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Installation Support License: Release 1.11

The document provides information about the Dark Energy module for Neverwinter Nights, including installation instructions, a description of the module's story and features, profiles of companion characters, and details of a new Courtier character class featured in the module.

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John Smith
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0% found this document useful (0 votes)
120 views109 pages

Installation Support License: Release 1.11

The document provides information about the Dark Energy module for Neverwinter Nights, including installation instructions, a description of the module's story and features, profiles of companion characters, and details of a new Courtier character class featured in the module.

Uploaded by

John Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 109

DARK ENERGY

Release 1.11

INSTALLATION

SUPPORT

LICENSE

MODULE DESCRIPTION

COMPANION PROFILES

COURTIER CLASS

KNOWN ISSUES

RELEASE NOTES

WALKTHROUGH

QUESTS

CREDITS

APPENDIX : CUSTOM CONTENT DETAIL


INSTALLATION

Steam players can skip this section

System requirements

NWN Extended Edition or NWN 1.69 with SOU and HoTU expansions

CEP 2.65 or later.

Community Music Pack (some scenes don't make sense without the music).

Optional

Custom Menus (Wood) is a good setting for this module.

Installing the files

Extract the files into the following sub-folders of your NWN directory:

EXTENSION NWN FOLDER CONTENTS


.bic localvault Ravenna Lightfoot pre-generated character (optional)
.hak hak Custom content
.mod modules Module
.tlk tlk Custom talk file

As supplied in the main download, dark_energy_body.hak contains nude appearances. If


you prefer to install the non-nude version of this file, be aware that the module may
contain other features which are not entirely office-friendly.

The file dark_energypatch.hak is no longer used by the module. It is provided for


compatibility with saved games from earlier releases. This is primarily an issue for
Steam Workshop users, whose saved games might otherwise be rendered unplayable by
Steam's automatic file updates.

Recommended Settings

Refer to the closed journal entry in game.

Compatibility

IMPORTANT : Players are advised to remove custom overrides and patches before
playing. Some popular script mods and camera hacks will break the module for sure,
because it's designed for vanilla NWN 1.69 or Extended Edition.

Support

Before reporting a problem, please ensure that you are using the Recommended Settings
above, and have removed all custom content from your override folder. If playing on
Steam, unsubscribe to all mods that use overrides - if unsure, unsubscribe to all other
Neverwinter Nights mods.

Problems, questions and comments can be discussed at proleric.com.


LICENSE

Your license to use this work is Creative Commons BY-NC 3.0.

Exception : elf portraits by Līga Kļaviņa appear by kind permission.

Exception : moons logo by Lauri Keränen (Tohtori) all rights reserved.

Neverwinter Nights is subject to the End User License Agreement (EULA).

See Read Me Credits for more detail.


MODULE DESCRIPTION

Trained as an elite courtesan, Ravenna Lightfoot seeks Queen Titania's legendary


patronage at the faerie palace.

Across the planet known as Enigma Mundi, from the winter wasteland of the Brass
Monkey to the arid desert Steamworks, from Utter Desolation to World's End, she
finds humanity locked in conflict, oblivious to the venomous gaze that Lilith the
Destroyer has now turned in their direction.

Can Ravenna dance the courtly masque of death with sufficient finesse to unravel the
secrets of dragons, angels and demons, and thereby provide a glimmer of hope?

Status Final. New content might be added occasionally.

Game Type Single Player role play with moderate combat.

Character Level 1st level recommended. 9th level achievable.

Playing Time 5-15 hours

Race / Gender Human.

Class Any except Barbarian. Courtier custom class recommended.

Content MATURE CONTENT WARNING : if easily offended by explicit language,


nudity, sacrilege, cartoon violence, fantasy magic, item strips, monster
scaling or other D&D rule variations, this is not for you. If you choose to
ignore this warning, please don't troll.

Dedication This work is dedicated to the talented folk who have given so much fan-
made artwork to the NWN community for unrestricted use in custom
modules like mine. The author accepts sole responsibility for the story,
which is in no way endorsed by any contributing artist.

Features Some of the best new artwork from the NWN Custom Content Challenge
and elsewhere (hence the large download).

New Courtier class (more deadly than a rogue, more devious than a
fighter). Ravenna Lightfoot pre-made character (optional).
New tools (Travel, Help, Toggle Ranged, Swordstick, Zapper, Gunnery and
Oracle) which are explained in game.

In civilized areas, weapons larger than a dagger or a pistol may be


confiscated, even if not drawn, unless explicitly hidden.
Experience points are awarded for achievements, not for killing.

Some treasure is only found in detect mode, unless you have the Spot skill.
Monsters and other features may be quite different from normal D&D
standards. This is a unique game world, with a new rationale for whole
classes of creatures, such as protocryptids and phoboplasms.
COMPANION PROFILES

You can have several companions.

SPOILER ALERT

ROSALIND is a vagabond fighter from the northern province of Osmany in the Tulan
Empire. If you decline training with the House, you will meet her on the Pilgrims' Way in
Grendor. Otherwise, during training on Folly Island, you will be prompted to return to
Fenchester, where you meet Rosalind in a snowstorm. You can hire her as a maid, or take
her along as a friend. If you leave Fenchester without her, she will be imprisoned, as
citizens will tell you (but you can still hire her, by threatening a Royal Guard or the
Watch with a weapon, getting arrested, and choosing the cheapest accommodation). Her
disability is an occasional limitation, but she is exceptionally resourceful and a tough
cookie. She is adept at hiding your weapons in civilized areas, so she is almost
indispensible, especially if you refuse the concealed weapons offered by the House.

BABAYURI is an Aldsudi wizard from the distant land of Eshara, which lies across the
Southern Sea. As a student at Fenchester University, he is present in the opening scene
at the Dog & Banner, but you can't hire him at that time. Catch up with him in Sandeni
market. He will join you during the Count Buffo quest. In addition to his magical skills,
Babayuri will act as a translator in the Alsudi lands (though you won't need this if you're
wearing the Oracle).

TASTY BONKERS is an orc fighter who lives on Wolfshead Spit. You can only
communicate with him when you're wearing the Oracle as a translation device. Tough and
ruthless, Tasty can be an asset, but he can also cause trouble when you meet rival orc
clans. He will not leave Desolation, as he is afraid of sailing.

DOUBLE SPOILER ALERT - SECRET COMPANIONS

continues here.
SECRET COMPANIONS

Well, maybe not very secret, but...

SHARON is a rogue from Sandeni who first appears at your trial. Later, she rescues you
from the Inquisition and begins the Kaarx quest. She is reluctant to help with anything
else until you complete that quest. She isn't quite what she seems - see Kaarx.

KAARX the Unspeakable is a powerful vampire from Sandeni who is the object of
Sharon's quest. If you decide to accept them both as companions, they are only available
when underground. They can be summoned using the Clarion of Kaarx.

NOMAD is a mysterious Alsudi desert fighter who may be assigned to you as a


bodyguard by Prince Mahanula. You will need Babayuri or the Oracle to communicate with
him. His secret will be revealed at the end of the Mahanula quest. He will not leave the
Alsudi lands, as he has no desire to go to sea.

and finally...

JADE, AMBER and SHADOW CUB join you for specific scenes, but don't engage in
combat, and are not available as companions in the usual sense.
COURTIER CLASS

More deadly than a rogue, more devious than a fighter, the Courtier relies on charm and
wit to survive.

Primary Ability Charism.

Dexterity is fairly important in game play, too.


Alignment Any.

Owing to an engine restriction, Lawful alignment is not available at


character generation, but don't worry - it can be selected in the
opening dialogue.
Hit Dice d8
Proficiencies Armour (Light)

Weapons (Rogue)

Sneak Attack (improves every 2 levels like Rogue)


Class Skills Hide, Move Silently, Parry, Persuade, Bluff, Intimidate, Tumble, Use
Magic Device

The default package minimises Hide and Move Silently on level up, but
of course the player can choose whatever they like.

Unlike rogues, courtiers do not excel at criminal talents like picking


locks or pockets.
Nonchalance Special. Courtiers are able to wear elegant clothes instead of armour,
if they complete professional training. The Nonchalance feat
automatically provides an deflection AC bonus based on Charisma. The
effect does not stack with armour AC, nor is it increased by temporary
spells like Eagle's Splendour, but it is additional to shield, dodge and
natural AC bonuses.

For example, a courtier with a Nonchalance bonus of 8 gains nothing by


wearing plate mail (AC 8), but can improve AC by wearing magic boots,
shields and amulets. Also, items which enhance Charisma will improve
AC by one for every bonus point of Charisma.
Bonus Feats L2 - Evasion, Aura of Courage

L3 - Uncanny Dodge (improves at L6 onwards like Rogue)

L4 - Still Mind

L5 - Whirlwind Attack
Recommended Every 3 levels entitles the courtier to an additional feat, as usual.
Feats Choose Weapon Focus (Heavy Crossbow) to improve your ability with a
pistol, if that's your preference. The defaults are
L3 - Weapon Finesse

L6 - Weapon Focus - Rapier

L9 - Weapon Focus (Heavy Crossbow)


Attack Bonus Rogue
Saving Throws Rogue
KNOWN ISSUES

Bioware issues :

• In character generation, Courtiers cannot choose Lawful Alignment. Don't worry


- you can correct this in the initial dialogue.
• See 1.69 Riding Academy for an FAQ on horse issues.
• If companions freeze or get stuck in combat mode, try using the radial menu
commands "Stand Your Ground" and then "Follow". Save/load may help, too.

• A companion with a special power may do nothing if they are unable to get close
enough to the enemy. The radial command Toggle Casting will enable them to use
a missile weapon instead.

Module-specific issues :
• In debug mode, dm_runscript fix000 will clear a black screen, cancel cutscene
mode and unfreeze the player. Try this if you get stuck in any of those ways. To
be safe, reload a saved game. Please report the bug so that I can fix it.

• In debug mode, dm_runscript fix002 will recover any horses that have become
trapped in no-go areas. This bug was corrected in release 0.03, but the fix is still
available, just in case.

• In debug mode, dm_runscript fix003 will reset standard factions that have
become hostile. For example, very occasionally, after fighting the Harem Guards,
armour stands or concubines can turn against the player, for reasons unknown.

• All cutscenes can be cancelled safely, moving the action to the end of the scene.
However, when not in cutscene mode, cancelling conversations sometimes results
in the Death Panel. In those cases, play the conversation to the end.

• In conversation, you may occasionally see a blank panel for a moment before the
next dialog is displayed, or even get a Death Panel reporting a dialog timeout, if
your game is running very slowly. This isn't normally visible on faster machines.
If this happens, ensure Dialog Zoom is enabled (and if necessary do all the usual
things to make the game run faster, such as turning down graphics detail and
disabling antivirus).

• The Omega Forge doesn't offer the item properties which were introduced in
NWN 1.69. So, for example, you can't add the Ride skill to an item. Certain
things can't be enchanted, including plot items, miscellaneous items and ammo.
Otherwise, normal NWN constraints apply. For example, you can add an Attack
Bonus to a ranged weapon, but not an Enhancement (because damage depends on
the ammo, not the weapon).
RELEASE NOTES

Release 1.11

204 The module can now be played by human males as well as human females, as it is almost
gender-agnostic.
206 The Rivals quest now has additional dialogue in case the player is unsure how to proceed.
203 Kaarx now has a Castle. The player can't go there - it only exists as a refuge for Kaarx
when he's not otherwise engaged.
199 If a companion is left waiting for 24 hours, they may decide to move somewhere more
hospitable. A messenger will inform the PC if this happens.
181 Waterfall in sandy section of Renarness mine replaced because the tile doesn't render
correctly in EE 8193.15 onwards.
043 Some of the longer journey times are now displayed more prominently when undertaken for
the first time. Corrected minor errors in the ocean journey times.
202 After fighting the Conies or the Inquisition, the player no longer has the option of being
arrested to clear their reputation with that faction.
205 Sea People now remain neutral when persuaded to allow the player to search the mine.
Their traps are then harmless and invisible unless they turn hostile for some reason.

Release 1.10

141 Companion interface improved:


• The new Toggle Ranged tool switches a companion from melee to ranged, or vice-
versa, even during combat
• Gaze attacks are enabled in melee, but disabled when ranged
• Companions with spells can be asked to buff themselves
• The Help Tool can now be used to ask a companion to loot inventories (any gold is
given direct to the player)
If a companion gets blocked while attempting a gaze attack, going ranged is a workaround.
Toggle Spellcasting will enable/disable gaze as before.
178 Courtier class default package improved. Primary ability is now Charisma, to take full
advantage of the Nonchalance feat. Hide and Move Silently are minimised, to maximise
Tumble and Use Magic Device. Other class skills are maximised as before. Bonus feats are
Weapon Finesse at level 3, Weapon Focus - Rapier at level 6, and Weapon Focus - Heavy
Crossbow (Pistol) at level 9. Ravenna Lightfoot pre-generated character updated to
maximise all class skills.

Players can still override these defaults, of course.


