Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Sea Of Shadow
 This topic has been pinned, so it's probably important
wendigo211  [developer] Feb 10, 2019 @ 9:41pm
Walkthrough
A few players have asked for a walkthrough of this module, so here it is. I don't want to spoil the story, so I'll do it by area, as opposed to the story line.

The Shadowcutter

This area acts as your base of operations during the game. When you first get to this area, be sure to level up before you get your gear. Your gear is selected based on your classes and feats, so you want to have all of them before you get your gear.

You can rest freely in this area and there is a merchant, "Kelvor Ironshield," who sells basic supplies, identifies equipment and buys the loot you pick up. Kelvor can also craft armor from any exotic materials you might find.

Buff up before you leave the ship for your first mission, you will be dropped right in the middle of combat.

When you return to this ship for the first time talk to, "Ilyria Tir'Tiriel," the captain of the ship to select the island you want to visit next.


Abandoned Mine

This area is home to a group of Vampire Shadowdancers. They can be very dangerous if you have a low will save and don't have True Seeing (there's a Gem of Seeing in Shar's Goblet). If you don't have True Seeing (or a very high Spot/Listen score) they'll use hit and run tactics against you. Once you have True Seeing they'll stand and fight, making them much easier to defeat. To finally kill them you'll need to drive a stake through their hearts once they turn into mist. There are wooden stakes in a Broken Chair and Ruined Wagon on the same map.

It is safe to rest in this area.


Notable Loot:
Helm of Focus (+7 to concentration and discipline, on an armor rack)
An enhanced melee weapon (based on class and feats, on a weapon rack)
Several low-level wizard scrolls (in the bookcases)
Rogue Stone (in a chest)


Realm of the Reaper

You arrive at this location once you receive your first Rogue Stone. You can get a Rogue Stone either from the Abandoned Mine area or from the final boss of the game.

There's not much to do in this location, you'll have a conversation with the Reaper and fight against the Shadow Parasite for control of your body. This shouldn't be a tough fight, each round it will use an attack against you that disables you for a round if you fail a saving throw.


Shar's Goblet

Shar's goblet is the northeastern island and one of the easier islands to clear. You will fight a pack of shadow wolves in this area who are led by a Shadow Wolfwere. The wolves shouldn't be too dangerous, but they do use knockdown, so try to avoid fighting a lot of them at once. The Shadow Wolfwere does have very high regeneration, so be sure to focus on him with both you and Hassan. It could be a good idea to switch Hassan to aggressive mode for this fight.

It is not safe to rest in this area.

There are two obelisks on the lower level of this area associated with the, "Linking the Obelisks," quest. Use the, "Prayer of Activation," on them and prepare for a fight.


Notable Loot:
Gem of Seeing (in a loot bag near where you fought the Shadow Wolfwere)
Potion of Heal x3 (in a loot bag near where you fought the Shadow Wolfwere)


The Dead Forest

The Dead Forest is the northwestern island and one of the easier islands to clear. You will fight an undead priest of Malar and his pets on this Island. Every time one of the pets dies, it is resurrected stronger than it was before. To stop the pets from being resurrected destroy the altar. The altar will be invulnerable until you kill the priest of Malar.

It is not safe to rest in this area.


Notable Loot:
Maw of the Beast (an enchanted Dire Mace, loot from the Malarite Priest)
An enhanced ranged weapon (based on class and feats, when you destroy the altar)
Brooch of Silvanus (casts Protection from Alignment x5 a day, in an abandoned backpack)

There are two obelisks in this area associated with the, "Linking the Obelisks," quest. Use the, "Prayer of Activation," on them and prepare for a fight.


The Dead Village

The Dead Village is the southeastern island and one of the harder islands to clear. You will fight a group of Shadovar Sharrans, who are led by an Enlightened Fist. If you catch the Enlightened Fist before he buffs himself, it should be an easy victory, otherwise expect a tough fight. The other Sharrans are divided into monks and archers. The archers are the more dangerous of the two enemies. These enemies are vulnerable to sneak attacks, so Hassan should tear them apart.

It is not safe to rest in this area.

There are two obelisks in this area associated with the, "Linking the Obelisks," quest. Use the, "Prayer of Activation," on them and prepare for a fight.


Notable Loot:
Shadovar Gauntlets (+3 +1d4 magic damage, dropped by the Shadovar Enlightened Fist)
Rod of Physical Disjunction (save this for the final boss, dropped by the Shadovar Enlightened Fist)
Potion of cure critical wounds x10 (one of the buildings with a curtain door)


The Forest Catacombs

This area holds half of the seal you've been searching for. To get it, you're going to have to kill two groups of enemies, the Undead Sharrans in the Eastern vault and the Risen Helmites in the Western Vault.

You should have a straight forward fight with the undead Sharrans. Watch out for the priest casting Darkness which will allow the monks to get sneak attacks. If you're vulnerable to knockdowns, it might be easier to kill the monks first. Otherwise go for the priest. The priest should drop a Canopic Jar when he dies.

There is a trick to fighting the Risen Helmites. The enemies who don't have the red swirling light visual effect will resurrect when they die. Focus on the enemy with the visual effect and watch out for it jumping to another Helmite. Using the marking power to designate targets for Hassan can help in this fight. The last Helmite should drop a Corrupted Heart when he dies.

Place the Canopic Jar and Corrupted Heart in the Brazier to open the door to the southern vault.

It is safe to rest in this area.

Notable Loot:
Gauntlets of the Stone Fist +3 (dropped by Undead Sharran Priest)
Gift of the Paladin (cast Bless Weapon once per day and Divine Favor unlimited times per day, in a sarcophagus in the southern vault)
Cloak of the Bear (+4 to Constitution, in a sarcophagus in the southern vault)
The Squire's Shield (+3 Mithral heavy shield, in a sarcophagus in the southern vault)
Potion of Heal x2 (in a chest behind the stairway)


The Great Temple

This area is the central island and the area you enter when you first leave the Shadowcutter.

