: easy - normal
        solution: There are a lot of ways to complete this quest. You can kill
Lodar and his people in order to help kobolds to escape. You can persuade Hurc
to leave the kitchen without kills. You can persuade Hurc to take you as a
hostage and then kill kobolds. You can also lie to Hurc and kill kobolds (more
chaotic). Or you can kill both Lodar and Hurc and continue your adventuring.

     2. Excess of Prophet
        how to get: go to commision hall and speak with Haniah
        situation: There is a man called Piper in town. He is some kind of the
mad preacher man who frightens people with his stories. Get rid of him.
        difficulty: very easy
        solution: speak with Piper near commision hall in town and persuade him
to leave this town to another town (for example Neverwinter town with plague
problem). Or kill him. Then return to Haniah.

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2) Hilltop East
    locations:
     center: halfing caravans
     north: old farm
     south: gates to Hilltop Foothills
     south-east: Blakes house

 main quest: none

 secondary quests:
    1. Not playing with a full deck
          how to get: speak with halfing Katriana near caravans
          situation: A group of Kobolds raided caravan and stole some goods.
You must find the deck of cards which is important for halfing leader Daschnaya
          difficulty: normal
          solution: go to the Old farm to the north and enter the house. Kill
some kobolds in cellar farm and search the fortune card in cellar. Return to
Katriana and take the key to wagon. Enter the wagon and receive the reward from
Daschnaya

     2. Thayvian Enclave
            how to get: speak with wizard Szaren on the road near caravan
            situation: wizard Szaren is a representative of Red Wizards
factions. He wants to establish enclave here and needs mayors permission.
            difficulty: very easy
            solution: return to commision hall and speak with Haniah. You can
persuade her to give the permission or you can decide to get rid of Szaren
because the Red Wizards are evil faction. Then return to Szaren and tell him
the results. If you allowed Szaren to establish enclave then you can buy some
goods lately from him in Hilltop West (unnamed house).

      3.  Rescue my family
             how to get: speak with Nora Blake near her house
             situation: Kobolds are in Blakes house. Rescue Nora's family
             difficulty: very easy
             solution: enter the house. Kill some kobolds and notice the corpse
of Adam Blake on the floor then go upstairs. Speak with kobold and persuade him
to give the baby to you or try to snatch the baby from kobold. You can also let
him go. Then return to Nora with baby and tell her bad and good news.

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 3) Hilltop Foothills
   locations:
     south-east: to Hilltop East
     east: to Elven Crypt (corpses trail)
     south: to High Forest
     east: to Blumberg
     north-east: Hurst Farmhold
     north-east (more north): Nether mountains (corpses trail)
     north-west: Rumgut's cave

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3.1. Elven crypt
   Before going to eleven crypt speak with elf archer Fenran near crypt. There
is also wounded brown bear a little north from south-west exit to Hilltop east.
You can heal him. Now go to the crypt.
   main quest:
    The Missing Artifacts: The Mummified hand
       how to get: The Mummified hand is one of the four stolen artifacts which
must be found
       difficulty: normal
       solution:
            1. Enter the crypt: upper level. Go north. To the west there is a
elven statue. Pray here to heal yourself and receive some good points. To the
east there is a locked door. You can open it lately. No go north to the lower
crypt.
            2. Lower crypt. There is a spirit of Nilmater in south-west tomb
who can give you some secondary quests. Completing them will be helpful in your
journey. Destroy the block and go north. Explore the crypt until you find the
room with a lot of kobolds and their leader Urko. There is a trick here which
you can use to kill kobolds without problems. You can also persuade Urko to
give you mummy hand but you must have high persuasion skill and CHA (this is
really difficult). The other trick was told by the spirit of Nilmater after
completing his secondary quest with spiders. You must find find the secret door
in the south-east corner of the tomb south from room with Urko. Then enter the
secret room. You will see a chest and a lever. Pull a level and take the
protection helms from the chest. Equip yourself and your henchman with helms.
Now enter the room with kobolds. You will see a metal plate on the floor near
the door. Step on the plate to activate the trap and destroy all kobolds. Then
search the corpse for Mummy hand. Now exit the crypt. The mummy hand is the
unique item which can be used in your inventory. Use it to see your next step.

  secondary quests:
    1. Spiders infestation
         how to get: speak with the Spirit of Nilmater in south-west tomb
         situation: Spirit wants to get rid of spiders in west tomb
         difficulty: easy
         solution: go to the west and kill all spiders. Then destroy spider egg
sacs here. Return to Nilmater.