132 During the final battles with Lilith, if companions are waiting elsewhere, they no longer
receive massive damage when the player asks them to rejoin.
186 Seraphim are no longer invulnerable if attacked before end of conversation.
196 House of the New Moons quest now closes correctly if you accept assignment to the court
at Sandeni, then present yourself to Queen Eleanor.
195 The monolith now works correctly if the PC's primary ability is Charisma, rather than
awarding a Strength bonus.
194 Treacle effect on movement speed can no longer be removed by resting.
192 Windhope cannon can no longer be destroyed by enemy fire, to prevent the remote
possibility of a sea battle becoming unwinnable.
190 Birdland secret floor panel is now working as intended.
189 Rosalind always asks about the pony now.
187 Rosalind cutscene is no longer photobombed if the PC is leading a horse.
160 Aborting conversation with the sergeant at Grendor now results in a fight, as intended,
rather than the sergeant continuing to block the bridge.
174 Faction scripting reviewed. Templar truce made more robust (tweak introduced in 1.09 was
too simplistic).
200 Dogsbody now returns to the Elephant Palace if his conversation is aborted.
198 Conversation with Samineli is now more appropriate if the Eye of Aye has already been
recovered before speaking to him.
193 Workaround introduced to suppress an unresolved cosmetic issue whereby companions
entered the story with drawn weapons. Behind the scenes, the Unavailable area has been
reorganised to reduce faction bugs. Added a heartbeat monitor for faction issues.
191 Pistol training now includes a trick shot, to provide a clue to solving certain puzzles later
on.
146 Ignifax cutscene enhanced with flying dragon visual effect.
183 Ogres are a little more challenging.
149 Prevented the minimap from being displayed during cutscenes.
051 All switches now behave consistently.
185 Human male hands now using Gunner's rebuild model, so that they have the same skin
colour as the forearm.

Release 1.09

173 New side quests:


• Debt of Honour
• Great Pretender
• Pendant of Empusa
• Seer of Light
• Three Muleteers
170 Miscellaneous improvements:
• Companion banter and background
• Companions can be asked for advice, depending on the context
• Vampire system improved
• New closing scene at the end of the game
• Recommended settings revised
• Seraphim fight less tedious
• Triple doors open simultaneously so that companions get stuck less often
• Templar leaders now comment when the Sea People are neutralised
177 Fixed a bug in the Folly Island dinner exit scene (introduced in EE Development
Build 8193.14) by replacing the dining chair walkmesh.
175 In the Training Hall, the player is now immortal, as intended, even when a saved
game is loaded.
176 Wight Wyrm journal now closes in all cases when the quest is completed.
165 Brass Monkey - Rosalind is no longer arrested if the guards are dead
172 Messenger now appears more quickly (on the 1 second pseudo-heartbeat)
171 When sitting, thrashing is now reduced (this occasionally occurred when the time
taken to sit exceeded the timeout).
179 The spawn point for wandering citizens and monsters is now in its own inaccessible
room in the Unavailable area. This should prevent a rare cosmetic issue whereby
companions occasionally entered the story with drawn weapons.

Release 1.08

169 Added the Folly quest (with additional journals for information about Lilith and the Wight
Worm).
166 The lock of the prison cell at the Inquisition can no longer be picked. Nor can the doors
from Folly Island Palace to the cellars, or the door to the Scuzmatron room in Faywood
Palace. These were potential plot-breakers.
167 If Tasty joins the party, the Bonkers clan now become friendly, to prevent unprovoked
attacks by the PC. Previously, the Shaman, an invulnerable plot character at that point,
would join in the fight.
168 Improved reliability of actors sitting on chairs.

Release 1.07

142 When companions object to an area transition, the conversation will now occur
immediately in all cases, rather than waiting for the player to be free to talk.
Previously, if the PC was stealthy or clicked the transition more than once, the
conversation was queued to play later. If the companion left the party and rejoined
elsewhere, the conversation would pop up out of context.
131 Boat at Desolation moved further out to sea, so that it can't trap the player.
163 On arrival at Birdland, shortcut setting and conversation are now more reliable.
130 Changed the appearance of the transition from Pilgrims' Way to Faywood, to work
around a bug in the Android version of EE which rendered the old exit as a dark
rectangle, obscuring the cutscene.
155 Fleetfoot is now hitched correctly when loading a saved game.
148 Removed CEP custom hak, which is redundant, and might result in loading unwanted
content if the player already has a customised version for another module.
133 Betsy Trollop's floor panel is now accessible.
147 Footstep sound no longer plays when swimming.
156 Grimberk faction no longer trigger traps set by their Hostile allies.
151 Redesigned the cannon trap in the Cult Labs to work around a line of sight bug in EE
and make it easier to see in the Android version.
128 Rudolph quest now closes if the PC manages to drain the mine without his help.
136 Fixed a bug which reported a conflict between Merchant and Local factions when
the player declines Kaarx's offer to fly up the well.
137 The Alsudi doors in the Vault can no longer be locked again, potentially trapping the
party.
127 Fixed a forge bug which broke the Swordstick tool. Previously, if Finesse was placed
in the forge, and conversation with Anna resulted in no enchantment, when Finesse
was retrieved, the Swordstick tool incorrectly stated "You don't have Finesse".
150 The Grimberk orcs no longer challenge the PC at the Birdland gate if they're
already defeated.
154 Ancient Tomb lighting now works correctly in EE. Previously, owing to a bug in EE,
using the light switch or loading a saved game only illuminated half the area, which
could be fixed by turning the light off and on again.
158 Folly Palace minstrel phenotypes are now specified in the toolset, rather than by
script, to work around a bug in SetPhenotype in EE development releases 8189 +
8190. Beamdog may fix this, but the module will now work regardless.
157 Inquisition cutscene now uses tile magic rather than placeable water, owing to
transparency bugs in EE.

Release 1.06

105 Associates are now prevented from attacking enemies who've surrendered.
061 Tasty no longer starts conversations about Birdland and the Death Crow at inappropriate
times.
059 Sailors' winter and summer clothing is now more reliable. An item of noble clothing, which
was incorrectly described as a "gown", is now unisex.
094 Added stats to improvised weapon descriptions.
104 Alsudi helms are now sensibly priced and correctly described.
063 Mutants now exit more reliably.
080 All cutscenes can now be cancelled safely, moving the action forward to the end of the
scene. Fixed a bug which sometimes left associates frozen or invisible at the end of a
cutscene.
123 Fixed some display cabinets which looked black rather than transparent in EE.
114 Added a new painting of Tanja in her three-fold aspects.
107 Breca Point clue is now recorded in the journal.
106 Mother Superior no longer gives the player a letter to Sir Knut if he's dead.
116 Introduced special combat behaviour for selected archers.
122 CEP Castle Interior dais tile no longer z-fighting
115 Load hints dummied out
119 In Sandeni, it is no longer possible to walk through hedges or behind the castle.
117 Made some areas more interesting e.g. Breca Point. Added more custom content from
recent CEP releases. Fixed a typo in the Incantation. Fixed trap door in flooded mine that
appeared to be closed when it was in fact open.
088 Warehouse Superintendent voiceset corrected.
089 Black pearl appearance corrected (CEP bug).
091 Giulietta Rimini leaves a lootable corpse now.
062 Random heads now vary slightly by location and social class - for example, nobles may wear
smart headgear, peasants can wear bonnets, tropical farmers might wear rice hats - to
reduce incongruous combinations.
053 Improved some explosions.
120 Removed content from haks that has been added to CEP since the module was first made
(to reduce bloat a little).
026 Added moving ships to the busy ports.

Release 1.05

121 Fixed a bug which prevented the player from sitting in the Scuzmatron chair.

Release 1.04

112 Fixed a crash in the Ancient Tomb caused by defects in the Aztec Interior tileset.
This was only a problem for NWN:EE (Extended Edition).
111 Fixed a bug which could trap Rosalind's horse in the Inquisition if the player was
arrested by the city guard, jailed, then re-arrested by the Witchfinder on release.
102 In conversation with a witch, the [Attack] option now results in combat as it should.
103 Babayuri no longer translates the Mysterious Letter every time a saved game is
loaded.
108 When a helmet is equipped, removing the Oracle, language translation is now
disabled correctly.
100 Walkthrough now reminds players that unique power items cannot be used on
invisible creatures who are heard but not seen (a standard NWN feature).

Release 1.03

099 Jade no longer discusses travel or dragons prematurely.

Release 1.02

097 Very occasionally, standard factions might become hostile. For example, after fighting the
Harem Guards, armour stands or concubines can turn against the player, for reasons
unknown. Script fix003 can be used in Debug Mode to correct this.
098 The Four Winds quest now requires all four winds to be completed before the player can
return to Faywood.
093 Dance training now removes the player clone more reliably.
092 Fixed a bug which could occasionally make snakes look like humans.
090 Peachy Skiver’s poison dagger is no longer lootable, to improve game balance.

Release 1.01

084 Read Me updated to advise against using camera hacks.


086 When a companion mounts a new steed, their old steed no longer joins the party unless it is
nearby.

Release 1.00

083 Vault minimaps corrected.


082 Fixed some grammar and sense-check errors in conversations, map pins and walkthrough.

Release 0.04

077 Fixed a bug which prevented the player from leaving the Inquisition with Sharon. Removed
premature references to Kaarx. When attempting to go somewhere Sharon doesn't like,
the player can now back off or ask Sharon to wait.
068 On arrival at Folly Island, conversation will fail safe, clearing the black screen and updating
the journal correctly.
081 The darkling prince conversation is now more robust.
065 If Rosalind is hired in the snow at Fenchester, but then leaves the party, the player can
now rehire her, even if it's still snowing.
079 Added a clue to the location of the faery palace, to give players more direction once in
Faywood. Final conversation with Fox now more robust.
056 Rest no longer affects companions who have left the party permanently.
060 Goatman bonus is no longer cancelled by rest.
067 Log now shows the correct module version.
071 Babayuri now has Combat Casting feat, which will reduce tendency to melee instead of
casting spells.
072 Inquisition scene should no longer freeze player, repeat Witchfinder initial conversation, or
allow the player to survive being murdered by Lilith.
073 Dogsbody no longer tells you to bring the nomad to the Elephant Palace unless you are on
the Nomad quest.
074 Signage corrected for North West Furnace in Steamworks.
075 Companion ability bonus obtained from the monolith is no longer lost when knocked out.
076 Corrected walkthrough description of Nonchalance, pumping station at Renarness, and
controls in Dark Energy lab. Link to Companions repaired.
078 Fixed intermittent failure to board the Windhope at Bandi.
054 Improved appearance of conversation highlights on ship.
057 Minimaps and map pins corrected.

Release 0.03

070 Dismount forced before Inquisition scene, to prevent horses being trapped in a no-go area.

Release 0.02

069 Companion advice has been disabled, because it hasn't been implemented yet, and causes
bugs in other conversations (Clarion of Kaarx, for example).
066 Walkthrough improved. Corrected an error concerning how to get Kaarx to fly to the top
of the Vault. Added more detail on horse trading at Bandi.
055 Reduced lag in Ancient Tomb by compiling some statues.

Release 0.01

Beta Test
WALKTHROUGH

This is a walkthrough by area. See also quests.

Fenchester

Bandi

Birdland

Breca Point

Desolation

Dunblagin

Faywood

Folly Island

Pilgrims' Way

Qisirburun

Renarness

Sandeni

Sandeni - Vault

Sandeni - Cult

The Sea (Windhope)


Fenchester

You are dancing at the Dog & Banner.

You can simply leave, start an impossible fight with the Warren Conies, or talk to the
scholars.

If you don't start those quests, it doesn't matter, because you will be approached on
the streets of Fenchester to continue them, as discussed in the quest walkthroughs.

Talk to your sister, Sierra, at her apothecary stall in the marketplace. Miss Eva joins
the conversation, initiating the House quest.

Meet Miss Eva by the river at the end of Staithe Street. Take the boat to Folly Island
to obtain training from the House.

When you're ready, take the Pilgrims' Way north from Fenchester. You can go there
from the outset if you wish, but unless you complete training at the House first, the
House quest will terminate (as a messenger warns you), rendering the rest of the module
very difficult (though not impossible).

SECRETS
Betsy Trollop's Betsy's office in the Floor Panel Plain sight
NE
Castle Prison Private turret room, Secret Spot / detect
by door Compartment
Dog & Banner Just SW of central A gold piece thrown Plain Sight
logo in the opening
scene (not exactly
a secret)
Ponder Hall Johann's room, east Scroll hidden Spot / detect
wall behind female
portrait
Bandi

The south gate leads to Qisirburun.

Before you go there, you may choose to take the east gate to the palace complex. You
arrive at the Peacock Palace, which is actually a fortified compound containing two
palace buildings (see below).

You may also choose to buy desert steeds at the camel market (as suggested by the
nomad). This will avoid issues with water on arrival at Qisirburun. I recommend that you
buy all the mounts you need, then sell any horses you brought with you. You can only sell
when there is an empty stall. Selling spare horses takes them out of play, so that the
Travel tool knows you only want to mount the desert steeds. You can buy the horses
back at a small discount on return from Qisirburun. If you choose not to sell any horses,
you may have to micromanage your mounts using the native Bioware riding feats.

It isn't possible to cross the desert to Qisirburun unless the whole party is mounted.

ELEPHANT PALACE

Talk to Wiziuppi. When Prince Mahanula arrives, tell him you're going to Qisirburun (this
allows you to obtain the Nomad as an additional companion). Learn about the Rivals, Alimdeli
and the problem at the Forbidden Palace.

After this initial conversation, Prince Mahanula may leave the Elephant Palace, in which case
you may not be able to report back on quests like the Rivals, Mysterious Letter or Forbidden
Palace immediately. Fear not, you will be notified when he returns.

If you visit this palace after completing Qisirburun and the Forbidden Palace, you miss
out on the Nomad and the Rivals, but otherwise the XP gained will be the same.

FORBIDDEN PALACE

See Forbidden Palace quest.

MAD DOG TAVERNA

See Cat Bobtail quest.

SECRETS
Forbidden Palace Behind the throne Wall panel Spot / detect
Birdland

If Tasty is with you, he provides some information about the area, which is recorded in
your journal as the Birdland quest.

