Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Penultima Rerolled by Stefan Gagne
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Roadie  [developer] 27 Apr, 2018 @ 9:18pm
Spoilers and Walkthrough: PR5 - The Saving Throw
Warning, spoilers ahead. This document is mostly for folks who have finished the module or need help getting through it.

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Welcome to the end of your journey.

It's going to be a wild trip across space and time, filled with combat and puzzles. We'll divide up this walkthrough based on 'areas' you'll go through, for the most part. There are only a few subquesty-type events -- the focus for this module is more on your journey, not that of your friends.

When you begin, you'll start in the royal castle... except that ain't the royal castle. Proceed further, talk to the Advent, then touch the Meditation Stone at the end of the room to proceed to your first weird locale.

Back to the Future

The minute you appear, you'll be dropped into combat. You can leave the monsters to the comrades in arms you're surrounded with -- they're invulnerable and don't really need your help. Or sneak in some arrows or spells to try and nap some XP, up to you.

Once they're dealt with, you have a very, very simple puzzle -- you need to win the trust of the next generation of adventurers. To do this, talk to Sally first until she assigns the quest for you to talk to the others. Talk to each in turn, asking for permission to join. When done, talk with Sally and tell her you're finished. (Yes, this is a cheap gimmick to get you to talk to these people before the plot moves forward.)

Once Sally's convinced, uhoh, something bad happens and we all fall down. Except you. Talk to the Advent again, and he'll deliver you back to your own time, to Pax Ultimat.

Pax Ultimat, Present Day

Talk with your teammates (any of them) until you get to the point where you can pick a henchman.

Who you pick isn't really important, but picking Sally nets you an extra 'scene' with Kaos later, and picking Grandma gets you better prices from Timmy Skullcracker when you get to town. So if you really need gear, take Granny, but otherwise it's up to you.

You may notice someone's missing. Very good! Move to the head of the class. If you're following either Zachary or Talya's 'romance quests', then they will be kidnapped by Kyle. Otherwise, Dawn will be MIA. Don't worry, you'll meet up with them again later.

The Road to Penultima City

Along the way you'll fight some much nastier Kaos Fragments. There's a windmill right at the start of this area -- kick in the door and loot the place! Don't overlook it, because inside a locked (but bashable) chest you'll find some very good support gear for healing and raising your henches. Handy if you're running out of sparks after PR4.

Brawl your way down the road, and you'll eventually come to a forest. The door in leads to...

Inside Kaos

Okay, life just got complicated for you, because now you have puzzles to deal with rather than brawling. The goal here is to reunite the five elements of The Third Option, so Kaos can regain control over himself. Each one will open a door in sequence to access Kaos in the center of the level; each one has its own challenge to obtain it. Going clockwise from the southeast corner of the map...

Wizard's Blood: It's one of those annoying brain teasers! Click the alchemist's equipment, and you're asked to make four gallons from two bottles, 3 and 5. This isn't THAT hard, but if you're stuck...
  • Fill the 5 gallon jug.
  • Pour from the 5 gallon jug into the 3 gallon jug until it is full.
  • Pour the blood out of the 3 gallow jug.
  • Pour the two gallons left in the 5 gallon jug into the 3 gallon jug.
  • Refill the 5 gallon jug to the top.
  • Add the third gallon to the 3 gallon jug with water from the 5 gallon jug.
  • There are now exactly 4 gallons left in the 5 gallon jug.
  • Q.E.D.
Beloved Child's Toy: Oh god, it's an Infocom text adventure in NWN! Yes, try to open the door to the cottage and you'll be put in touch with a little girl who's stuck inside, being stalked by a monster. Since NWN uses multiple choice dialogues, this isn't too hard. Here's a complete walkthrough.
  • Open the toybox, take the frog.
  • Open the curtains, they'll fall to the ground. Take the curtain rod.
  • Go downstairs.
  • Push the coffee table into the back hall, follow it in.
  • Push the coffee table into the kitchen, follow it in.
  • Stand on the coffee table and knock the keys off the wall with the curtain rod.
  • Throw the frog into the living room; the Bogeyman will chase it.
  • Go to the foyer, which is no longer blocked.
  • Go downstairs, to the basement.
  • Toss the keys through the window grating.
...if you do all this, the keys will appear on the side of the house near said grating. Use them to open the door, then get ready to fight the Bogeyman! Defeat him and talk to the girl to get the toy.