The fight with the Shadow Demon has three parts. When you first get to the island, lead Rennard to one of the obelisks. He'll transfer his flaming aura to the obelisks, and you can use them to help with all the shadows the demon summons. Next attack the demon, once you attack it and it heals, Rennard will target it with a beam of light that disrupts its regeneration. With its regeneration disrupted you can safely kill the demon. Finally, mop up any shadows that are still standing.

Once the Shadow Demon is dead, pick up the Relic of the Reaper, this will launch a short cutscene, directing you to proceed into the temple itself.

It is not safe to rest in this area.

There is one obelisk in this area associated with the, "Linking the Obelisks," quest. Use the, "Prayer of Activation," on them and prepare for a fight.

You can use the anchor chain to return to the Shadowcutter, when you are ready.


Notable Loot:
The Relic of the Reaper
Potion of Heal x2 (in chest at the base of a ramp leading to an obelisk)
Oil of Arcane Defense x2 (Spell Resistance, in a loot bag on the upper level)


The Isle of Standing Stones

The Isle of Standing Stones is the southwestern island and one of the harder islands to clear. On this island you will fight 5 boss monsters, each one will drop an item that will make the next boss vulnerable. Remember that you can retreat to the Shadowcutter and rest if you need to.

The first boss is a Malaugrym Warlock. When it dies, it drops a vial of black bile. Black bile is associated with Earth (each of the four humours is associated with a Greek element), so place it on the Earth Altar.


The second boss is a Frost Banshee. It can help to lure it to the Earth Altar before you kill it, that way the next boss that spawns will be out of perception range. It drops a vial of Yellow Bile. Yellow Bile is associated with Fire, so place it on the Fire Altar.

The third boss is a Minotaur Champion. Watch out for its taunts and knockdown attacks. It drops a vial of Phlegm. Phlegm is associated with Water, so place it on the Water Altar.

The fourth boss is a Githyanki Psychic Warrior. Try not to get into its perception range before you make it vulnerable. It drops a vial of blood. Blood is associated with Air, so place it on the Air Altar.

The fifth boss is a Sentient Swarm. It has pretty good resistance to physical attacks, so try to use any elemental attacks you have. It drops an orb of light. Place the orb of light on the Light Altar. Make sure you buff up before you step through the portal.

It is not safe to rest in this area.

There are three obelisks in this area associated with the, "Linking the Obelisks," quest. Use the, "Prayer of Activation," on them and prepare for a fight.


Notable Loot:
Ring of Protection +3 (in an Abandoned Sack)
Potion of Heal x3 (in an Abandoned Sack)


The Lich's Sanctum

Unsurprisingly, you'll have to fight a lich in this area. The lich is weaker than the standard template lich, but it can still be dangerous, particularly with Flesh to Stone. Once the lich is dead, you'll have to destroy its phylactery. The real phylactery is in the room that has a hound on the door.

It is safe to rest in this area.


Notable Loot:
Lots of high-level arcane scrolls (bookcases)
Oil of Arcane Defense (Spell Resistance, in a chest)
Bigby's Rod (Bigby's Interposing Hand x2 per day, in a chest)
Ointment of Stone to Flesh (in a chest)
Rod of Arcane Disjunction (Lesser Spell Breach once per day, Mordenkainen's Disjunction x 2, in a chest)


The Temple Catacombs

This area holds half of the seal you've been searching for. To get it you're going to have to fight your way through some traps and golems. Hassan can disarm the traps, but the walk mesh is a little messed up on this tileset, so you might have to position him close to the traps and order him to disarm them. The golems have next to no AC, but a ton of HP and they have some disabling touch attacks they can use. Your best bet against them is to use the doorways as choke points so they can't all reach you and focus them down one at a time.

After you get through the golems, you'll come face to face with a Shadovar Eldritch Knight and his Weapon Master guards. This can be a tough fight, but it's one you can skip. If you talk to them, you can either persuade them to stand down or pay them with gold or the gloves the Shadovar Enlightened Fist dropped. In addition to providing you with some advice, the Eldritch Knight serves as a merchant who sells some arcane scrolls. If you attack them without at least hearing them out, your alignment will take a small shift towards evil.


Notable Loot:
Helm of the Stalwart Defender (Immunity to Fear, Will +3, in a Sarcophagus)
Cloak of Fortification +3 (in a Sarcophagus)
Shadovar Spellchain (+3 Mithral Chain shirt, from killing the Shadovar Eldritch Knight)
Arcane Fire (+3 keen +1D6 magic damage great sword, from killing the Shadovar Eldritch Knight)


The Vault of Shar

This is where you will fight the final battle of the game. When you first arrive, examine the Statue of Helm (or have Hassan do it) and read the book in the trapped chest. This will prompt a cutscene with Rennard, he'll give you a quest to find the seal and open the door. He'll also give you a quest to activate any obelisks you encounter and give you the, "Prayer of Activation," to read.

Once you have the seal, return to this area and insert it in the Statue of Helm. This will unlock the door and Rennard will join your party again. Once Rennard joins your party you will be unable to leave the area. Once you proceed through the door you will fight the final battle. I don't want to give too many hints for this fight. If you kept it, the Rod of Physical Disjunction is very useful against the higher AC boss. Buffing with true seeing will also help in this fight. The Undead Monk and Risen Helmite enemies will continuously respawn until the boss that commands them is killed.

Notable Loot:
Stuff from final battle
Journal of Albrecht (in chest)
Last edited by wendigo211; Feb 10, 2019 @ 9:45pm