Ahead and slightly to the north is the Hardnut orc clan's camp. If you don't want them
to attack you, leave Tasty behind, then talk to the leader, Badass Hardnut, using the
Oracle. Once you're friends, they won't attack, even when Tasty is with you. They will
help you fight any ogres you manage to lure from the swamp to the south.

The ogre house contains some quest items.

The faerie tower in the centre of the area is discussed in the Witch's Ring quest.

When you reach the Great Canyon in the west of the area, there are two ways across.

South-West route

To the south-west, a log crosses the canyon into bird territory, which is inaccessible to
horses and other mounts. If you are wearing the Oracle, and have invested in your
Persuade skill (or have an exceptionally high Intimidate skill), you should be able to talk
the hawks and crows into letting you pass unhindered.

Optionally, enter the stronghold in the cliffs to the south, carefully avoiding the nests,
to obtain the Hawk Crown quest from King Goldhawk.

Take the steps in the cliff to the west to arrive at the western exit to Dunblagin. The
two routes converge at this point.

Optionally, you now can go back on the North-West route, to collect your horses, obtain
the Grimberk key (see below) and kill all the Daemons as part of the Stingers quest. The
witches may help.

North-West route

To the north-west is a gate, guarded by orcs of the Grimberk clan, who are working for
the Daemons. There is no way to win them over. They will turn hostile if you enter their
territory. The gate is difficult to break down unless you have some black powder, but it
will open easily if you shoot at the lever just beyond it. In the Grimberk Lodge beyond
is a bag with keys that open the gates in Dunblagin. They're not essential, but make life
easier.

SECRETS
Faery Tower Round platform Floor panel Spot / detect
Breca Point

This area, just south of Sandeni, contains the summoning circle for the Four Winds
quest.

SECRETS
None
Desolation

Mr Pollack will take you by boat from the Desolate Coast to Wolfhead Spit.

On arrival, you overhear orcish conversation. If you're wearing the Oracle, or put the
Oracle on at any time before reaching the clifftop, you can understand the discussion,
and recruit Tasty Bonkers on reaching the top. Otherwise, Tasty and all orcs in the area
become hostile.

To the west of the village is an orc battle line, standing ready for the Stingers further
west. You can lure the Stingers towards the orcs if the fight proves difficult. Even if
the orcs are not allies, forcing opponents to chase you over the large area of uneven
terrain tends to break them into smaller groups, especially if you are mounted. South of
the stone circle is a barrow, where you can rest undisturbed.

In the barrow is the skeleton of Don Viaggio, with the Luck of Dunblagin, and the Solaris
log. Beyond the shipwreck beneath the barrow is a treasure chest.

SECRETS
None
Dunblagin

On arrival, if you completed the Hawk Crown quest, provided you are wearing the Oracle
to translate bird song, a raven scout provides an intelligence report.

The gates of the first bridge and the fort beyond can be opened with the Grimberk
keys (see Birdland, North-West route), blasted with black powder or broken down.

In the first of many encounters with the Joker, you learn that he has the name of the
East Wind. There's nothing you can do about it until you track him down to his innermost
lair (see below). This is your ultimate goal at Dunblagin.

If you completed the Hawk Crown quest, go right up to the gate of the fort to trigger
the hawk attack and gain entry. You can sit back and let the hawks do the fighting, or
join in, as you please.

Otherwise, you have a tough fight on your hands. Tactics might include clearing enemies
from the front wall before opening the gate, luring skirmishers out of the fort, using
what little cover you have to avoid crossfire, throwing black powder to kill groups on the
walls, using the battlement access, ducking into the hall, or retreating onto the bridge to
recover.

If mounted at the start of the battle, you can dismount using the radial menu in order to
take the steps up to the battlements, but your horses may be killed if you leave them
open to attack. Once the skirmishers are dead, it may be safer to retreat across the
bridge, dismount and free the horses before assaulting the battlements on foot.

DUNBLAGIN HALL

You will start to lose items until you kill the thieving hand of Nick Swagger. His journal
reveals more of the story that began with Don Viaggio.

In the cellar is a crate containing an arquebus. Smash the crate to reveal a pressure
plate that opens the trap door to the undercroft.

DUNBLAGIN UNDERCROFT

If you keep a sharp lookout, there are several opportunities to take out enemies with
missile fire on this level.

The first bridge has a multiple blade trap. If you can't disarm it, the safest way to
cross is to ask companions to stand their ground, run all the way across by yourself, wait
for the blades to stop, invite one companion to follow, wait again, then repeat until all
companions are across.

After the first bridge, the dragon corridor east is blocked by two gates. The first is
opened by a lever in the south-west corner of the area. The second is opened by a lever
in the spider temple to the north-west. See SECRETS below for an alternative route.
Return to the dragon corridor. Enter the Bane's throne room. Hell hounds will come from
your right, so it's best to run to the left end of the Bane's platform. If you have the
Luck of Dunblagin, you can use the Incantation of Banishment (from the Faery Tower) on
the Bane, which will also destroy the hounds (as always in NWN, you can't do this unless
you can actually see the Bane - if you are merely close enough to hear him, you will be
told that you can't use the item). Otherwise, you can kill him, or simply exit to the north.

Find your way to the Joker's lair (the room with the Xmas tree) for the final battle. He
will turn up if you wander around that room long enough. Focus on killing him, as that
destroys his minions. Obtain the name of the East Wind dragon from his remains.

A lever in the Joker room opens the skull door to the west, a shorter route to the exit
that avoids meeting the Bane again if he is still around.

SECRETS
Undercroft Arcane Daemon room Wall panel in the Plain sight
(the central one, with east wall
the raised platform,
north of the first
bridge)
Undercroft Arcane Daemon room Locked gate in the Plain sight
north wall with a
lever beyond (see
next paragraph)

The locked gate can be opened by shooting the lever (you may have to shoot the daemon
guarding it first). This allows you to bypass most of the area - there's no need to
explore the western sections, or enter the Bane's room, as you can now proceed directly
to the Joker's lair via the Dire Stinger room to the north of the corridor you just
opened. Also, if you want to defeat the Bane, this is now much easier, as the same
corridor enters his room from the north, where steps lead directly to his platform.
Faywood

On arrival from the Pilgrims' Way, you overhear a conversation between Mistress Lilith
and her underling Magemaster Wade. Lilith has devastated the area with a rune storm,
in order to begin a construction project, using undead labour.

You can safely ignore the workers, but you may want to steer clear of the wight guarding
the site, as he can be a difficult opponent. If you can't achieve this by stealth, outflank
him. As you come up the first ramp, head east to a way down that's out of his sight.

Head for the large magic circle towards the north of the area to enter Faywood Palace.

In the teleport room, you can shoot the crystal ball to switch off the yellow beams.
Alternatively, go north and east to the long gallery, then south down the gallery to
renter the teleport room from the west, where you can use the ball manually.

Get the elven key from a chest in the study to the south-west of the teleport room.

From the teleport room, go north and west. Unlock the crystal ball. Use it to open the
door to the Scuzmatron room. Sit on the chair to start the Scuzmatron. Sybil
introduces herself and gives you the Oracle and Phoboplasm quests. You now have access
to the northern rooms of the Palace.

Talk to the fox (in the corridor north of the fountain with the three moons) to start the
Four Winds quest.

Go north into the throne room. Run to the stairs, where the scorpion is too big to follow.
Kill it with missile fire. Continue north to Queen Titania's chamber to obtain the Oracle.

Using the Oracle or the Scuzmatron, talk to Sybil again to take the Four Winds quest to
the next stage.

Now you must travel to the four corners of the earth. Reactivate the teleport by using
the crystal ball in the long gallery to switch on the yellow beams. Return to Faywood
from the teleport room. Rejoin your party on the Pilgrims' Way and proceed west to
Sandeni.

SECRETS
Faywood Palace North chamber (on Light switch (no Plain sight
the wall behind the treasure !)
bed)

When you return with the ashes of the Tetrarchs, the fox is waiting for you at the
teleport (see Four Winds).
Folly Island

See the House and Folly quests for details.

Talk to Lakshmi to learn about Faywood.

The road south never goes anywhere.

SECRETS
See Folly
Pilgrims' Way

The Pilgrims' Way is accessible from the north gate of Fenchester.

At Grendor, you will meet Rosalind, if you haven't already.

Nearby, there is a gap in the trees immediately north of the signpost to Fenchester,
which leads to Faywood. However, you will only be able to see this if you have spoken to
the occupants of the hut to the west (or Lakshmi in Delmondo Palace on Folly Island).
On taking this path, you witness the devastation of Faywood by a rune storm, and
encounter the unicorn Mistletoe, who is available as a superior mount. From the ridge to
the north, there is a way down to Faywood itself, but you must go alone.

Also at Grendor, there is a bridge over a small river, guarded by troops. It's possible to
slip by them, breaking conversation (which normally results in combat in other
situations). They will let you pass if you're well-dressed (unless you have no horse and
refuse to explain why). If you're poorly dressed, the soldiers will attack you (unless you
have a horse and pretend that you stole it from their enemies in Fenchester). If your
dress is neither rich nor poor, they will leave you alone (unless you're rude).

Beyond the bridge, there are wandering animals. You can fight them, draw them into
combat with the soldiers, or simply wait until they disappear into the forest. Bears are
probably best avoided, for example.

To the west of the area is the hut (mentioned above).

From Grendor, the road continues west to Sandeni. If you try to go there before you've
obtained the Four Winds quest at Faywood, you get an uneasy feeling that you've missed
something, and are unable to travel.

SECRETS
None
Qisirburun

On arrival, unless you purchased desert steeds in Bandi, you will need water.

To the south is a mound with five obelisks on top. The obvious entrance in the middle
leads to the Steamworks. A slightly less obvious entrance in the east slope leads to an
ancient tomb.

ANCIENT TOMB

Enter the dark chamber with three doors ahead. Pick up the gold piece. Notice that the
braziers illuminate magically when someone is nearby. Ask a companion to wait near each
of the braziers, so that both are alight. The central door opens. Use the lever inside to
open the door permanently.

Notice the guardian flanked by sandstone golems. Ignore them for now. To the left of
their flanking statues is a light switch (optional).

In both the north and south wings of the tomb, pull the lever at the west end. This
opens the central door behind the guardian and his sandstone golems. The wings are
well-guarded, so stealth might be your friend here.

As you return along the south chamber, notice that a door has opened to the east. Touch
the monolith inside to increase your primary ability (if multi-classed, only the first class
benefits). Using the Help tool, ask each of your companions to touch the monolith, too.

If you can't edge past the guardian with the sandstone golems, attack them. The
Hammer of the Judge and Amunraja's Sceptre, found in the south and north wings
respectively, are especially effective against the golems.

On the lesser tomb marked with a dragon flag, you will find the name of the Dragon of
the South Wind. It's in Alsudi, and hard to read, so you must use it (not just examine
it). The Oracle or Babayuri will translate.

The principal sarcophagus in the central chamber contains the Book of Gibberish. The
efreeti who appears when this grave is opened can be quite tough, so you might consider
doing this last, before making a sharp exit.

STEAMWORKS

If the Oracle is active, or Babayuri is in the party, you can talk to Alimdeli through the
gate to the southwest to learn what to do. Otherwise, just muddle through.

Follow a bot or drone until it enters the control room south of the entrance chamber,
then use the levers there to unlock the security doors throughout the area. The
southwest lever is stuck at this time. It is possible to bash the doors instead, but the
Plotbot will turn hostile if any equipment is damaged in the area.
In the southeast room, first ensure all bugs and gremlins in the room are dead
(otherwise, the machine will produce more indefinitely). Turn the valve wheel on the
Atmospankotron until no more bugs or gremlins appear. The device starts.

The northwest corridor from the entrance chamber may present some difficulty. When
the PC steps on the central floor design, pits open ahead and behind. Simply step on it
again to close them. Destroy the dragon head nearby to disable the fireball traps. Avoid
the steam from the broken downpipe by the dragon head (a valve nearby reduces the
steam to a harmless level). Alternatively, use the north east corridor, disarming the
blade trap, to arrive at the same locations.

In the east and northwest rooms, start the furnace using the wall lever in the middle of
the four ovens.

In the northeast room, use the lever to disable the weather control oscillator.

Return to the south room. Use the southwest lever (which is now unstuck) to open the
way to Alimdeli. Talk to him. After he has left, smash the teleport control (this will
activate the Plodbot, but you can simply make a quick exit at this point, or destroy him
with missile fire from a doorway).

SECRETS
Ancient Tomb Gold coffin room, Secret Plain sight.
west wall compartment
No glow, but
detectable using
cursor.
Steamworks Plodbot platform Floor panel Plain sight
Renarness

You arrive in this area from the Sea of Ice.

Unless you are wearing warm clothing, you will take cold damage when outdoors.

If you ignore all the warnings and go anywhere near the fortress-like salt mine complex
to the east, the Templars will turn hostile. The gate can be forced or blown open, but
there's another way in, with an option to befriend the Templars.

Follow the road north. Enter the Brass Monkey tavern. The Templars will attack you
here, too, if you're already on bad terms. A tunnel leads from the tavern to the turf
house in the fortress.

However, it helps to befriend the Templars first. If you completed the House quest, you
can talk to Amber, who is now working in the kitchen of the Brass Monkey, to obtain the
key to the office just before her kitchen. Read the Mother Superior's journal. Talk to
the Mother Superior in the room beyond the kitchen. Accept her offer of a truce (this
can be repeated whenever the Templars are hostile). Talk to Sir Knut in the turf house
in the fortress to obtain permission to enter the mine. If Sir Knut is dead, you will have
to kill the guards at the mine entrance.