Kaos Fragment: This one IS combat based, against the nastiest Kaos Frags you've faced to date. Get ready for a battle and then cross the northern bridges. You have two waves of them to get through; then talk to the friendly fragment and he'll give up what you need.

Power Word Mediocre: A series of pedestals are here, which can redirect a beam of liquid light around. Your goal is to get it from the initial pedestal (constantly illuminated from above) to the plain pedestal in the northeast-most corner of the platform. There are a few dead ends, but this shouldn't be too hard to figure out.

Tears of Compassion: This one's simple -- she won't give up the tears until you've gotten all the other parts. Since you just did that, she'll come with you.

You now have all the parts to the Third Option. Proceed through the series of doors (now unlockable, using the parts) until you reach Kaos. Get ready for a fight -- talk with him. The only thing that will convince him is the 'There's something you should know about Sally...' branch, which is very cute if you happen to have Sally with you. Awww. Kaos will link with you and loan you some power, and then it's time to fight.

Three lesser-copies of the Advent appear, in the center of three of the fenced areas. Which means they can hit you hard with distance spells, so try to close the distance and kill them fast to avoid being sniped and taken down. When you finish, a portal back to reality will appear, and off you go.

Now, it's on to Penultima City!
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Roadie  [developer] 27 Apr, 2018 @ 9:18pm 
Penultima City

The city is FILLED with demons, so be ready to brawl your way through -- especially since they will respawn continuously until you can kill the problem at the source.

Technically you're supposed to go to Burbville to talk with the others, but you don't have to. If you want to avoid extra fighting, go directly to Azul's Oddities -- don't bother with the castle (it's locked) or Burbville.

The plot branches a bit here. If you saved Whisper in PR4, then Azul's Oddities is empty and you may proceed through the portal in the back of the room. If you didn't, however, you'll have to fight Whisper herself before you can proceed. Good luck!

Hell

On arrival, you will have to fight a few waves of demons, so be prepared. Once you reach the lobby of AzulSystems you can breathe a sigh of relief, because combat is done with... now you're on to the puzzles from HELL.

Your goal is to get downstairs to talk to Azul himself, but you can't open that door without a security pass. Talk to the Vrock in charge of security about it, and he'll suggest you go upstairs to talk to the Ombudsman. So, upstairs you go.

The Ombudsman is in an office directly across the waiting room -- all offices have banners outside their doors to identify who's inside, so look for it. The Ombudsman will give you Form 666/a, but it has to be filled out in triplicate. So, we'll have to copy it.

Explore around a bit until you find the photocopier. (whoa.) You have to click it once to find out that it's out of paper AND out of toner -- once you do that, you'll know you have to look for both. (It's a logic thing, you know. Sure, you're cheating and reading the walkthrough, but if you were PLAYING you wouldn't know what you needed to do.)

Each one has its own subquest, so let's cover that.

Paper Tray: In a small storage room on the western side of the offices, you'll find a paper tray. Fetch it. Also open the box marked 'Toner Cartridges', so you can see that you're fresh out and will need to find another one.

Return to the copier, and try to use the paper tray (just click on the copier). It'll reject it, whoops. You'll need to get the tray adapted to the new standard. Hunt down Cruz Spaldor, the tech support guy (the message boards suggest you need to see him about this). The offices tend to shuffle around a lot, so you may have to wander and try to figure out where the triggers are that juggle them around... I recommend the office directly across from the supply room you just looted.