    2. The Lost Sword
         how to get: speak with spirit in the north tomb
         situation: some tomb robber stole the ancient sword from the spirit
tomb. Find this sword
         difficulty: easy
         solution: Search the corpse for ancient sword in the central tomb (the
entrance from the east side)

    3. The Elven Test
          how to get: complete Spiders infestation quest and speak with
Nilmater to receive the key
          situation: only brave and clever adventure can pass the elven test to
obtain the magical cloak
          difficulty: easy
          solution: Take the key from Nilmater and return to upper crypt. Open
the locked door here and you will see some red lights and beams from pedestal
in the centre. The pedestal is surrounded by squares. Some of the squares are
traps. The squares with red lights on them (not beams) are safe. Follow such
squares to reach the pedestal. Take the cloak. Are you remembered the right
sequence? If no,  then quickly run to the north side of the tomb and exit the
tomb.

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3.2. Other places in Hilltop Foothills
   main quest:
     The missing artifacts: The tower statue
       how to get: speak with kobold Deekin near exit to High Forest
       situation: The tower statue is the one of the stolen artifacts. Deekin
has it. He wants to get rid of the influence of his master dragon Tymofarrar's.
This dragon is in the Nether mountains region and his kobolds pursue Deekin.
       difficulty: hard
       solution: see another main quest sections in Nether mountains and High
Forest. Now you go go to Nether mountains or High Forest. I recommend to go to
Nether mountains first.

    secondary quests:
    1. Horn of the Shadow Hart
        how to get: speak with Fenran
         situation: Fenran wants the horn of mysterious beast Shadow Hart
         difficulty: hard
         solution: I've found his tracks at night in south-west region near
exit but I couldn't reveal this creature (my character had low Spot skill). You
need a high Spot skill to find this creature and kill it then.

    2. Rungut need wife
         how to get: speak with Nathan Hurst near his farm
         situation: The local stupid ogre Rungut kidnapped Nathan's wife
         difficulty: easy-normal-hard
         solution: Go to the Rungut's cave (see locations above). Speak with
Rungut about Nathan's wife. You can persuade him to release the wife (very
difficult to persuade). You can kill Rungut (Rungut is very tough opponent).
There are other advanced ways to complete this quest. First, persuade Rungut to
speak with wife. Then speak with wife. Now you can speak with Rungut and drink
with him some alcohol until he is down (you must cheat while drinking because
Rungut has a very high CON). The other way is to exit the cave and then return
here again. Rungut will be sleeping. Activate move silently skill. Steal the
key from Rungut and release the wife. The other way is to fail the drink test
and you will be in the cage with the Nathan's wife.  There is a hidden tunnel
entrance to the surface from the cage. Now return to Nathan for reward.

**************************************************************
4) Nether mountains

There is a grizly bear here. May be rangers or druids can talk to him.

  locations:
   south: to Hilltop Foothills
   north-west: cave entrance (some orcs here)
   north-east: Kobolds cave