If Rosalind is arrested by the Mother Superior, she will be taken to a cell in the turf
house, but you can easily rescue her, as the cell doors are operated by a button and a
lever in the right-hand walls.

Easter Egg : On the east coast of Renarness is a remote cave, where you can gain a point
of Charisma by talking to the Goatman (and learn why the sea is slightly warmer here).

RENARNESS SALT MINE

The mine is warm, so it's not necessary to wear furs.

If you are wearing the Oracle, you can talk to Captain Natterjack. If you can persuade
him, the sea people will offer no further resistance. It's also possible to intimidate him,
but, in that case, watch out for traps.

From the mine entrance, follow the railway east to the flooded mineshaft, then see the
Flooded Mine quest.

Once the lowest level of the mine is dry, go east to the ruins. Recover the Brass Monkey
from a vase below the strange light near the statue of Odeus - this names the Dragon of
the North Wind.

Optionally, talk to the Sea King to find out why the sea people have invaded the mine.

SECRETS
Salt Mine NE chamber with Seam in east rock Plain sight
pump control lever face
Turf House SE room with double Secret wall Spot / detect
bed compartment
Sandeni

For dramatic impact, this area is intentionally larger than strictly necessary for game
play. For this reason, shortcuts to important places in the city are provided on the travel
tool.

ARRIVAL

On arrival, there is an encounter with a rogue named Filchin, which can't be avoided.

The undertaker has an interesting book about vampires. His wooden stakes are useful.
Brine and garlic are optional. If you have the Nonchalance feat, garlic may be counter-
productive as it lowers your Charisma AC bonus. Additional stakes are available from the
Chandler on the waterfront, should you need them.

DON BARCINO

Don Barcino, captain of the Windhope, is sitting outside the Cock & Bull Tavern in the
market square. If you didn't complete training at the House, he will give you the Count
Buffo quest. Otherwise, he will direct you to the Castle, where Jade will give you that
quest. On completion, he will make his ship available to you.

Hint : consider doing this quest first, to gain Babayuri as an additional companion.

INQUISITION

When you approach the Castle, you are arrested by the Witchfinder. After the trial,
you are placed in an Inquisition cell.

Use the prison bed. Talk to Officer Jell. If you don't confess, after a long interrogation
cutscene (which you can safely escape) talk to Mistress Lilith (which you can do, despite
being bound and on your knees).

Back in your cell, you overhead a conversation between Lilith and Wade, before being
rescued by Sharon. Leave the castle with Sharon. Talk to her to receive the Kaarx
quest.

CASTLE

You won't be admitted to the Castle unless you're wearing rich clothes.

Access to Queen Eleanor is granted at once if you accepted assignment by the House.
Otherwise, it is granted when you receive the Count Buffo quest.

The Queen gives you an apartment in the East Wing of the castle (even if you didn't
complete training at the House, or declined assignment to Sandeni, she admires you).

Access to Jade (under her new title, Countess Ramada) is possible if you completed
training at the House, but only after the Inquisition episode mentioned above.
SPRINGHEEL DUSTERS & SILENT MORRIS

See Cat Bobtail.

MERCHANT ADVENTURERS HALL & MISTGRAVE MANOR

See Pendant of Empusa.

SEE ALSO

Sandeni - Vault

Sandeni - Cult

SECRETS
Mistgrave Manor Entrance Hall SW Rune plate opens Spot / detect
secret door
Sandeni - Vault

VAULT OF THE EVIL DEAD

The Vault of the Evil Dead can be entered from the door in the Rotunda square, but you
won't get far without Sharon.

By the cherubim statues is the first of the Alsudi mechanisms that controls doors
within the vault. You can use the Help tool to ask Sharon to operate the mechanism, or
try to use it yourself - either way, Sharon will open the door.

If you have four ropes, you can now ask Rosalind to wait, then, using the ropes, descend
to the fifth and final level of the vault, without encountering any obstacles, monsters or
traps. Even if you only have one rope, you can descend one level of the vault at any time.

For now, let's assume you're going the long way, and decide to explore the side
chambers.

In the north room, you'll find Ossatura Puzzone.

The door to the west room is sealed with lead. It's possible, though tedious, to break it
down. Rosalind will give you some black powder if you don't have any.

The wandering monsters will attack if you open the south door. Approaching the tomb in
that room triggers a warning, which you can safely ignore.

VAULT OF LIES

To the north is the tomb of Joan the Mad, which contains the Book of the
Necroproctor.

As you approach the north-west corner, phantoms will emerge from the pit. They will
attack if you get too close. You can work around them by climbing a rope down to the
level below, or, since they're phoboplasms, use the zapper tool on them.

South of the pit, the way is completely blocked by fallen rocks. You can blast them with
black powder, use a rope to go down one level, or notice the secret door to the west of
the pit.

The secret passage is also accessible by a door in plain sight, beyond the rocks. If you
went down a rope, come back up the stairs to get here.

In the secret passage is a gate guarded by necroproctors. If you are wearing the
Oracle, or Rosalind is in the party, you can talk to them and answer their question,
otherwise you have to kill them to open the gate (but since you can approach the gate
from either side, it's not essential).
VAULT OF THEFT

Before entering the north room, you're warned that a mage is raising Captain Scuttle
and his undead pirate crew. The door lock can be picked by Sharon or the player. The
ensuing fight is not essential, though the mage has a nice magic staff. Killing the mage
will dispel the summoned pirates.

In the west room is an Ossatura Puzzone item. Giulietta Rimini won't intervene, unless
you disturb her rest. If you fight Guilietta, be sure to use a stake on her corpse
(available from the Undertaker in Sandeni) otherwise she will keep returning from the
dead. You can also use the stake when you first enter the room, while she is resting. A
secret wall panel has potions of Restoration.

The south room has another Ossatura Puzzone item, guarded by Count Corrotto.

The door to the next level is guarded by Cherubim. They are phoboplasms, who will back
down if you threaten them with your zap power, or brandish a weapon capable of
damaging them.

VAULT OF MURDER

There are Ossatura Puzzone items near the stairs up, and in the north room (the latter
guarded by the Commendatore and his knights).

Walking around the pit will wake King Justin in the north room, and his minions who
emerge from the pit itself. It's wise to stand your ground near the entrance.

You won't be able to open the west door until much later in the game

Ask Sharon to operate the Alsudi mechanism to open the final door.

VAULT OF THE UNSPEAKABLE

See Kaarx quest.

SECRETS
Vault of the Evil Dead Dark Anteroom NE Floor panel Spot / detect
Dark Anteroom NW Wall compartment Spot / detect
Vault of Lies West of pit Secret door Spot / detect
South of pit, before Wall compartment Spot / detect
fallen rocks
Vault of Theft NE of pit, near Floor panel Spot / detect
entrance
West room, south Wall panel Spot / detect
wall
Vault of Murder North room, west Wall niche Plain sight
wall
Vault of the North wall Wall panel Spot / detect
Unspeakable
Sandeni - Cult

CULT LODGE

You are teleported to this area during the Four Winds quest. Rosalind and Babayuri will
join you now. You can also use the Clarion of Kaarx at this time. If you didn't spare
Kaarx, Tasty Bonkers will join you. EXCEPTION : anyone who is unconscious, or who has
never been a companion, will not be available. Horses will be left behind, but you probably
don't need them any more.

The main objective is to enter the chambers of the first, second and third degrees. You
need one key to open the first, two keys to open the second, and three keys to open the
third. The first key opens a normal door lock. The remaining keys unlock levers on pillars
at the rear of the chamber. The third lever of the third degree is hidden behind one of
the two obvious lever pillars.

The first degree key is held by Avarice in the museum room.

The second degree keys are held by Magemaster Wade (first degree chamber) and the
Protocryptid lab mage.

The third degree keys are held by Toffee (second degree chamber), Igor (Biosynthesis
lab) and Bunni Tuft (Dark Energy lab).

See below for further hints on the second and third degree chambers (the first is
trivial).

CULT LABS

Descending to the Laboratory level, you encounter toxic gas. This will harm anyone not
wearing the protective clothing and helmet (which can be found on the Lodge level, in
the Arcane Research room just north of the stairs down).

The walkways on this level are defended by Cult Guards whose melee capability is even
more deadly than their lightning bolts, so it's advisable to engage them with missile fire
while they are behind locked gates.

The first gate in the Laboratory level can only be opened using the lever behind it. A
sign on a walkway nearby gives you a clue about target practice. Fire any missile weapon
at the lever to open the gate.

Find your way to the pumping station (which is visible from the Laboratory entrance).
Flip the lever to clear the toxic gas. Do not remove protective clothing until the pump
stops! You can also fire at the lever from the entrance if you prefer.
PROTOCRYPTID LAB

On the central crane platform of the lab level is a sign to the Protocryptid lab in the
north-east. Next to the sign is a lever that opens the walkway gate. The lab door can be
lock-picked or bashed.

You can talk to the mage, or attack her. Either way, fight the megacryptids, then obtain
the second degree key from her corpse.

BIOSYNTHESIS LAB

On the central crane platform of the lab level is a sign to the Biosynthesis lab in the
south-west. Just before the walkway gate is the lever that opens it. The lab door can be
lock-picked or bashed.

Igor might be quite hard to kill, unless you release the mutants, because he can only be
damaged by bludgeoning. He has one of the third degree keys you need, so attack him if
necessary after the mutants have had a go.

DARK ENERGY LAB

On the central crane platform of the lab level is a sign to the Dark Energy lab in the
north-west. Next to the sign is a lever that opens the walkway gate near that lab. From
that gate, head to the pillar platform (red lamps) in the west. Use the lever there to
open another walkway gate, this time to the gun platform (blue lamps) in the north,
where a lever opens the lab door. Destroy the guns with missiles to prevent the gun
trap firing.

In the Dark Energy lab is a set of four mechanisms. Looking from the controller's bench
towards the portal, the sequence of use is : inside left (power on), inside right (high
energy on), outside left (activate portal). The outside right mechanism does nothing.

Bunni Tuft's journal (inside the bench) explains that her servant, Severin, was due to
bring her back from the darkling world. Since he's dead, it's now up to you.

Each time you activate the portal, a more powerful darkling creature ports in. When the
Princes arrive, let them fight one another. Finally, Bunni Tuft ports in. She has the third
degree key.

FIRST DEGREE

This is a fairly standard battle. If you're bored with mages now, black powder is your
one-shot friend from now on.

SECOND DEGREE

Talk to Toffee. He ports in a phoboplasm, which you can kill using the Zapper tool.
THIRD DEGREE

Talk to Mistress Lilith. She unleashes a rune storm. The laboratory journal in the
Biosynthesis Lab hints at how to deal with this. Anyone near her throne who isn't
wearing the protective clothing and helmet (see "Cult Labs" above) will be killed
instantly. Also, anyone carrying black powder will explode, so store it out of harm's way
until the rune storm is done.

In the following battles, there are pauses for dialogue, during which you can safely save
the game. If Lilith fails to talk to you automatically, simply talk to her again to restart
the action.

Once you have defeated Lilith for the first time, she adopts her Grey Reaper guise.

Defeat her again to dispel her Avatars, then defeat her dragon form.

Search the safe behind her throne to obtain evidence against her.

SECRETS
Cult Lab NE room, by door to Floor panel Plain sight
Vault
Cult Lodge First throne room Floor panel Detect / Spot
(with chequered
floor)
The Sea (Windhope)

ON DECK

To set sail, talk to the Captain (Don Barcino).

To go ashore, talk to the Boatswain (Mister Pollack).

BELOW DECK

To the stern of the gun deck you'll find the Purser (Mister Grayling) who has a variety
of useful items for sale.

THE OPEN SEA

When you first set sail, Don Barcino invites you to his cabin, where he instructs you in
naval gunnery.

As soon as you return to the deck, the bow lookout identifies flotsam ahead, which you
can use for target practice. You may not be able to see the target immediately - just
wait for it to float by. Your gunners have an even more restricted view; wait until the
target is alongside, then give it a broadside. If you let a target pass by, be patient - the
lookouts will spot another target eventually.

Owing to an engine bug, targets may vanish during combat. This problem is reduced if
you stand on the lowest deck of the ship.

Eventually, a pirate ship turns up. Once you've sunk it, you can ask Don Barcino to
continue the voyage.

This area is a one-off. You can sail onwards to any destination, but you can never return
here.

THE WESTERN OCEAN & THE DOLDRUMS

The first time you sail towards Bandi, the Windhope is intercepted by Magemaster
Wade, who curses your ship.

When you ask Don Barcino to set sail, the Windhope is becalmed in the Doldrums. Fight
the sea hag on the lowest deck of the ship. When she escapes, go back on deck. She's
now swimming in the sea, but may be hard to see at first, owing to the fog. When she
moves into sight, attack her with naval gunnery or other missile fire. Fight her for a
third time on the main deck. Now you can ask Don Barcino to sail on.

THE DESOLATE COAST

The Windhope anchors off the coast of Desolation. Mister Pollack will put you ashore on
Wolfshead Spit.
THE SEA OF ICE

The Windhope anchors here en route to Renarness. In this area only, you embark or
disembark by clicking on the gangplank. To reach Renarness itself, you must continue on
foot across the ice to the road in the north-east.

Unless you are wearing warm clothing, you will take cold damage when outdoors anywhere
in this northern region. The Purser has a stock of furs.

Shortly after disembarking, you may be ambushed by a tribe of frost giants. You can
head back to the ship (to destroy the giants with cannon fire) or run for the road (the
giants give up and leave when you click the area transition).