Once you find Cruz, give him the tray. He'll adapt it if you go reboot the servers. You don't HAVE to do this -- if you whine and complain enough he'll just adapt it for you for free, but what kind of adventurer are you to turn down a subquest?! Wuss. Accept his offer, march to the northwest corner of the offices. Open the server door, kill some very nasty spiders. Throw the levers on all four servers. Go find Cruz again, and he'll have the adapted paper tray for you.

Go load the adapted tray into the copier. Done! Okay, time to get some toner.

Toner Cartridge: The box in the supply room was empty, so you'll need more toner. Track down Flik Terkan'r, Acquisitions Guy. Hmm, he seems to only be able to speak in pained whines. Judging from comments from others and his scream of agony whenever you mention them, it's probably the Muzak Crystals melting his brain. We're going to have to shut those down.

There's a research room (looks like a torture chamber) on the eastern side where the Muzak is being tested. You have a couple of ways to approach this...

If you have the Kazoo recording contract from PR4, you can simply present that and Yvon will shut down the crystals.

If you can swing a high enough persuade roll, you can convince her to turn them off.

Otherwise, you're going to want to raid a supply room on the north side of the offices. Inside a box marked 'Failed Projects' is a Soul Injector. Use it on Great Dogg to steal his funkiness (he ain't got soul now). Then, use it on the Muzak Crystal in Flik's office so it'll change the music and relieve his pain. You can give Great Dogg his soul back afterward if you're feeling generous.

Once the crystals are off or funkified, Flik will simply hand you a Toner Cartridge and you're done.

Load up the copier with the toner, and BOOM, you have three copies of the form ready to go. Give them back to the Ombudsman, get your pass, go show it to the security Vrock and you may now go downstairs!

AzulSystems Basement

Back to combat, as we fight a lot of succubi and tieflings. The way branches to the south and north; both loop around to the same place, and the south branch is a little easier.

Plus, if you hadn't rescued Whisper in PR4, you can meet her down here! Talk to her, and ask her if you can help her plight. She'll ask that you bring a Soul Scythe to her, which is being carried by one of the minibosses in the next room. Head off, fight hard, and bring it back to her -- she'll bond with the scythe and bammo, you have a nice weapon. It's not as good as saving her in PR4 but it does net you a nice angsty subplot and a scythe!

Once you finally reach Azul, you're ready to defeat him once and for all. There will be some initial taunting... and if you saved Whisper in PR4, she appears to fight alongside you! Very handy, although she's not invulnerable, so you'll want to cover her. Once Azul is dead, a portal back to Penultima appears, and the monsters in Penultima City will no longer respawn. Take the seal from Azul's dead body and go home.

The Royal Castle

Use the seal to unlock the Royal Castle, and go on in.

You'll find the kidnap victim lying dead (be it Dawn, Zachary or Talya, depending on your game). Kyle makes you an offer... drink some poison, die, and you have a chance to save him/her.

Once he's gone, talk to your henchman, if you have one. You have two options here; decide not to drink the poison, and get the BAD ENDING OF THE GAME. (Which you may want to try just once; save your game first.) Otherwise, tell your henchman you're going to drink, and then do so.

NOTE: Getting the 'Bad Ending' will earn you a password to unlock BONUSARTWORK5.ZIP. I'll be nice to you and give you the password here so you can skip the bad ending if you like: it's "usagi".

(If you have no hench, you can just glug the stuff whenever you like. You can't get the bad ending, though.)

Drink, die, and you 'respawn' at...

The Elemental Plane of Adventure

Welcome to the home of the Advent. We're kicking it old school now -- combat, exploration, puzzles, the works.

You can technically tackle the quests here in any order, but this would be the best way to go...

Talk to the Homeless Waif just ahead of you at a suspiciously Pax Ultimat-esque temple. Ask him about the d20 gang, and boom, you'll figure out that this is Kyle as a kid! Push him to try to get him to remember who he was. He'll suggest that if you bring him memories of the other d20s, he'll remember himself. This is your primary quest while here.