   main quest:
     The missing artifacts: The Mask
     how to get: you have it
     situation: The mask is one of the stolen four artifacts. The tracks lead
to Kobold caves
     difficulty: hard
     solution: Go to Kobolds caves. There is boulder near the cave but it
cannot be used now.
      1. Kobolds caves
         Go north. Clear the caves from enemies (kobolds). There are two small
shining chests in the cave. Why?  Take the note from the shining big chest and
read it. Wow, the kobolds have some sense of humor. Kill them all and go to the
locked door to the north. There are also four levers in the nearest rooms.
Watch the sign near locked door and find the room the same signs and lever in
the middle (north-east lever). There are four locked doors with different
signs. The right sequence is north-east lever, south-west lever, south-east and
north-west levers. Continue to explore caves. You will find some neutral
kobolds. Near one of the passages there is a sign: "To master - authorized
kobolds only". This passage lead to blocked entrance to Dragon caves. Return to
the central hall with neutral kobolds and choose another passage which leads to
prison cells. Kill kobold warden and take the key from his corpse. Release
Master Jumper Klumph from prison and talk to him. He tells that the passage can
be freed with his help but he needs The Rod of Ruler. It is in possesion of
chief Arzig. Find and speak with chief Arzig. You can also find Hurc here if
you relesed him from tavern (as I did). You can kill Arzig and take the Rod
from his corpse or convince him to give the Rod to Klumph (you need to
compromise with both of them). Return rod to Klumph and go to the blocked
passage. Speak with Klumph there and wait until jumpers will do the work for
freeing passage. Then enter Dragon caves.
       2. Dragon caves.
           Explore the caves. In the Oxen Den there is a tough kobold Klonk the
Freezer. Kill him. He has useful short sword. The passage to kobold's master is
well guarded. Open the door to release the Oxes and the battle will be easy. Go
north and speak with dragon Tymofarrar. Tymofarrar is an evil, dangerous,
intelligent and clever dragon. He was responsible for Hilltop raids and he
command the kobolds to steal the artifacts. He has The Mask artifact. The Tower
statue artifact is in possesion of Deekin who escaped from Tymofarrar. The
dragon's tooth artifact is in possesion of sorceress J'Nah who leads gnolls.
Tymofarrar is in war with J'Nah so you can make a deal with him and he will
give you The Mask (after completing his quest). You can also persuade him to
release Deekin from his influence but not now. If you are a suicider then try
to kill him. Tymofarrar wants you to kill J'Nah and he gives you the magical
item (the flask of powder) which you can use on J'Nah to weak her if you agree
to help him. My character was evil so I agreed to help him. Whatever you choose
your next point is High Forest.

    special quest:
       Tymofarrar's revenge
       how to get: speak with Tymofarrar and let him owe you
       situation: Tymofarrar bertrayed the alliance with JNah and wants her
dead
       difficulty: hard
       solution: see main quest in High Forest

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

5)  High Forest
      locations:
        south-west: to Hilltop Footsteps
        east and west: cave with mummy and some good items
        north-west: cave with bandits
        north-east: cave with dragon egg (you can sell it to hermit)
        north: The Hermit's house (hermit lives here and can trade with you)
        north-east (more north): Gnoll caves