Mother Hardy arrives before you leave the area. If you ask nicely, she may give you a
clue about what to do in Renarness, but it's not vital.

SECRETS
None
QUESTS

SPOILER ALERT

A Scholar and a Gentleman


Alimdeli
Babayuri
Birdland
Breca Point
Cat Bobtail
Companions
Count Buffo
Debt of Honour
Don Viaggio
Faywood
Flooded Mine
Folly
Forbidden Palace
Four Winds
Great Pretender
Hawk Crown
House of the New Moons
Jade
Kaarx
Lorelei
Luck of Dunblagin
Mappa Mundi
Mistress Lilith
Mysterious Letter
No Laughing Matter
Nomad
Oracle
Ossatura Puzzone
Pendant of Empusa
Phoboplasm
Portal
Prince Mahanula
Recommended Settings
Renarness
Rivals
Rudolph
Sandeni Castle
Seer of Light
Shadows
Sierra
Stingers
Three Muleteers
Victuals
Warren Conies
Water
Weather Control
Wight Wyrm
Windhope
Witch's Ring
A Scholar and a Gentleman

If you talk to the scholars (Johann, Toffee and Babayuri) in the opening scene at the
Dog & Banner, you may get a few XP for siding with Babayuri.

Either way, as you pass Ponder Hall in New Street, Fenchester, Toffee approaches you
with a proposition concerning his friend Johann.

Whether you take this up or not, sneak into Johann's room at Ponder Hall. Panda Wiles,
Sierra or Rosalind will give you a clue about how to do this. The hard way is to use
stealth; keep trying until the Dean doesn't catch you. The easy way is to buy an
academic robe from the tailor in the market (the hood provides adequate disguise), or, if
you are male, buy some rich clothing (so that you are not taken for a pauper).

Johann will be interested in you romantically (if you are male, he is gay) but you don't
have to go along with that unless you want to.

Johann will ask you to find three books, which are located as follows:

Book of Gibberish In the tomb of Atenraja at Qisirburun.

Also in the library of the Cult Lodge.


Book of the In the tomb of Joan the Mad to the north of the Vault of
Necroproctor Lies.

Also in the library of the Cult Lodge.


Grimoire of Kaarx Held by Kaarx on the lowest level of the Vault of the Evil
Dead.

Return the books to Johann. He tells you about his pact with Toffee.

Confront Toffee in the Second Degree chamber of the Cult Lodge. Return the pact to
Johann (who is also in that chamber now).

If you find the pact before returning the three books, you can't return the books
(because they're irrelevant), but you get an equivalent XP and gold bonus when you
return the pact, so you don't lose out, whatever order you complete the quest in.
Alimdeli

In the Elephant Palace at Bandi, Prince Mahanula tell you that the inventor Alimdeli has
disappeared. Only he knows how to control the automatons in the Forbidden Palace.

Free Alimdeli from the Steamworks at Qisirburun.

If there is still a problem at the Forbidden Palace, meet him just outside and follow the
walkthrough for that quest.
Babayuri

During the opening scene at the Dog & Banner, there is an opportunity to talk to the
scholars.

If you do so, you will learn a little about Babayuri.

If not, while in Fenchester, you'll probably bump into Toffee (one of his companions),
who will try to convince you that Babayuri is a rogue.

Either way, acquire Babayuri as a henchman by completing the Count Buffo quest.

If you listened to Toffee, you might be tempted to leave Babayuri behind. This is not
fatal, but will make the game more difficult.
Birdland

This is just a record of what Tasty tells you about Birdland.

The quest completes when you reach Dunblagin.


Breca Point

If you speak to Jade at Sandeni Castle about summoning a dragon, she will tell you where
to find Breca Point.

There are no XP for this quest, as you can find the summoning circle easily enough
without Jade's help. It closes when you summon the wind dragon.
Cat Bobtail

After you leave the opening scene in the Dog & Banner, Cat Bobtail is kidnapped by the
Warren Conies.

You may learn this from Ruby Toffer, who is waiting for you in New Street, or at the
end of the Warren Conies quest.

Use one of Betsy Trollop's keys to open the safe in her office. This contains a bill of
sale to the Silent Morris, a street gang in Sandeni. (Her other key opens the Coney
prison room, but it's empty).

From Fenchester market, follow the Pilgrims' Way north to Sandeni.

The Morris Hall is at the southern end of Pinchpenny Square. You can pick the lock
(Sharon can do this after the Inquisition scene if she hasn't yet entered the Vault), or
obtain the key from Jack the Lad (the leader of the Springheel Dusters) at the
southern end of the harbour.

In the Morris Hall, fight the Morrismen to obtain the office key.

If you already forced Serenity Cutter to flee from Fenchester, she will be waiting in
the office for a final confrontation. (If you force her to flee later, she will still turn up
here, but in that case the only point of fighting her is to complete the wanted posters in
Fenchester).

The desk in the office contains another bill of sale, this time to the Dalicani Dream Dogs
in Bandi.

Once you arrive in Bandi, talk to one of the passing citizens to learn about the Dalicani
hideout at the Mad Dog Taverna (which will now open).

Fight the Dalicani. If a sneak attack is not for you, try opening the door to the kitchen
and argue with the guard. Obtain the key and a mysterious letter from Zavazuma.
Release Cat Bobtail from the cell in the kitchen.
Companions

Not exactly a quest - this is just a journal entry to remind you of some key points about
companions.
Count Buffo

Note : if you accepted assignment from the House to the court at Sandeni, you will be
able to talk to Count Buffo before receiving this quest, but he won't have anything
useful to say.

If you completed training at the House, this quest is given by Jade. Otherwise, talk to
Don Barcino, who is sitting outside the Cock & Bull Tavern in Sandeni market square.

Go to Sandeni Castle. Ask the page to take you to Queen Eleanor.

In the audience chamber, talk to Count Buffo. Arrange to meet him in his chamber.

Go back to the castle entrance. Ask the page to take you to Count Buffo.

You need to obtain the Windhope charter from Count Buffo. To persuade him, you need
a skill of 10 or more (or sexy clothing, if female). Otherwise, offer a bribe (or, if
female, allow yourself to be seduced).

Show the charter to Don Barcino (see above) to start the Windhope quest and gain
Babayuri as a companion.
Debt of Honour

This quest in Sandeni begins when you talk to Messalina Vendetti (Merchant
Adventurers' Hall), Count Sindinero or Countess Avidita (Castle, East Wing).

It may also begin when you discover incriminating documents during the No Laughing
Matter quest.

You can talk to all three parties to understand their point of view.

If you betray Count Sindinero's whereabouts to Messalina Vendetti, he will be


assassinated, and you will not receive an XP bonus at the end of the quest. It doesn't
matter whether you kill the assassin or let them escape. There is no way to bring anyone
to justice for this crime (though everything points to Messalina).

If you speak to Countess Avidita, she is summoned to see the Queen. At this point, you
can read a letter on her desk (it's quite hard to see) which reveals that Sardonicus is
blackmailing her, allowing you to progress the No Laughing Matter quest.

If you don't spot the letter, you can do no more until the Great Pretender quest enables
No Laughing Matter to proceed.

Once you recover the incriminating documents, return to the Audience Hall. Talk to
Alfonse. All debts are repaid. There are XP for this, and an XP bonus if Sindinero is still
alive.

There is no way to bring Countess Avidita or Father Flannel to justice for their crimes,
as they are, in different ways, protected by their position in medieval society.
Don Viaggio

At Sandeni Castle, Queen Eleanor offers a reward for news of Don Viaggio if you
mention sea travel.

You can recover Don Viaggio's journal (the Solaris log) from the barrow at Wolfshead
Spit.

Return it to Queen Eleanor at Sandeni for a reward.


Faywood

You can learn the way to Faywood from Lakshmi in Delmondo Palace on Folly Island or
from Giles and Doris in the hut on the Pilgrims' Way.

Near the hut a gap appears in the trees immediately north of the signpost to
Fenchester, providing a path to Faywood.

The quest is complete when you enter Faywood Palace.


Flooded Mine

At Renarness, you will eventually discover that the lowest section of the mine is flooded.

Optionally, you may obtain clues by talking to the miners, but this isn't essential. Miners
will only talk to you when there are no Templars nearby (unless you kill some of them,
the Templars are watching all the miners except the blind one in the turf house). The
miners explain about the pumping station. Now you can talk to Rudolph in the Brass
Monkey for more detail.

In the mine, follow the railway east along the northern section to the top of the flooded
shaft.

Enter the mineshaft, swimming underwater. You will have to leave your companions
behind. You'll die if your air runs out, so it's wise to head back up the shaft when it hits
50%. Ignore the east passage for now.

Swim down the south passage. Use the lever near the locked door (which doesn't open
yet) to open the north passage. Return to the north passage. Ascend the ladder into an
air pocket. Use the lever to open the door in the south passage. Swim back to the south
passage. Obtain the mine key from the dead miner.

Go back up the shaft. Leave the mine. Back on the surface, in the south-east corner of
the fortress complex, unlock and use the lever near the water wheel to start the
pumping station. This drains the water from the lowest section of the mine.
Folly

This is a side quest of no great importance. Talk to people, complete your training. The
information and kit you need to achieve the best outcome will gradually fall into place.

On arrival at Folly Island, Miss Eva tells you the legend of the merchant Aurelius and his
mistress, Willow Faygrace, who disappeared.

In the kitchen of Folly Island Palace is a locked door to the cellar. Try the door, then
the kitchen staff will tell you to get the key from Mister Frank upstairs.

Once in the cellar, enter the second room. At first sight, there is nothing interesting
there. However, if you go to the long wall on the far side of the room, beyond the sacks,
searching will reveal a hidden button that opens a secret door.

Talk to the image of Willow Faygrace in the glowing sphere.

At this point, if you need help, ask Miss Hyacinth, Sierra or (later) Babayuri.

Four runes appear on the wall. You can change their colour by touching them.

In a desk is a cryptic note. Whether this helps or hinders is a matter of opinion - you
can probably solve the puzzles with it. The first line ("Symbols elementary") refers to
the book Elements, which is available in Miss Hyacinth's room in the palace and
elsewhere. The book gives more than one system, but only the first has four elements,
like the four symbols on the wall. The trick is to change the colour of the runes to match
the colour of the four elements in the book, in order.

So, from left to right, change the runes to green, cyan, red and white. The door opens
into the next room, from which you can enter four elemental nodes.

The objective is to collect an elemental crystal from each node.

NODE ACTION
Ice To avoid elemental damage, wear warm clothing, such as the furs which are
found in the palace dressing-up boxes.

Using a ranged weapon, fire at the lever on the other side of the ice wall.
The ice crystal appears.
Fire Take the fire crystal, which is behind the throne.

To avoid elemental damage, use the Gaffer Juice found on a corpse in the
Ice node.
Slime Talk to the Lady of Slime. With the conversation still open, enter the answer
to her riddle (SMILE) in the chat window. Take the slime crystal.
Smoke Place the fire crystal in the Hand of Glory. Use the arrows in the floor to
turn the mirrors until the beam strikes the pedestal. Take the fire crystal
and the smoke crystal.
Some of the elemental Lords and Ladies offer more cryptic clues, which may or may not
be helpful when solving the above.

Place one elemental crystal in each of the four strange devices in front of the runes.
The order is the same as the runes - from left to right, facing the runes, Slime, Smoke,
Fire and Ice.

The devices produce a beam which opens the next door into a room full of magical
colours. Look for the wheel just inside that door which opens the final door into Willow
Faygrace's prison.

If you speak to Willow, you will be attacked.

Killing her is one way to end the quest.

Another solution is to use a Remove Curse scroll (available from merchants in every
major city) . This works even if Willow is hostile. It might seem like an expensive option
- the scroll is not cheap - but you get the same experience points as a kill, plus a
treasure bonus.
Forbidden Palace

At Bandi, in the Elephant Palace, you learn from Prince Mahanula that the Forbidden
Palace is now under the control of automatons. Their creator, Alimdeli, has disappeared.

If you succeed in destroying or disabling the automatons, with or without the help of
Alimdeli, Prince Mahanula will reward you.

If you free Alimdeli first, meet him just outside the Forbidden Palace. He offers to help
if you return with an automaton mechanism.

The automatons are fairly tough, and the number in each room increases until you reach
the corridor with five doors. So it's worth taking Alimdeli's advice. For each automaton
killed, take the core back to Alimdeli for repair. Using repaired cores on hostile
automatons makes them neutral to your party, but hostile to any other bad bots they
can see.
Four Winds

This is the central section of the main plot.

At Faywood Palace, you meet a fox, who explains that the ashes of the elven Tetrarchs
have been scattered to the four winds.

Talk to Sybil (who you already met elsewhere in the Palace) to learn about the four wind
dragons.

Practice summoning the dragon Ludofax. Stand inside the rune circle in the long gallery
(you'll see the floor design if you look very carefully). Call the true name by typing

ludofax <return>

in the Talk window.

The quest splits into sub-quests, corresponding to the four winds. In each case, the
general procedure is

• Find your way to the area at the end of the earth.


• Discover the true name of the wind dragon.
• Stand in the summoning circle near the end of the earth.
• Call the true name.
• The first time you summon a wind dragon, it won't help you. Summon it again, to
show how much power you have over it.
• The dragon gives you the ashes of a Tetrarch.

Wind True Name Location Summoning Circle Location


North On the Brass Monkey in a vase near the Renarness (just north of the Brass Monkey)
statue of Odeus in the salt mine.
South On the tomb marked with a dragon flag Qisirburun (by the sea in the far south)
in the central chamber of the Ancient
Tomb.
East On the Sigil in the possession of the Wolfshead Spit (on the headland east of the
Joker at Dunblagin Undercroft. orc village)
West In the Grimoire in the possession of Breca Point (on the high ground)
Kaarx on the lowest level of the Vault
in Sandeni.

