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WALKTHRU: Pass judgement in the Charwood castle?
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RPGDot Forums > Neverwinter Nights - Spoilers

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skamonkey
Village Dweller
Village Dweller




Joined: 22 Dec 2002
Posts: 3
WALKTHRU: Pass judgement in the Charwood castle?
   

i have given the oaths to the spirit and i have in my possession the belial confession which i cant give to the spirit. i say yes when she asks me if i am ready to judge and then she summons the brothers and the one with the quarterstaff says hello spirit hello judge and thats it... i cant find a way to judge i am getting really mad about this can anyone help me please?
Post Sun Dec 22, 2002 3:12 pm
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hwfanatic
Average Fanatic
Average Fanatic




Joined: 28 Oct 2002
Posts: 2850
Location: Belgrade, Serbia
   

You should be able to continue conversation with the spirit. When it asks uppon your decission, tell it that you think none of those two are guilty. Then the deamon will show up. He will get blamed, but he'll get unpunished, though..

Last edited by hwfanatic on Sun Dec 22, 2002 4:14 pm; edited 1 time in total
Post Sun Dec 22, 2002 4:09 pm
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skamonkey
Village Dweller
Village Dweller




Joined: 22 Dec 2002
Posts: 3
   

thats just it though!
the conversation goes like this
i talk to the spirit it says have you come to a decision. i reply yes or whatever
then one of the brothers says hello spirit hello judge, then i press continue and the conversation ends.
whats going on?
Post Sun Dec 22, 2002 4:13 pm
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hwfanatic
Average Fanatic
Average Fanatic




Joined: 28 Oct 2002
Posts: 2850
Location: Belgrade, Serbia
   

It's obviously a bug. Try loading some recent saves. If it doesn't work, dunnot worry, the quest is not mendetory.
Post Sun Dec 22, 2002 4:19 pm
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Korzen
Forsaken
Forsaken




Joined: 02 Nov 2002
Posts: 3673
Location: The User Groups Section.
   

As far as I remember you first have to gather some clues and evidence from the brother towers before you can make a decision, but I'm not sure.
Post Sun Dec 22, 2002 4:24 pm
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OhBrandi
The Pun-Slayer
The Pun-Slayer




Joined: 04 May 2002
Posts: 1038
Location: Somewhere this side of sanity.
WALKTHROUGH: Charwood
   

WALKTHROUGH ALERT





Chapter 2: Charwood, The Village of Eternal Night

You'll notice a very strange atmosphere when entering Charwood. None of the people you speak with have much to say. There are three folks worth chatting up.

The first, Quint, will start the Villiage quest. He disappears after giving you some babble, but you'll see him a bit further on.

The second guy to speak with will be Mayor Mobley. He'll give a bit more of the tale and directions to Castle Jhareg.

Before heading to the castle, though, stop by the Charwood Inn. There is an insane fellow who will fill in another piece of your main puzzle as to the location of the Cult. Remember to talk to him BEFORE going to the castle as some folks find that he is not around after completing the side quest in Charwood. Kill this dude after you've persuaded everything out of him and grab the CHARWOOD JOURNAL which is a quest item.

Now that you are done with the entry area of Charwood, head to the gate and convince the poor, befuddled gatekeeper to let you in. No need to kill him as he's so confused he probably wouldn't even realize he'd been killed.

Once you enter the castle, there is a chest with a letter with a very simple riddle. Three paths, three doors. Those of you who are of black and white frames of mind may think only right or wrong, but as with most things in life, it's really the balanced or MIDDLE path that will be your best choice. Really it doesn't matter which way you go, but if you choose the middle path, the prize at the end is worth it.

Ah, so the middle path holds no joy for you? Well if you take the left path, you'll face firetraps and fire creatures betweent CR3-CR5. A Huge Fire Elemental will also be a bit of fun, but when all's said and done, you are can open the chest to find.... a note. Joy. Right path? Undead, ending with a Ghoul Ravager and the same note of ridicule. Really, take the middle path.

Now you've entered the room of the Guardian. She'll give you a bit of info on the quest and ask you to be the judge. Sure, why not?

It makes no difference which way you go first.

I won't go into great detail here, but I will clue you in on the most important things to gather from each of the areas.

From Quint's Chambers:
Quint's area is filled with undead, so prepare yourself to clean house.

1. For Divine Spellcasters: Get the Letter to Quint and the Empty Bottles in the Alchemical Lab. The instructions will allow you to make various beneficial potions such as Heal, Bless and Cures.

2. Also grab Quint's Key from a chest in the Lab.

3. In the Library there is a DC 32 chest that holds the Imaskarran Tome of Death (for the quest by Eltoora).

4. The Journal of Quint Jhareg is in Quint's bedroom.

5. Talk to Quint to get the Oath of Quint Jhareg. You'll have to get past the Bodak to unlock the door, but hey, that's nothing for one of your obvious talents.

From Karlat's Chambers:
As with Quint's area, Karlat is also infested with nasties. These, however, are Fire monsters, and they can be quite nasty. Prepare for Slaadi, Hell Hounds and a Huge Fire Elemental.

1. Just south of the entrance, there is a room with a bunch of important items. Take the spell components that you find for later use. Grabe the Necromancer's Robe, the Wand of Fire and the various fire related scrolls.

2. Karlat's Key (and a fire trap) are in the first room on the west side of the hall.

3. In the Large Library, you will find the Journal of Karlat Jhareg. There is also a huge book that you should read...use the candlabra to activate the book.

4. Belial: You DO want to summon him. He will clear the air completely about what really happened (along with providing you an oath....um, an oath from a demon? who knew?), though you'll still need to talk to Karlat and get his Oath too.

5. Another Imaskarran Tome (of Fire) is found in Karlat's Den. There will also be more components that have proven to be nice to have when trying to make magical items throughout the entire campaign. I highly suggest a couple bags of holding for these as you proceed from chapter to chapter. One very nice component here is the Ironwood.

Judgement:
Head back down after getting all three oaths. At this point you should have no difficulty getting the Guardian to let you Judge. Here are your choices:

Quint guilty: Karlat finishes ritual, townsfolk tortured throughout eternity.
Karlat guilty: Both brothers get to finally 'die'.
Both are Innocent (Belial guilty): You have to decide what to do with the Phylactery.
A. Give it to Guardian: Town and inhabitatns will forever remain outside the weave of time.
B. Keep and guard it for all time: Town and Castle will be returned to time and everyone lives(dies?) happily every after. The Phylactery of Karlat Jhareg can cast Santuary once a day so it's a nice choice.

Oh yeah, don't forget to talk to the Mayor on your way back to reality. If you've done the good thing (and kept the nice loot), he'll reward you with a nice chest of gold.
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Post Sun Dec 22, 2002 5:19 pm
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skamonkey
Village Dweller
Village Dweller




Joined: 22 Dec 2002
Posts: 3
   

i think it must be a bug as ive done all the other stuff
its just a bugger to lose out on the extra xp :-/[/url]
Post Sun Dec 22, 2002 5:24 pm
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Zephyr Elvirion
Baron of the Court
Baron of the Court




Joined: 23 Mar 2003
Posts: 336
Location: New Zealand.
The wizards tower
   

I did it slightly different, but ended up with the same result. However, I thought there was a quest item to be had there from the Guy in the Inn in Port LLast. But I didn't find it. I've since been thru the Wood to Setara (the witch) and got hers. Not got to Luskan yet for the third. But..... where was Wanev's?
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Post Fri Apr 04, 2003 8:58 am
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