     main quest:
       The missing artifacts: Dragon's Tooth
       how to get: you have it
       situation: Dragon's Tooth is one of the stolen artifacts
       difficulty: hard
       solution:  Go to Gnoll caves
      1. Gnoll caves
         Explore the caves and clear it from gnolls. In the central part there
is a slave dan. You can free slaves. There is slave with name Glendir. Free
him. In one of the rooms there is a goblin wizard with some good loot. His book
has some information about some ritual. Try to place the Owl's Wisdom potion to
alchemist's table in his room and cast some cantrip on table  (level 0 spell)
and see what changes (try to cast another cantrip). May be I'm wrong because
I've never did it but the parchment says about the potion of Wisdom and casting
cantrip. Go to Animal's Den and kill the beastmaster. Take the horn from his
corpse and use it on animals. The animals can help you to fight. In the
north-west part there is a prison and kobold prisoners. Free them. Then find
and talk to chief Gishnak. You can kill him or ally with him to kill the
sorceress (the battle with her will be more easy). Take the key from him and go
north to underground ruins.
     2. Underground tunnels
 Search the goblin's bone for note. There is a lever on the floor but don't
pull it now. There is a magical pool here but you don't need it now. Notice the
four doors with shining lights. Each light has its own color: air - gray, fire
- red, water - white, stone - green. The central door is locked. The labirynth
(maze)  is traped by four kinds of traps: fire, water (cold), air
(electricity), stone (acid). Your character can be immune only to one kind of
damage. Notice the lever. It has its own shining light color too. So pull it.
So the color of the lever shows you: what kind of damage cannot hurt you (for
example if you don't want to be hurt by fire then push the lever until the
color will be red on the lever). In this way you you can explore the labyrinth.
You must kill four elementals in labirynth: south-west room - Hall of Fire
(Fire Elemental), north-west room - Hall of Water, north-east room - Hall of
Air, south-east room - Hall of Earth. After killing all four elemental you will
receive magical token and the big door will be opened. Now you can use this
throw a token on magical pool to receive some summoning item (I prefer
summoning Stone Elemental). Now enter the Ancient Hall.
      3. The Ancient Hall
     You can find J'Nah here. Speak to her. You can make a deal with her to
kill Tymofarrar. In return she will give you the Dragon Tooth artifact which
you need. My choise was to kill her. But before killing her I recommend you to
cast some protective spells and summon some elemental (item from previous
location). If you have the magical item (the flask of powder) from Tymofarrar
then use it on J'Nah to disable her spellcasting ability temporary. If you have
allied with Gishnak then the battle will be more easy. Take the Dragon's tooth
from her corpse. She also has the magical potion which will help you to fight
Tymofarrar. Exit the ruins.

 secondary quests :
  1. The gnoll slaves
      how to receive: see main quest above
      situation: The gnolls slaves want be free (what you are expecting?)
      difficulty: very easy
      solution: see main quest above

 2. Rescue Glendir
     how to receive: see main quest above
     situation: rescue Glendir
     difficulty: very easy
     solution: see main quest above. You can talk with smith in Hilltop: West
about Glendir

 3. The Kobold prisoners
     how to receive: see main quest above
     situation: situation is clear
     difficulty: very easy
     solution: see main quest above

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

6)  Finale

  6.1. Nether mountains: Dragon caves (revisited)
    main quest:
       The Mask
         Talk with Tymofarrar about J'Nah's death. Retrieve the Mask from
dragon. Now you can also persuade him to leave Deekin in peace. If you want to
kill dragon then use the magical potion which you obtained from J'Nah. You will
be transformed into giant (really, giant) and can kill the dragon. Take the
Mask and loot his hidden treasure. The Mask has useful ability: immunity fear.
Now go to Blumberg.

  6.2.  Blumberg
      main quest:
       Find Deekin in his house. Tell him that Tymofarrar is dead or that
Deekin is free. Obtain the Tower Statue. Now you have all four artifacts: The
Mummified Hand, The Mask, The Dragon's Tooth and The Tower Statue. Return to
Drogan

  6.3. Drogan's house
       Drogan will speak to you. You must give him The Tower Statue. The other
three artifacts are not so important but you must give them to him if you don't
want to be more chaotic. Drogan tells about some crystal in tower statue. Your
next mission is to identify this crystal. It seems that this crystal contains
some power and you must know more about it. So the caravan moves to the south.

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

2. INTERLUDE
   1) Anauroch: Night Camp
   2) Oasis of the Green Palm
   3) Ao Encampment


***********************************************************************
  1) Anauroch: Night Camp
      Speak with Catriana. Defend the camp from Stingers. Then speak with all
members of caravan. It seems that Zidan is missing and the caravan cannot go
further. Now you have the new henchman Deekin (yes, he is). He is a bard. The
Mystra's ring is useless now.
      main quest:
        Rescue Zidan (no, this is not a football, GOAL GOAL GOAL)
        how to get: you have it
        situation: after attacks Zidan dissapeared. You must find him or the
caravan will not move.
        difficulty: normal
        solution: Enter the underground tunnel (My DEX was 13, if not enough
try to raise it with potions). Clear the way from stingers and enter Stinger
caves.
         1. Stinger Caves:
           Explore the caves. There is a creature named Manticore in the centre
of the caves. He is tough but his lair has some useful items. Search his body
for diamond. To the south there is a treasure room. Destroy the statue to
disable the trap. If enough exploring, go to lower caves (south-west).
         2. Stinger caves: Temple
           Go north. Quickly destroy the altar to free Zidan from the trap.
Kill all stingers here and talk to Zidan. Return with him to caravan. Now the
caravan can go further.