When you have all the ashes, return to Faywood Palace.

The fox is waiting for you by the teleport (to save unnecessary walking through the
palace).

Talk to the fox. You are transported to the Origin of Storms, and thence to the Cult
Lodge. Defeat Lilith. Search her safe. Take the evidence you find there to Alfonse in
Sandeni Castle Audience Chamber. Talk to Queen Eleanor for the closing scene.
Great Pretender

This quest can start in two ways - either by talking to Alfonse in the Audience Hall at
Sandeni Castle, or by discovering incriminating documents during the No Laughing
Matter quest.

Alfonse asks you to keep an eye on Count Durorico.

Queen Eleanor gives you an apartment in the East Wing, which is next to Durorico's
chamber.

Talk to Durorico. Hide in the wardrobe (either when he asks, or else after he leaves the
room).

Keep waiting in the wardrobe until you overhear a conversation between Durorico and
Donna Crudela implicating Sardonicus in blackmail.

Now you can progress the No Laughing Matter quest.

Once you recover the incriminating documents, return to the Audience Hall to confront
Durorico and Crudela.

Once all the rebels are dead, talk to the Queen. If you were expecting a reward, you will
be disappointed, but at least you get some XP.

FOOTNOTE - During and after the fight with the rebels, the Queen's guards will turn a
blind eye to your weapons and dress. However, hide your weapons and dress respectably
once the battle is over - otherwise, you will have trouble with the guards outside the
castle, and when you next return to the Audience Hall.
Hawk Crown

Wearing the Oracle allows you to talk to the hawks.

If you talk to King Goldhawk in his Birdland stronghold, you learn that he lost his crown
in a skirmish with ogres.

Find the crown in the ogre house in the south-east.

If you return it to King Goldhawk, he will help you at the siege of Dunblagin.
House of the New Moons

Talk to your sister Sierra at the apothecary stall in Fenchester market.

Accept Miss Eva's offer to train at the House.

Talk to Miss Eva again by the river at the end of Staithe Street.

Use the boat to travel to Folly Island.

The word "folly" refers to the architecture, not what happens on the island!

Follow Miss Eva through the Palace to the garden.

Jade and Amber join you.

Go back into the Palace. Take the first door on the left into the spa.

Enter the bath. Wait until you're clean.

Choose a costume from the chest - anything with the properties Rich or Sexy will do.

Talk to Jade to obtain her approval.

Go upstairs. Talk to Miss Ariana.

If you refuse to be initiated, the quest ends, and the rest of the module will be more
difficult.

Otherwise, when the initiation cutscene is complete, go back downstairs to the hall,
which is now laid for dinner.

Sit in the vacant chair opposite Miss Eva.

When dinner is over, go up to the top floor. Sleep in your bed. Dream about Shadows.

Go down to the floor below. Enter the Common Room (where the initiation took place).

Talk to Miss Eva in her study (the door is to the left) to obtain your curriculum.

As previously noted, if you travel north from Fenchester before training is complete,
this quest ends prematurely, making the rest of the module more difficult.

Refer to your journal for the topics you need to cover. It doesn't matter what order you
do them in. You can work with more than one tutor at a time, but normally you can't work
on more than one topic with the same tutor concurrently (see table on next page).
Tutor Location Topic Comments
Miss Top floor Fashion To walk elegantly, enter Detect mode.
Gaynor dressing room
(beyond the
dormitory)
Miss Training Hall in Athletics Complete one circuit of the estate. Every
Ariana the south of obstacle has a sign nearby with hints on what
the garden to do. There are no additional points for
breaking the record, which is not difficult. A
time-saving trick is to use the rope as soon
as you pick it up.
Shooting If you don't have sufficient weapon
proficiency, you won't be allocated this topic,
but you will get the XP, as a bonus on a
different topic.

Fire at any target (by selecting "bash" from


the radial menu) until Miss Ariana tells you to
stop.

Fire at the button behind the shield barrier.

Blow open the doors, taking case to stand


several meters away, aiming the black powder
at the floor near the door (not the door
itself).
Fencing If you don't have sufficient weapon
proficiency, you won't be allocated this topic,
but you will get the XP, as a bonus on a
different topic.

Keep agreeing to fight Melinda until you've


won three bouts. It doesn't matter how many
times you lose. This is quicker if you wait
until you've achieved level 2.
Master Common Room Dance The topic should complete automatically when
Maurice the cutscene finishes, but, if it doesn't, talk
to Master Maurice again.
Miss Eva Study to the Ethics The Book of the Courtesan is in plain slight
left of the on a bench in the Common Room. Return with
Common Room it before completing the conversation with
Miss Eva.
Tutor Location Topic Comments
Miss With the Riding You can only choose one horse - it doesn't
Withers horses, near matter which. You can only have one. To ride
the Orangery your horse back to Fenchester and beyond,
in the garden you'll need to open the gate at the end of
the garden from the inside, using the lever in
the archway. This also enables a shortcut to
Fenchester (instant travel to the
marketplace).
Miss Dispensary to Apothecary The herbs you learn about are rare, and will
Hyacinth the right of not be seen until the topic is completed.
the Common
Room Devilcap - Folly Island (by the garden gate).
Wolfshead Spit (above the barrow).
Dovesbalm - Folly Island (behind the
workshop), Grendor (two, west of the hut),
Breca Point (two, south cliff), Birdland
(behind the caravan and behind the faery
tower).

When training is complete, a messenger summons you to Miss Eva, who has some gifts
for you. If you are Courtier class, you acquire the Nonchalance feat, which reduces the
need for armour. If you can wield a sword, you are given the swordstick Elegance
(Finesse). If competent, you receive a pistol, too. If you don't qualify for these gifts,
you are given a cash equivalent.

If you decline placement (or choose travel to Faywood), the quest ends now. Otherwise,
it ends when you talk to the page outside Sandeni Castle.

Whichever of those three options you choose, you'll be OK, as there are only minor
variations in the story as a result. For example, when you present yourself to the Queen
in Sandeni Castle, she will grant you an apartment, even if you declined placement with
her, because you make such a good impression. This is a little generous on the part of
the author, perhaps, but it would be a pity to miss what follows.
Jade

At the end of the Inquisition scene in Sandeni, if you completed your training with the
House, Jade is amongst your rescuers. She explains that she is now known as the
Countess Ramada, and invites you to her boudoir in the Castle.

Ask the page outside the Castle for directions.

Talk to Jade about sea travel to obtain the Count Buffo quest.

If you didn't complete training, none of this happens. Don Barcino gives you the Count
Buffo quest instead.
Mysterious Letter

The letter found on Zavazuma is in Alsudi script.

If Babayuri is in your party, or you use the Oracle while it's in your possession, it is
translated, revealing a plot that implicates the Grand Panjandrum and General Bowodong.

Take the letter to Prince Mahanula at the Elephant Palace.


No Laughing Matter

If you completed training with the House, then, once you are released from the
Inquisition, a messenger will warn you to beware of the jester Sardonicus in Sandeni
Castle.

Either way, when you first enter Queen Eleanor's audience chamber, you will be taunted
by Sardonicus, which will be even worse if you forget to walk [Search Mode] in the
Queen's presence.

There's nothing you can do about any of this yet.

Later, you learn that Sardonicus is a blackmailer, during both the Debt of Honour and
Great Pretender quests.

Talk to Sardonicus in his room at the far end of the corridor in the East Wing of the
Castle. He makes a careless remark which suggests that a supplier to the Castle may
know more.

If you talk to Alfonse in the audience chamber, or the page outside the Castle, they will
suggest talking to the stallholders throughout the city.

One of the fishwives in the market, Mopsy Fussock, will admit to dealings with
Sardonicus. Reassure her that she will come to no harm. If your Persuade skill isn't high
enough, you will have to bribe her. She will give you two incriminating documents, the
Sindinero Deeds and the Durorico Letters, which will allow you to continue the Debt of
Honour and Great Pretender quests respectively.

Present either of the incriminating documents to Alfonse in the Castle audience


chamber.

Sardonicus is executed (notice the head on a spike by the main entrance to the Castle).

The House's preferred candidate, Joculus, becomes the new jester.


Nomad

Prince Mahanula (Elephant Palace, Bandi) will assign a nomad to help you, if you tell him
you're going to Qisirburun.

Meet the nomad in Bandi town, by the Qisirburun gate, to gain an additional henchman.

The nomad only speaks Alsudi, so you will need to wear the Oracle or have Babayuri in
your party to communicate.
Oracle

This quest is given by Sybil in Faywood Palace. The chest containing the Oracle is in
Queen Titania's chamber, beyond the throne room to the north of the Palace. Use the
item's unique power to wear it on your head and take it off.

The Oracle is a very important tool. Wearing it allows you to speak to creatures in any
language, and receive occasional messages from Sybil.

If you are not using the pre-made Ravenna Lightfoot character, the head you have
chosen might partly or wholly obscure the Oracle, making it more difficult to see when
it's equipped. This makes no difference to gameplay, of course.

It is possible, though harder, to complete the module without the Oracle.


Kaarx

After the Inquisition scene in Sandeni, talk to Sharon to obtain this important quest.

Kaarx is in the Vault of the Unspeakable.

The cover of his tomb is too heavy to lift by hand, and difficult to destroy.

Use a rope on the rack to make a winch, then use the winch to raise the cover (or just
blast the tomb open with black powder).

Take the stake from the body. The vampire Kaarx regenerates.

If you attack Kaarx, Sharon will defend him; kill them both. This isn't the best solution,
as you lose potential two companions. Since Kaarx is a vampire, use the stake on his
corpse, or he will keep reviving.

If you spare Kaarx, you have to fight the Seraphim instead, using the zapper tool. Kaarx
warns you that he can only grant a short period of immortality (but actually there's no
time limit).

Don't forget to take the grimoire from Kaarx (or Sharon's corpse, if you killed them).

If Kaarx is still alive, if you try to take the stairs to the level above, he will offer to fly
you back to the top of the well, to save walking.

From now on, Kaarx and Sharon are only available when you're underground. When you
first try to take them above ground, Kaarx will give you a clarion, which you can use to
summon them in any underground location.

Note that if you ask Kaarx to wait underground before you have the clarion, he will
assume that you no longer require his services until you return.
Lorelei

This quest only occurs if you complete the House quest.

On completion of the Count Buffo quest, before you embark on the Windhope, a
messenger from the House of the New Moons tells you that the three musicians known
as the Lorelei are being held against their will by the Prince of Bandi.

If you talk to the Prince in his Elephant Palace, you'll obtain more background (not
essential).

Complete the Forbidden Palace quest. Talk to Melinda in the Forbidden Palace to set
them free.
Luck of Dunblagin

When you defeat the Stingers at Wolfshead Spit, you learn that they are searching for
the Luck.

The Luck is a cup, which is amongst the belongings of a skeleton in the barrow south of
the stone circle in the same area.

Optionally, it can be used in combination with the Incantation of Banishment to destroy


the Bane of Dunblagin.

Give the cup to Don Barcino on board the Windhope to complete the victuals quest.

N.B. once you have surrendered the Luck, it cannot be used against the Bane.
Mappa Mundi

During the Four Winds quest, when Sybil describes the ends of the earth, she also
mentions the Mappa Mundi, which includes territory unknown to humankind.

The map is inside a book, on a desk in the library to the north-east of the palace. The
library can be reached from the north-east door in the Fox corridor.

There are no XP for this quest, but it's impossible to complete the Four Winds quest
without the map.
Mistress Lilith

This is just a record of what the player has learned about Mistress Lilith.

The quest is completed by defeating her towards the end of the game.
Ossatura Puzzone

This quest begins in the north room of the Vault of the Evil Dead, if you talk to
Ossatura's floating skull.

Collect the body parts scattered around the vaults. They're all in plain sight, apart from
one in the secret corridor on the second level (Vault of Lies).

Return the parts to Ossatura if you like. There are a few XP for this, but since he is
really a protocryptid animated by a mage, don't expect gratitude...
Pendant of Empusa

Morbida Mistgrave will give you this quest if you ask if there's anything you can do for
her. She can be found at the Merchant Adventurers Hall in Castle Street, just north of
the market in Sandeni.

On arrival at Bandi, talk to the Magus, who has a market stall on the waterfront.

He will direct you to Villa Samineli, which will now be open.

At the Villa, click on the book in Samineli's chamber to discover the location of the
House of Eyes.

A new quest (Seer of Light) appears in your journal, but it's really the same quest, so
it's described here.

Talk to the Housekeeper in the House of Eyes to open a portal into the Trials of the
Seer.

Run quickly through the brimstone. Wade slowly through the treacle. Keep moving
through the foam, even if you slip a few times.

When you reach the seer's temple, as Delifina about the Pendant to receive the Eye of
Aye.

Return to Villa Samineli. Kill the guards. Use the Eye of Aye on Samineli, talk to him,
then recover the Pendant when he confesses.

When next in Sandeni, revisit the Merchant Adventurers Hall. Morbida has left, but if
you ask anyone else there, they will direct you to Mistgrave Manor, which will now open.

If you use the Eye of Aye on Morbida, you will discover that she is a vampire (as you
might suspect). Now could be a good time to buy a stake from the Undertaker or the
Chandler in Sandeni.

Talk to Morbida. You will be imprisoned, but you can easily escape if you wait for the
chains to break and smash down the door.

Most of your weapons will have been confiscated. They're stashed in the opposite room,
at the far end of the kitchen. You might prefer to get them before fighting the mutant
chef.

