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CandlekeepLocation code: AR2600 N: -
If you are a novice player speak to the many green-robed tutors scattered throughout this area for advice. Opening containers in private rooms or houses yields a high chance of detection by the local guard. You're only hope of avoiding a penalty is to escape before the guard initiates conversation. Attacking the guard is generally a bad move for non-evil or low-level characters as you will suffer loss of reputation, turn nearby onlookers hostile and you may end up dead. Once the guard is alerted don't return to the scene of your crime for 1 hour (5 mins in real time). In Candlekeep the repercussions are much less severe: carefully raid as much as you want then if a guard catches you tell them to get lost and run for the exit! Just don't get into a fight with them. You begin outside the Candlekeep Inn. Buy weapons and armourVisit Winthrop at the Candlekeep Inn AR2616 for supplies as you see fit. You may also want to visit the Temple of Oghma. Wait until you have completed every possible sidequest in Candlekeep and raided every possible cupboard for items to sell on, this will maximise your budget. Consider buying helmets as not all fighter type NPCs come equipped with them. Candlekeep Inn, 1st floor AR2616Raid the locked cupboard in the office and the shelves
in the kitchen. _ _ _ 2nd floor AR2617Rooms numbered clockwise from immediately north
of stairs. Firebead's scroll of identifyEnter the Candlekeep Inn AR2616.
Talk to Firebead Elvenhair. He asks you to collect
a scroll from Tethtoril. Return the scroll to Firebead.
Alternatively you could keep it. If you talk to Firebead
30 times he will give you some gold. Phlydia's History of HalruaaTalk to Phlydia. Offer to find her missing book.
Head east until you find Dreppin.
Talk to him. He will tell you her book is in the
haystack behind him x 3249
y 286. Take the book back to Phlydia. If your NPC
Reaction is favourable she will give you a gem
as a reward. Shank the assassinEnter the Priest's Quarters AR2602.
Shank will attack. Kill him. You will be approached
by Parda, a concerned monk, after the battle. Priest's Quarters AR2602Raid the table, locked chest and stack of crates. Dreppin and Nessa the cowTalk to Dreppin. He may mention Phlydia's missing
book if that sidequest is not complete. He needs
some antidote for his cow. Go to the Barracks, the
antidote is inside a chest in the NE corner. See Hull sidequest.
Once you have the antidote return it to Dreppin. Temple of OghmaTalk to the Priest of Oghma. He offers typical clerical services. Jondalar and ErikTalk to Jondalar. He will start combat with you. His companion Erik will try to hit you with arrows. Their attacks don't hurt. It serves only to show you how to attack people. Reevor's ratsTalk to Reevor outside the Storehouse AR2606.
He wants you to kill rats. Go inside and kill the
rats. Talk to Reevor again outside. Storehouse AR2606Raid the NW barrel. Hull's long swordTalk to Hull. He has forgotten his sword. Go to
the Barracks. Inside AR2618 to
the NE is a chest. Take Hull's Long Sword and the
Antidote (which is for Dreppin).
Return the sword to Hull. Combat trainingTalk to the Gatewarden for painless six party member
combat practice before you meet real monsters. Head
to the Cellars. The Gatewarden will wait outside
the building for you until you have spoken to him
again. Inside AR2643 you
will be hailed by Obe who will summon monsters for
you and a party of five NPCs (Arkanis, Mordaine,
Osprey, Deder and Canderous) to fight with. You will
only get experience for Gibberlings and Kobolds. InfirmaryEnter the infirmary AR2605 and
speak to the Priest of Oghma. Tell him you need healing.
He will give you a potion. Infirmary AR2605Raid the locked desk. Carbos the assassinEnter the Bunkhouse AR2607.
Carbos will attack. Kill him. You will be approached
by Karan, a concerned monk, after the battle. Bunkhouse AR2607Raid the trunk outside. Fuller's boltsEnter the Barracks AR2618 and
talk to Fuller. Ask him what errands you could do.
Leave and buy some bolts from Winthrop at the Candlekeep
Inn. Return to the Barracks to give the bolts to
Fuller. Also inside the Barracks to the NE is a chest.
Take Hull's Long Sword (return it to Hull)
and the Antidote (which is for Dreppin). Barracks AR2618Raid the four locked chests inside to the W and
the barrel outside. Talk to GorionOnce you speak to Gorion you essentially have two options: say you are ready to leave and Chapter 1 will begin, or say you're not ready (useful if you have sidequests still to do or items to buy). You can always come back if you say you are not ready. Once you leave you cannot return until Chapter 5.
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