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

  2) Oasis of the Green Palm
      locations:
        west: Catacomb of Al-Rashid
        east: house of Morninglord (Lathander)
        north-west: tomb of Kel-Garas

      main quest:
        The Oasis of the Green Palm
        how to get: speak with Catriana
        situation: The caravan is out of water. Find some water to supply the
caravan.
        difficulty: hard
        solution:
          Fight some zombies here. Speak with Ali Ibn-Musud. He tells that his
people suffer from undead priest Kel-Garas. But Kel-Garas is immortal. The only
way to kill him is to kill physical body and take the Rod of Blight from his
body and place it on altar of Lathander in the house of Morninglord.
         1. Catacomb of Al-Rasid
             You don't need to go there but this tomb contains the powerful
weapon against undead. First kill zombies here and destroy the statues. You
will see 16 floor platforms (4x4). If you want to unlock the sarcofagus then
you must solve this puzzle. The shining signs are hints. There are also 7 rune
stones here. If you drop the rune stone on platform or step on platform then it
will be activated. You need to activate 8 platforms in following order:
                             NORTH
     activate        don't activate don't activate     activate
     don't activate  activate       activate           don't activate
     don't activate  activate       activate           don't activate
     activate        don't activate don't activate     activate

Once, it is done you can take Desert's Fury.

         2. Tomb of Kel-Garas
           Explore the tomb and kill undead monsters. Zombie Lord here has some
good loot. In one of the room the mummy of Kel Garas will appear. Fight him
until he escapes. There is  a skeleton Blackguard with useful Blackguard armor
and helm. Clear your way and go down the stairs (south-east).
        3. Inner Catacombs
            There is a statue and altar of Jergal, the evil god. You can pray
on altar to heal wounds (my character was evil). Touch the statue of Jergal and
fight it. Take 2 rubies from corpse. Now its time to confront Kel-Garas. He has
strong aura of fear so protect yourself (immunity: fear or potion of clarity).
Kill him and take the Rod of Blight from his corpse. Return to surface. Go to
the house of Lathander.
        4. House of Morning Lord
            There is an altar here but Kel-Garas is here too. He will speak
with you. If you want to destroy him then fight him again, kill him and place
the rod into altar to destroy him forever. Now talk to Ali and return to
caravan. There is another evil choise. You can make a deal with Kel-Garas. he
will supply you with water and you can obtain powerful item. Make a deal with
Kel-Garas to kill Ali (DO NOT GIVE HIM THE CRYSTAL) and you will receive a 
dagger from him. Fight Ali and kill him. Then place the dagger to altar of
Lathander, the dagger will transform to Jergal's Claw weapon (very useful for
evil characters especially assasins). Now return to caravan and travel further.

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

3. AO Encampment
    locations:
     south: desert (not available)
     north-west: temple of AO
     north-west: Valley of the Winds