On re-entering the main hall, go to the torture chamber to the right, which is now open,
to obtain the key to the upper level. Prepare for battle.

Go up the stairs. Open the door. John Barleycorn attempts to rob you in stealth mode.
If you can see him, attack using the radial menu, kill & loot him, then open the next door
to fight Roderigo Cabalia. Otherwise, after John steals a few items, or if you attempt to
talk to him, he summons Roderigo, so you have to fight them both. While fighting the
henchmen, try to keep away from the final room, otherwise Morbida might join in.
Kill Morbida. Remember to use a stake on her corpse!

Recover Morbida's key from her staked corpse. Return to the main hall downstairs.
Notice the rune in the SW corner. If you stand close to the rune, you will spot/detect
that it can be used to open a secret door into Morbida's chapel, where her key opens a
treasure chest.

For an XP bonus, ask Delifina to destroy the pendant. You can do this at any time, but if
you don't kill Morbida first, you won't get her XP or treasure.
Phoboplasm

This is a training quest, given by Sybil in Faywood Palace.

Kill the apparition in the palace bathroom (due north of the Scuzmatron room).

This is really difficult, unless you use the Zapper feat which Sybil gave you. You may
find it convenient to put it in a quickslot. The Zapper will keep firing until all
phoboplasms in sight are destroyed, unless you cancel it by doing some other action.

As with all missile fire, it's advisable to stay well outside melee range of your opponent.
Portal

Alimdeli tells you to disable the portal in the southwest room of the Steamworks at
Qisirburun.

Destroy the control mechanism to get some XP.


Prince Mahanula

When reporting back to Prince Mahanula, you may find he is absent from the Elephant
Palace.

His courtiers will tell you that he is away on business.

A messenger will contact you once you've made sufficient progress (namely, disabling or
destroying the automatons in the Forbidden Palace, and finding the name of the Dragon
of the South Wind).

Return to the Elephant Palace with the Nomad to obtain your reward.
Recommended Settings

This is a record of the recommended game settings.

Crashes and other issues can arise if these are not set correctly.
Renarness

Experience points are awarded for entering the salt mine by any means. See area
description.
Rivals

In the Elephant Palace at Bandi, Prince Mahanula wagers that you cannot defeat the
automatons created by Jamiboja and Wiziuppi.

Attack them one at a time.

Claim your reward from the Prince.

You can decline this quest, but if you accept it, the Prince will allow you to bear arms in
Bandi without interference from the guards.
Rudolph

This is just a reminder to talk to Rudolph for a more detailed description of the Flooded
Mine. He is drinking at the bar of the Brass Monkey.
Sandeni Castle

This is just a reminder of the location of your room.


Seer of Light

See Pendant of Empusa.


Shadows

During the House quest, after dinner, you are invited to rest before training. Your bed is
in the dormitory on the top floor of Delmondo Palace, next to your chest.

Sleep there.

In the rabbit room, use either of the magic doorways in the curtains to the north of the
room. Go down the rabbit hole which appears in the floor.

After a conversation with Gok, H'shppi and Zanussian, they disappear. Find each of them
in the maze (the transitions behave strangely - going back the way you came often leads
to a new location). Once you've spoken to them all again, the shadow pup joins you.
Proceed to the shadow hatch in the room where you first met the three strange beings.

In the underground river, use the net to catch the fish, then cross to the exit.

In the darkling garden, talk to the raptor in the room beyond the mist in the south-east.
You will wake up in Delmondo Palace.

There are no XP for this dream quest.


Sierra

When you leave the Dog & Banner after the opening scene, talk to Sierra in Fenchester
market to start the next stage of the House quest.

Later, while training at the House, a messenger invites you to visit Sierra. Do so, to close
the quest and trigger a meeting with Rosalind.
Stingers

At Wolfshead Spit, you encounter some strange demons called Stingers.

You may learn from Tasty or his Shaman that the Stingers come from the west.

A document in the possession of the Arcanum commanding the Stingers explains that
they are searching for the Luck of Dunblagin.

To complete this quest, eliminate all Stingers and other Daemons from Birdland and
Dunblagin.

If the Shaman is still alive, and you spoke to her previously, there is a bonus for telling
her that the danger is no more.
Three Muleteers

The muleteers at the Merchant Adventurers' Hall in Sandeni ask you to help them with
their pack horses, which have been stolen by the Springheel Dusters gang.

Both the gang and the horses are on the waterfront, not far from the Hall.

Defeat the gangsters and loot the horses.

Sell the poppy dust to the purser on the Windhope.

Ask Alfonse at Sandeni Castle to arrest the muleteer smugglers for an XP bonus.

This is the optimum solution, even if you encounter the Dusters before the muleteers.

If you simply tell the muleteers that the Dusters are no more, they will disappear,
taking any goods left on the horses with them, so you miss the XP and the value of the
goods.

You can sell the poppy dust to the muleteers, but you won't get a good price or the XP
bonus.
Victuals

On arrival at Wolfshead Spit, Don Barcino explains that the ship is stranded unless you
can find food for the return voyage.

In the same area is a barrow, which contains a skeleton with the Luck of Dunblagin. Give
this magic cup to Don Barcino to complete the quest (however, you might want to wait
until you've finished the Stingers quest).
Warren Conies

The Warren Conies are in the Dog & Banner during the opening scene.

You can leave without troubling them, or get into a fight which you almost certainly can't
win.

To beat them, you probably first need to train at the House and team up with Rosalind.

If you seek advice from Sierra, Panda Wiles or Rosalind, they will give you a clue about
whether you're ready to take them on.

If the Conies capture you, they will put you in a holding cell. If you try to leave, Betsy
outlines her plans for you. Use the bed to kill time. An anonymous benefactor pays a
ransom for your release. This can happen several times.

The Conies hang out in Betsy's shop on the eastern side of the market square.

You might go there by chance, or at the suggestion of Ruby Toffer.

Ignore Rat the Jack's attempts to deter you. He will betray you, come what may.

When you open the door to the rear of the shop, the Conies attack you. Once they are
all dead, the last to die (which might be Rat) has the key to the next room, where
Serenity Cutter fights you for a while before escaping.

Confront Betsy Trollop in her chamber at the rear of the shop.


Water

If you take horses to Qisirburun, they will be in urgent need of water.

There is a drinkable pool in the southern part of the area.

No XP for this quest, as it can be avoided by purchasing desert mounts in Bandi.


Weather Control

At Qisirburun, you discover that the Ocean Trading Company is building a weather
control system.

Disable the local node by using the lever in the northeast room.
Wight Wyrm

This is just a note of a rumour that is explained by completing the Folly quest.
Windhope

On completion of the Count Buffo quest, the Windhope is at your disposal.

The captain, Don Barcino, goes aboard.

Babayuri joins you as a companion.

The boatswain, Mister Pollack, waits for you on a pier in Sandeni harbour. Talk to him
when you want to go aboard.

See area walkthrough for subsequent detail.


Witch's Ring

Talk to any witch in Birdland to receive this quest.

The key to the faerie tower is in the ogre house to the south-east.

Inside the faerie tower, a large box is surrounded by green crystal walls.

Ask a companion to wait just north-east of the crystal walls. They need to be close to
the structure, so that you can talk to them from inside without moving.

Press the southern button to gain entry.

Now use the Help tool to ask the companion to press the northern button (or simply
shoot at that button).

Open the large box, which contains the witch's ring. It also contains the Incantation of
Banishment, which may prove useful at Dunblagin.

Return to the witches.

You can give them the ring, in which case they will help to fight the Grimberk orcs and
Daemons nearby, or keep it. If you decide to keep it, don't tell them, otherwise they will
attack.
CREDITS

Flip of the fez to Alan Moore and Dick Foreman for the Scuzmatron concept.

CUSTOM CONTENT OVERVIEW


Content Author Usage License
TILESETS
Ancarion Castle Ancarion Integrated
Interiors
Aztec Interior Chandigar Integrated
Classic Dungeon Maxam Integrated "feel free to
include this as
is or modified
in your module-
specific haks"
Dwarven Halls Project Q version of JDA Tiles and
original textures
renamed as
overrides to
CEP crypt.
Elven City Interior Pasilli Integrated
JXP Mountains JDPuffnStuff, Lucifer Integrated
Church, Adam Miller, Lost
Dragon, DOA,
Bloodmonkey, Pasilli,
Elmer, Thallion Stellan,
Dark Angel
Ship Interior Nexorcist & Gutboy Integrated
TCC Interiors The_NWNCCC Integrated
Walkable Water Rezzzman Customised
Wizard Tower Pstemarie Integrated
SCRIPTS
Darkness over Ossian Studios® Inc. Customised
Daggerford map system
Gestalt Cutscene John 'Gestalt' Bye Customised
Scripting System
Magic Dye Mirror Milambus Mandragon As supplied in
CEP 2.4
starter
module
Omega Forge OmegaDM Customised
Rope Scripts The Krit & C.R.A.P. Customised
HEADS & HELMS
Animal Heads Carcerian Lizard head
integrated
Arabian Heads Shemsu-Heru Selected
heads, clothes
and helmets
integrated
Egyptian Armoury Shemsu-Heru Selected
masks as
supplied
Monster Heads, Head- Carcerian Selected
Aligned VFX heads and
VFX
integrated
More Asian Heads Shemsu-Heru Selected
heads and
helmets
integrated
Night Masks Kinarr Greycloak (?) Integrated
compiled by Kenneth J. La
Mella and Ghost Factory
Oriental Heads Shemsu-Heru Selected
heads
integrated
Peasant Bonnet Heads Zarathustra217 / Joco / Selected
DLA heads
integrated
TrissHead Stonehammer Integrated
Whitefall Heads Jez/Others Selected
heads
integrated
CREATURES
Acanthothere, Bagigian, Plush Hyena of Doom Integrated
Bladewing, Deathfish,
Dreadwraith, Haiju'Ran,
OssuKnight, Nameless
Thralls, Spleen Jesters
Arcanum Paganini Integrated
Autognomes Shemsu-Heru Integrated
Babau Paganini Integrated
Banshee, Lizard, Baba Yaga Integrated You can use/
Vampire Female, modify all my
Zombies creatures i
release here on
my page how
you wish and
release them.
Blacksmith, Bloodsailer, Shemsu-Heru Integrated
Commoners, Gnomish
Battle Machine,
Innkeeper, Nobles,
Shopkeeper, Waitress
Clown Lord of Worms / Paganini Integrated
Creature from the Black Shemsu-Heru Integrated
Lagoon
Crodlu Draygoth Integrated
Dancer Shemsu-Heru Integrated
Death Knight Paganini Integrated
Egyptian Goddess Shemsu-Heru Integrated
Elephant, Camel, Crane, Draygoth Integrated
Chariot, Horse & Cart
Elephants, Peasant Shemsu-Heru Integrated
Fable NPCs Tiberius Morguhn Integrated
Geralt Black Rider Integrated
Genies Shemsu-Heru Compiled &
Integrated
Gith Shemsu-Heru (portraits Integrated
made from the Art of
Gerald Brom)
Gremlin Wisdom Knight Integrated
Gypsies Shemsu-Heru Integrated
Harpy Plush Hyena of Doom Integrated
Ivy Valentine / Woman Shemsu-Heru Integrated
in Sexy Leather
Jester Kinarr Greycloak Integrated
Nobles, Queen, Jester Shemsu-Heru Integrated
Peasant Militia Ancarion Integrated
Rayne Shemsu-Heru Integrated
Reindeer Big Bene Now in CEP
Samara Zwerkules Integrated
Seduca Old Time Radio Integrated
Shedu & Lammasu Shemsu-Heru Integrated.
cpause1
grazing
animation
removed from
Shedu.
Sheep Project Q Integrated
Skeletons MerricksDad Integrated
Skull Monsters MerricksDad Integrated
Various Desert NPCs Shemsu-Heru Integrated
Werecrocodile Shemsu-Heru Compiled &
Integrated
White Walker Shemsu-Heru Minor glitch in
model fixed
Zombie Knights Tiberius Morguhn Integrated
PHENOTYPES & ANIMATIONS
Additional Animations Vaei Selected
animations
integrated
C.R.A.P. Plywood Chicken Selected
animations
integrated
Climbing and Jumping Failed Bard Script
customised,
animations
integrated
Custom_Anim Zeiram Integrated