Immediately go west, to The City. Here you'll find shopping, and more importantly, the Temple of the Advent to the north. In here is Dawn, Zachary or Talya, and they will join you as a henchman when you talk to them! No need to fly solo now. Let's get to work on the quests.

You're going to need a memory from each of the d20s, and in order to defeat the advent, a magic gambling dice cup that will let you utilize the power of the dice. (An NPC in the nearby Inn describes this cup.) Here's how to get 'em all.

Li and Lu: They're playing on the west side of the city. They need some chalk so they can draw their hopscotch board somewhere else. They suggest going to the inn to get a quest and find some -- but let's do something else first. You see the flyers lying here and there around the city? There's a merchant named Sevejar on the eastern side of the city, hidden in an alley, who will sell you some nice stuff. He'll also give you a short sword that's EXCELLENT against rats if you ask him about the chalk... which is good, because the Innkeep's quest for chalk will have you hacking up a few waves of very nasty rats in his basement. Do that, take the chalk, and give it to the twins to get their memory.

Eve: She's tending bar at the local Inn, but a drunk is keeping her too busy to talk to you. The solution lies with Sevejar, the merchant from the last quest. He sells a sleeping potion that tastes like ale -- do the swap trick and give this to the drunk. He'll fall over, sleep, and now you can talk to Eve. Discuss her past and she'll give you her memory.

Mort: Head east into the Dark Forest. From here, go south to a temple. (Fight a bunch of orcs along the way.) Inside, you'll find the Roadie from PR4, who puts you through a trivial quiz that's astoundingly easy (keep picking the last answer). You can alternatively persuade or threaten him, which nets you XP. Fight some zombies along the bridges and in the concert hall, then talk with Mort to get his memory.

Pokey: Head east and east again, through the Dark Forest and to the Peasant Village. Talk to Pokey -- he's missing his Badgey, aww. Badgey's hiding out on the eastmost point of the map. Talk to Badgey, carry the furry little thing back to Pokey. Pokey will give you his memory in exchange.

Once you have all the memories, go see Kyle. He'll change into his adult form, and then get ready for a hell of a boss fight, the last major one in the game! He hits hard and fast, so do what you can to stop him. Once he's dead, take his d20, completing your dice set.

But you'll need a way to properly cast the die...

Dice Cup: The Rogue in the Inn mentions that his cheater's dice cup was lost in a bet to the Evil Wizard, north of the Dark Forest. Okay. Go to the Dark Forest, fight your way through some orcs, and meet the Elven Crusader. Accept his quest offer, and use the key to access the Mountain Peak. Fight through some nasty elementals, all the way up the mountain and enter the keep itself. Confront the evil wizard -- don't worry about what the elf does when he shows -- and boom, you're done. Bust your way into the (trapped!!) chest nearby, and you'll find the dice cup.

Head back to the Temple of the Advent... and use the dice cup, with your now complete selection of dice. Enjoy the fireworks.

Once they're over, talk to the d20s for fun, and when you're ready to leave talk to your henchman. Ask them if they have any ideas on how to get out of here and the rest will work itself out.

Finale / Epilogue

Back to the royal castle, and victory! Talk to everybody. If you're following a romance quest, make sure you talk to your partner and get them to accompany you on future jouneys. You can even journey with Whisper, if you saved her in PR4!

Once you're done, walk out the main doors of the castle, and you'll be in the epilogue. Talk to the Magical Epilogue Fairy to discover your fate, and then you are finished with the entire Penultima saga!

Finishing the game with anything other than the bad ending will net you a password to unlock the BONUSARTWORK1.ZIP file.

Finishing the game with Zachary's romance quest complete and Zachary in tow will unlock BONUSARTWORK2.ZIP.

Finishing the game with Talya's romance quest complete and Talya in tow will unlock BONUSARTWORK3.ZIP.

Finishing the game with Whisper journeying with you will unlock BONUSARTWORK4.ZIP.

THANKS FOR PLAYING!
Last edited by Roadie; 27 Apr, 2018 @ 9:19pm
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