  main quest:
    Identifying the Crystal
    how to get: you have it
    situation: The crystal from tower statue must be identified
    difficulty: hard
    solution: Go to the Temple of Ao. Speak with Garrick there and he will tell
you more interesting stories. You next mission is to go to the Valley of Winds
and enter ruins. There is a portal here. Learn more from Garrick and go to the
Valley of Winds. Enter Excavated ruins.
      1. Excavated ruins
          Explore the ruins. There is a shield guardian in south-west room and
spell orb in north-east room. The central room marked as Crevice contains the
entrance to Formian Hive. Before going to Portal I recommend you to explore
Formian Hive.
     2. Formian Hive
         Clear your way and enter the Queen's chamber. You can kill Formian
Queen or ally with her to fight with chaos creatures. She will give you Formian
crystal which can be used once in dangerous situation. The entrance (boulder)
from Queen's chamber leads to secret room with some useful items. Now go north
to Portal.
     3. Excavated ruins: The Portal
         Watch the cutscene and fight slaads. Grey slaad is tough. Then go to
portal and speak with Drogan.  He tells you about sorceress Heurodis who
entered portal before. The portal leads to some strange place where Heurodis
can gain power and become unstoppable. Before activating the portal, touch the
crystal ball near portal. It will show you the secret door (west corridor from
Crevice). Enter secret room and you'll notice some strange machine in
south-west room. Try to translate some notes from columns here. There is a
machine and two urns near machine. You can create a powerful item here. You
need 2 dragon blood or 2 fairy dust, or 10 slaad tongues, or 4 beladonna or 2
rubies. I've used 2 dragon blood (just place dragon blood in each urn and
activate machine) and created damage absorbtion item. The rubies can create
spell absorbtion item. For other items I don't know. The choise is yours. Now
its time to activate the portal. Notice the six columns around the portal.

   north-west column  (1)           north-east column  (4)
   west column        (2)           east column        (5)
   south-west column  (3)           south-east column  (6)

The right combination is 4, 2, 3, 6, 1, 5.
Now enter the portal.
   4. The other side of the portal
      Go south to the ruined temple. The enemies here are weak. There are a lot
of stone statues here. You can stone to flesh some statues but they are hostile
unfortunately. Speak with Hooded Figure (she is Heurodis) on the top of the
Ruined temple. Soon you and your henchman will be turned to stone. Watch the
cutscene and prepare for Chapter 2.

secondary quests:
  1. Torias's Request
      how to get: speak with Torias (caravan)
      situation: There is a Ao's wine which Torias wants
      solution: Go to the Temple of Ao.  You can go to the Sturdy table and
swipe the bottle when no-one is looking (DEX check) or complete Musharak's
quest and then buy from Musharak (more lawful way).

  2. Ao's wine for sale
      how to get: speak with Musharak (on the street)
      situation: Musharak wants the access to Ao's wine
      solution: Go to the Temple of Ao. Speak with Minister of AO. Tell him
that Musharak wants wine. Then return to Musharak and persuade him to supply
the temple with his goods in exchange of wine. Then return to minister.
Minister has also some riddle for you: "Lighter the air...", the right answer
is "life" (I've answered at first attempt). After that you can take some items
from Ao followers, if you agree . Musharak can also sell you some item for
40000 gold (or lesser if persuade) but I didn't have enough gold.

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

3. CHAPTER 2
    1) Undrentide: Asabi camp
    2) The Three Winds
    3) The Temple of the Wind

      ... DARKNESS...

   Well, some strange creatures found your statue and you are brought to
another place to decorate the environment. Ashtara, the merchant frees you but
you are the slave now. Fortunately, your equipment is in your possesion.
   First, I would like to note you that persuasion skill in chapter 2 is
useless and Ashtara is the only important NPC here and trader. Unfortunately,
there is no secondary quests here and the main quest consist of a lot of
crossed quests.

    1) Undrentide: Asabi Camp
         locations:
           east: to Undrentide: East fragment
           north: to Undrentide: North fragment
           west: to Undrentide: West fragment
           centre: to Temple of the Winds (outer sanctum) (not marked on the
map)

      main quest:
        The Lost City of Undrentide
        how to get: you have it after Heurodis turned you to stone
        situation: Heurodis wants to reburn the flying cities of ancient
Netheril from the magic power called mythal. She must be stopped.
        difficulty: hard
        solution: this quest will be completed after beating the game. It
consists of a lot of other quests. Here we go.
        So, you are free again. Enter next room and you will see your
henchman's statue. You must have stone to flesh scroll or item in order to free
him. Do it and speak with Ashtara, Asabi merchant.