D20 Modern Goudea & D20 Modern Two Open Game


animations License - see
integrated D20 Modern
into custom manual
hak
Female Dancer Stzehn Adapted for
Phenotype 1.66 onwards
Music Animations Karpad Integrated
Old / Frail Phenotype Ben Harrison Integrated
Social Phenotype Project Q / Tom Banjo Integrated
(Female)
PLACEABLES
Egyptian Statues Borden Ha'elven Integrated
Kali Plush Hyena of Doom Integrated
Lion Fountain Lilista (?) Integrated
CF columns
Mill Stones The Amethyst Dragon Now in CEP
Moons of Krynn Tonton Integrated
Sailing Ships Oseryn Modified to
make
animation
shorter
Wall levers & buttons Project Q Integrated
Watermill phenix-rising Integrated
Working Clock Borden Ha'elven Customised
Working Clocks, Hare, Ana a.k.a. anathema_17 Customised
Rabbit, Black Lodge,
Faun Fountain, Virgin &
Venus statues
ITEMS
Black Powder Guns Gylfi Gangler Customised
Chatkcha, Gith Spear, Shemsu-Heru Chatkcha
Tortoise Shields, Trikal converted to
& Wrist Razor shuriken,
otherwise as
supplied.
Fantasy Shields Ben Harrison Integrated
(Neverwinter / Cog
Wheel)
Flintlocks and The Mad Poet Bullet impact
Matchlocks texture
Holdable Items Shemsu-Heru Integrated
Holdable Items 2 Shemsu-Heru Integrated
Lute & Guitar VFX Rolo Kipp / Tom Banjo / Integrated
Lisa
Makeshift Weapons JFK Integrated
Riding Crop Jade / Justin / Venexxa Customised
for 1.67
onwards
Sceptres, Chalices, and The Amethyst Dragon Integrated
Statuettes
Urban Weapons Shemsu-Heru Integrated
CLOTHING & ARMOUR
ACAG Valine, Lisa, Selected body By permission
DartagnonDartagnon, and costume
Leonardo da Vinci, parts
JacenArkana, Zorro integrated
Ardus Anatomy Mari Wolfe compilation of Selected
work by Jade and others costume parts
integrated
CODI Dustman Robe DrZaius Integrated
Daigoro Robe Daigoro Integrated
Diving Suit Shemsu-Heru Integrated
Game of Thrones Robes Eurgiga Integrated
Gunner's Body Gunner Selected body
Rebuild/Retexture parts
integrated
Hakama Pants Yumi-Chan Integrated
Hats as Robes Rubie Customised as
cloaks
Costume VFX (head The Amethyst Dragon Selected VFX
aligned) integrated
JenX 2.3 Jenova the Elfie and Selected
others costume parts
integrated
Kinky Kingdom Yoshiko and others Selected By permission
costume parts
repaired and
integrated
Lilista Social Lilista and others Selected
costume parts
integrated
Maid Costume E the Tailor / Lisa Integrated
New Asian Clothes Orlondow Integrated
Oriental Clothing & coulisfu Integrated
Armour
Psycho Vixen Plush Hyena of Doom Selected
costume parts
integrated
Technomagic Wings ia.Pepper Integrated
VFX Circlets and Manny Jabrielle Selected VFX
Glasses integrated
VFX Mask Project Henesua / Rolo Kipp / Integrated
Paganini
LOADSCREENS & SPLASHSCREENS
Open Seas Plush Hyena of Doom and Integrated
Tarot Redhand
Moons of Krynn Lauri Keränen (Tohtori) Appears
without
permission. I
have been
unable to elicit
a response
from the artist.
Wooded River Peder Mønsted Public Domain
Landscape
The Bondhus Glacier in Erik Bodom Public Domain
Sunnhordland

ARTWORK

GOTHIC PAINTINGS

Proleric (February 2014)

License & credits : here are links to the original works of art, which I have adapted,
reducing quality and detail, for gaming purposes. You're free to copy or modify my work,
as long as you include this provenance, and observe the license terms specified on those
pages.

Exception : work by Līga Kļaviņa appears by kind permission. The in-game texture (but
not the original art) may be freely reused in open non-commercial projects, provided the
work is clearly attributed to her.

PAINTINGS
bh01 Addams Family (ABC Television)
bh02 Banshee (Gothika248)
bh03 American Gothic (Grant DeVolson Wood)
bh04 Smile At Night (Sukanto Debnath)
bh05 The Abominable Dr Phibes (Witch's Dungeon)
bh06 Phantom of the Opera (Witch's Dungeon)
bh07 The Dead Lovers (Anon)
bh08 Walker iPad Painting (Yabbus23)
bh09 Queen Eleanor & Fair Rosamund (Evelyn De Morgan)
bh10 Expression of the Emotions (Guillaume Duchenne for Charles Darwin)
bh11 Vlad the Impaler (Anon)
bh12 Countess Elizabeth Bathory (Anon)
bh13 Gilles de Rais (Éloi Firmin Féron)
bh14 Jack the Ripper (Tenniel)
bh15 John Dee (Anon)
bh16 Edgar Allan Poe (Oscar Halling)
bh17 Butler (Proleric / Bioware)
bh18 Wanda (Proleric / Bioware)
bh19 "Plan 9 from Outer Space" (Ed Wood)
bh20 Welcome (Kazuo-Sama)
bh21 Lestat (Gothika248)
bh22 Vampire (Philip Burne-Jones)
bh23 Werewolf of London (Witch's Dungeon)
bh24 Cassandra (Evelyn de Morgan)
bh25 The Magic Circle (John William Waterhouse)
bh26 Witch - The Sabbath of Witches (Goya)
bh27 Haldir (Līga Kļaviņa aka ligna-marta)
bh28 Celebrian (Līga Kļaviņa aka ligna-marta)
bh29 Nimrodel (Līga Kļaviņa aka ligna-marta)
bh30 Enmeshed in Nan Elmoth (Līga Kļaviņa aka ligna-marta)
bh31 Lady with Unicorn (Raphael)
bh32 Portrait of Lorenzo di Medici, Duke of Urbino. (Raphael)
bh33 Grand Duke Cosimo I de' Medici (Bronzino)
bh34 Engelbrecht-II-Nassau (Master of the Portraits of Princes)
bh35 Francesco d'Este (Rogier van der Weyden)

TAPESTRIES
bh01 The Garden of Earthly Delights (Hieronymus Bosch)
bh02 La Dame à la licorne - Desire (Anon)

MODELS
Paintings Reskin of CEP model nw2painting9. No credit is given, but the available
evidence suggests that the original work is NWN2 Hobbies (The George)
Tapestries Reskin of CEP models, provenance unknown.

There are no license terms on the CEP download page, so it is assumed that the CEP is
intended for "reasonable and customary forms of re-use" (under section 6 of the site
guidelines).

OTHER ARTWORK

HERALDRY & LOGOS


Source File Copyright
Heraldry Clipart

PORTRAITS
Source File Copyright
Amsumaji a_hu_fe_110h Michael Oswald
Babayuri
Cat Bobtail a_hu_fe_040h azurelle.deviantart.com
Count Buffo
Don Barcino
Don Tadeo
Donna
Duke Mahanula
Filchin
Frank
Jack the Lad See link
Jade Sara Biddle
contact@salizabeth.net
Johann
Kaarx
Lakshmi
Lilith
Magemaster Wade
Melinda
Miss Ariana
Miss Eva
Miss Gaynor
Miss Hyacinth
Mister Pollack
Mopsy po_hu_f_kk1160_h
Numpty See link
Peachy a_hu_fe_158h azurelle.deviantart.com
Queen Eleanor
Rat the Jack alec_m
Roland
Rosalind
Ruby Toffer b_hu_fe_74h charlie140588.deviantart.com
Saffron
Sea Hag m_yu_fe_004h Anne Stokes
Serenity a_hu_fe_046h yumedust.deviantart.com
Sharon b_hu_fe_010h.jpg fangogogo.deviantart.com
Sierra
Swizzer Bilk See link
Sybil b_hu_fe_70h henning.deviantart.com
Trollop a_hu_fe_039h Donglu Yu
Uncle Toby
Vampire b_hu_fe_91h feimo.deviantart.com
William
Zavazuma

Portraits from drakonis.org are of uncertain attribution, because the credits aren't
linked to individual works. Original portraits not mentioned above were made from
screenshots by Proleric.

OTHER

The Book of the Courtesan is loosely adapted from the introduction to The Book of the
Courtier by Baldassare Castiglione, using the text provided for non-profit purposes by
the University of Oregon.
APPENDIX : CUSTOM CONTENT DETAIL

HEADS
Custom # Original Description Author
#
192MF 179 Animal Heads (Lizard) Carcerian
193-195F 136-138 Peasant Bonnet Heads Zarathustra217
196F 151 Oriental Heads Shemsu-Heru
197M 135, 169
198M
199MF 160 Monster Heads, Head-Aligned VFX Carcerian
124M 162
125M, 161F 167
126-128M 026, Arabian Heads Shemsu-Heru
048, 141
116-127F 011 029 Whitefall Heads Jez, Kazcor,
059 062 D20MM, Lisa,
069 077 Taina, CODI,
093 099 DLA, Colisifu,
106 143 NewByPower,
167 204 Claude
205 214 (provenance
non-specific
166-177M 038 066 and incomplete)
070 074
076 159
219 221
162-167F 042 043 More Asian Heads Shemsu-Heru
101 119
130 151

130-131F 160 168

174-181M 114 116


119 135
150 153
161 192
135-136F 100 101 TrissHead Stonehammer

HELMS (MASKS)
Custom # Original # Description Author
120 141 Oriental Heads Shemsu-Heru
174-176 no change Arabian Heads Shemsu-Heru
239-243 no change Egyptian Armoury Shemsu-Heru
250
090 no change More Asian Heads Shemsu-Heru
121 033 Oriental Clothing & Armour coulisfu
131-145 031-045 Night Masks Kinarr
Greycloak (?)
188 no change Diving Suit Shemsu-Heru

BELTS
Custom # Original # Description Author
116F 115 Kinky Kingdom Yoshiko and
others
122, 197, no change
199F
017 no change New Asian Clothes Orlondow
033, 034 031, 032 Oriental Clothing & Armour coulisfu

BICEPS
Custom # Original # Description Author
198 121 Kinky Kingdom Yoshiko and
199 131 others
095 097 no change Victorian & Witch Dresses TheBarbarian
098 099 no change Maid Costume E the Tailor
036-040 016-020 New Asian Clothes Orlondow
033 no change Oriental Clothing & Armour coulisfu
034 032

CHEST
Custom # Original # Description Author
085 087 095 097 Victorian & Witch Dresses TheBarbarian
092-098 003 004 011 ACAG Valine and
016 034 051 others
053
073 182 no change Kinky Kingdom Yoshiko and
183 187 others
188 190

99 101 102 115 116 121


103 104 169 244
198 200 no change Psycho Vixen Plush Hyena of
Doom
105 106 081 193
100 no change JenX 2.3 Jenova the
Elfie and
others
193 no change Lilista Social Lilista and
others
107 108 098 099 Maid Costume E the Tailor
144-149 054-059 New Asian Clothes Orlondow

181 no change
194-197 076-8, 080 Oriental Clothing & Armour coulisfu
CLOAKS
Custom # Original # Description Author
088-092 Robes 188- Hats as Robes Rubie
192

FEET
Custom # Original # Description Author
126 129 no change Kinky Kingdom Yoshiko and
130 others

131-4 112 116 117


121
142, 143 no change Arabian Clothes Shemsu-Heru

FOREARMS
Custom # Original # Description Author
033 082 no change Kinky Kingdom Yoshiko and
085 others
024-028 no change New Asian Clothes Orlondow
042 043 no change Oriental Clothing & Armour coulisfu

HANDS
Custom # Original # Description Author
001 no change Gunner's Body Rebuild/Retexture Gunner
Human male only - other races / genders
from ACAG.
010 001 ACAG Valine and
others
011 012 003 008 Kinky Kingdom Yoshiko and
others

LEGS
Custom # Original # Description Author
019-021 004 010 013 ACAG Valine and
others
022 212 Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
032 033 no change Oriental Clothing & Armour coulisfu
035

034 031

NECK
Custom # Original # Description Author
009 161 no change Kinky Kingdom Yoshiko and
others
010 011 127 128
199 no change Lilista Social Lilista and
others
008 no change New Asian Clothes Orlondow

012 007
021 no change Oriental Clothing & Armour coulisfu
026 no change Diving Suit Shemsu-Heru
095 097 no change Victorian & Witch Dresses TheBarbarian

PELVIS
Custom # Original # Description Author
139 no change Ardus Anatomy Mari Wolfe
and others
200 212 no change Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
038 no change New Asian Clothes Orlondow
051 052 no change Oriental Clothing & Armour coulisfu

ROBES
Custom # Original # Description Author
009 no change ACAG Valine and
others
013 014 009 012 JenX 2.3 Jenova the
Elfie and
others
099 no change Maid Costume E the Tailor
007 no change Daigoro Robe Daigoro
017-019 007-009 New Asian Clothes Orlondow
025 no change Hakama Pants Yumi-Chan
022 026 Diving Suit Shemsu-Heru
024 030 Oriental Clothing & Armour coulisfu
065 030 CODI Dustman Robe DrZaius
069-073 039-043 Game of Thrones Robes Eurgiga
095 097 no change Victorian & Witch Dresses TheBarbarian

SHOULDERS
Custom # Original # Description Author
051 no change Oriental Clothing & Armour coulisfu

SHIN
Custom # Original # Description Author
025 029 no change Kinky Kingdom Yoshiko and
others
212 no change Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
031-033 no change Oriental Clothing & Armour coulisfu
035

WINGS
Custom # Original # Description Author
2002-3 n/a Technomagic Wings ia.Pepper

ANIMATIONS
Custom # Description Author
1 Dance - Spin Zeiram
2 Dance - Dip Zeiram
3 [Bioware - Joust - drink]
4 [Bioware - Joust - knight salute]
5 Dance - Wide Stzehn
6 Dance - Twerk Stzehn
7 Dance - Wring Stzehn
8 Dance - In Out Stzehn
9 Dance - No No Stzehn
10 Dance - Attitude Stzehn
11 Long Jump Vaei
12 Climb out of hole Plywood Chicken
13 Climb rope Plywood Chicken
14 Drink Goudea
15 Smoke Goudea
16 Wall Climb Failed Bard
17 Jump Down Failed Bard
18 Strung Up Vaei
19 Smash Vaei
20 Crouching Tiger Vaei

These are the authors, to the best of my understanding. In some cases, they may have
copied earlier work. The descriptions are my interpretation, which may not reflect the
author's intentions.

Rosalind's special walk is a hidden Bioware animation, which I implemented in place of


the normal walk in phenotype 41, using Failed Bard's animations as a template.

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