       quest: The Slaver's Task (crosses with Golem Emporium quest)
       how to get: speak with Ashtara
       situation: Ashtara saved your life and you are now his slave. He wants
you to kill 10 guardian golems in Undrentide ruins. Unfortunatety, you cannot
refuse him because only after killing all 10 guardians you can access some
areas. Of course, you can try to kill Ashatara but this is not useful for you.
       difficulty: normal
       solution: For locations of all 10 golems see other areas but before
killing them I recommend you to take golem-maker ring (see North fragment
section).
     1. In this area (Ashatabi camp) there are 3 golems. The first golem  is in
the north-west room (1/10). The next is in the central room (2/10). The last
golem here is in the east room (3/10). Now go to North fragment.

     2. Undrentide: The North Fragment
        locations:
           north-east room: Stone buttler
           north: Crypt tower (will be available soon)

    First go to the north-east room and speak with Stone buttler to know more.
Now take the golem-maker ring from the sarcophagus (if you don't want to fight
Stone Buttler then close the door before looting sargophagus). Now you can use
this ring on golems to weak them.
       south-east area: the next two golems (5/10), north-west - another golem
(6/10), west - the last golem here (7/10). Go to West Fragment.

   3. Undrentide: The West Fragment
        locations:
         west: Arcanist's tower (will be available soon)

      East area - another golem (8/10), south area  - another golem (9/10). Now
go to East Fragment.

   4. Undrentide: The East Fragment
        locations:
          centre: Great library

       South room - the last golem (10/10). All is done. Now return to Ashabi
and report your success. Now the Great library, The Arcanist's tower and Crypt
tower are available for you.

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

2) The Three Winds

     main quest:
       Three winds
       how to get: go to the Temple of the Winds area (from Asabi camp area)
and watch the Ark of three.
       situation: It seems that Heurodis entered the Temple of the Wind. The
entrance to the temple is sealed and you need to capture all three winds in
order to enter the temple.
       difficulty: hard (may be this is the hardest quest in SoU)
       solution:
         1. The Wise Wind
   Enter the Great library from East fragment.
   The most of the books are too old. Kill some mephits. There is a
miscellaneous thin on the bones in south-east room. Kill some dust elementals
in north-west room and watch the pillar and the tomes near pillar. The empty
tome is useless at this moment so read "The Beggar's love" tome. You'll appear
in the forest area.
   Speak with William Rey. Go further and fight unholy priestless and grand
matron here (The Devil is too weak). Search the matron's corpse for pen. There
is a Jendra's corpse and you can't change this. Now read the book "On the
nature Hell". You'll apeear in some hot area.
   Speak with Karsus the wizard here. Take inkwell from him. It seems that he
is trapped here. You can also kill him and take his magical stuff (it doesn't
influence anything). Now read "The confessions of Karsus". You'll appear in the
Great library again. Now you have pen and inkwell and you can write the story
"The Wise Wind" on the empty tome.
    But before doing this I recommend you to rewrite "The Beggar's love" story
and travel again to forest. Jendra is save and speak with Sir William Rey. He
will help you to capture Wise Wind. Then rewrite the story "On the nature
Hell". Speak with archangel and Karsus will help you to capture Wise Wind (it
doesn't matter is Karsus was killed or not before, this is your story).
    Now write your story on empty tome and choose one of three options (it
doesn't matter). Travel here and fight Wise Wind (Karsus and Sir William will
help you if you saved them). Take The Wise Wind crystal and exit this place.

 2. The Dark Wind
    Your next stop is Arcanist's Tower (from West Fragment area).
    1-st floor:
    There is talking rat called Dagget Filth. You can learn some useful
information from this rat. I think that trapped fire elemental is for fun here.
Go to 2-nd floor.
    2-nd floor:
    There are a lot of shadows here. Kill some of them and take shadow gems
from. The shadows respawn after killing so notice the shadow portals on the
places of their respawning. If you want to enter it then you need shadow gem.
Do it. The plane of shadows area has also the portals which lead to 2-nd floor
area. Your target is north-east room with a door to High Arcanist's chambers.
Travel with portals until you reach north-east room and enter the door.
   High Arcanist's chambers:
    Watch the cutscene. It seems that shadow lich captured Dark Wind. Fight
shadows and take portable door from trapped chest. Use this portal on ground
and enter the portal door.
   Plane of Shadows: Lair of lich
    Kill shadow lich here and take the Dark Wind from his corpse. Search his
chests and exit this area.

 3. The Dead Wind (interesting name)
   Your last stop is Crypt Tower (from North Fragment area)
   1-st floor:
    There are a lot of traps here and there are a lot undead here. In order to
prevent their respawning you must destroy all sarcophagus here but BEWARE one
of the sargophagus contains the Crypt key which you need (so I recommend before
destroying it see the contents of it).
   2-nd floor:
    There are a lot of burning mans here. They can't be killed (I tried but
they are in god mode after appearing "Near death" message) and they are neutral
but the fire damages you so avoid them. There are also a lot of items on the
floor but most of the are useless. Enter 3-rd floor.
   3-rd floor:
    To travel further you must wait until the doors will disappear and quickly
move. You can loot some tombs but your goal is to enter north door.
   Hall of The Dead Wind:
    Well, there is a Dead Wind here but it is not dead actually. It is
surrounded by green magic aura which prevents the Wind from damage. If you
enter this aura then the Wind will summon a lot of undead wind zombies. Don't
try to fight them because they will be respawned soon will full health. The
Greater Wind Zombie is very tough so avoid him at all cost or use damage
absorbtion spell. Wait until the green magic aura will dissapear for a short
period of time (moment of respawning). This is your moment to hit The Dead
Wind. My character just used the stone skin effect item and was always fighting
The Dead Wind. The Greater Wind Zombie can only be damaged with spells or +3 or
higher enchantment weapon (Desert's Fury is good). After killing  The Dead Wind
take the crystal from corpse. Exit this area.
  4.The Ark of Three Winds
   Go to the Temple of The Wind entrance. Place all three winds into Ark and
the magic seal will dissapear. Before going to the Temple supply yourself with
necessary items and then enter the  temple.

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

3) The Temple of the Wind
    main quest:
      Heurodis - The mythallar
      how to get: you have it
      situation: you know
      difficulty: hard
      solution:
         Enter the Temple of the Winds
       1-st floor:
         Pull the chain and kill some medusas. You can find some useful items
in the chests. Enter the portal door to 2-nd floor.
       2-nd floor:
         There is a tentacle demon here. Avoid his fire. Go to the east
entrance (it will be useful to order your henchman to wait). There is a blooded
altar here. Explore this area. Go to the north-east room and pull the lever.
There is another altar here. You can take the shank of meat and then place this
meat to   blooded altar to attract the demon's attention. This will allow you
to travel safely between areas. You need to pull all four levels in following
areas (north-west, north-east, south-west, south-east). After doing this, the
door to the Chamber of Mythallar will be opened (four doors). Enter it.
       The Chamber of Mythallar: Final Battle
     You can notice a mythallar artifact pieces around Heurodis. She will speak
to you and then the fight will begin. The fight was very easy for me if
compared with the fight with queen Morag in original NWN. First, don't try to
fight Heurodis because she is protected by Mythallar. You must destroy
mythallar (one fireball spell is enough or hit the pieces with weapon). Then
kill Heurodis and watch the end cutscene. Congratulations, you've beaten the
game.

  end statistic:
     My character: Fighter(7)/Blackguard(5)

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


PART 4 CREDITS AND SPECIAL THANKS

  Of course, I thank Bioware for their difficult work and wish them to continue
create another great and exiting games.

  Special thanks to www.gamefaqs.com for their game FAQs. I hope that my guide
would help some people in their difficulties.

Credit to Dmarine (Dave Harris) for prestige classes EXP penalty correction

 Credit to Fredrik for Mystra's ring correction

  Don't lose your mind

*******************************THE*END*********************************