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Academy Training 1
Did we miss anything in this location? Is there something we didn't discover? Let us know!



Senior Barracks
1 - BEGINNING

You have arrived at the city of Neverwinter answering the call to help the town in its efforts to overcome a strange Plague called the Wailing Death.

Your adventure begins in Neverwinter's Training Academy, where you'll find yourself in one of the rooms of the senior barracks. Each of the three west rooms can be searched - the room where you begin has a chest that contains a regular Club (or a magical version, if you start with a higher level character) and the other two rooms offer some random treasure (such as a Healer's Kit +1, gems, or gold).


2 - PAVEL AND BIM

When you enter this room, one of the Academy's new recruits, Pavel, will approach you and give you a little background information about the Wailing Death plague that is sweeping across Neverwinter. Once you're finished speaking with him, head over to his brother Bim near the east door. Bim will offer you a tutorial on adventuring, which will go over many of the controls you'll be using in the game. Once you're finished with the tutorial (or if you refuse it), Bim will open the eastern door so you can exit into the Training Halls.



Training Halls
3 - OLGERD

Olgerd is a short fellow that manages a store here in the Academy. He will offer you a tutorial on managing your inventory and even sell you some goods. He sells basic nonmagical weapons and armor, as well as a few potions and scrolls. Regardless of whether or not you buy anything, he'll give you some sort of armor to start you off with (such as a Chain Shirt for Fighters or a suit of Studded Leather Armor for Rogues).


4 - BERNA

Berna is another instructor here at the Academy, and will teach you how to use your journal if you want. Once finished, you can search one of the bookshelves and sift through the pile of books to reveal a couple of regular tomes on various Neverwinter history.


5 - COMBAT TRAINING

This room is designed to teach new recruits how to use melee and ranged weapons. If you chose a melee class, talk with Herban to begin your training. If not (or once you're done training), feel free to speak to the two men (Erdan and Gilbert) training on some combat dummies. A third man, Ferdinand, stands outside of the northwest door. Ferdinand is the Academy's Keeper of Exotic Creatures and runs the Menagerie at area #6. He'll explain what the Menagerie is if you talk to him, and offer for you to have a look inside if you'd like.

Once you complete your combat training you can return back and talk with Herban again. For that you will be rewarded with a set of Chainmail Armor.


6 - MENAGERIE

The Menagerie is made up of five cells, each housing a different type of creature (Dire Spider, Stag Beetle, Umber Hulk, Ettercap, and Hook Horror). You can't actually injure them (although you can fire a ranged weapon at them if you want), so there's not a whole lot here to keep your interest for very long.


7 - ARCANE TRAINING

Wizards and Sorcerers conduct their training here in this room. Jaroo is the instructor, so speak with him if you're a magic-user. He'll ask that you destroy the statue in the middle of the room with a spell, and will offer you scrolls of Melf's Acid Arrow and Magic Missile in the chest behind him in order to complete the task. After completing your training, Jaroo will reward you with a Rod of Frost.


8 - TO SECOND FLOOR

This door leads down to the second floor of the Academy and is covered in our Academy Training 2 section. You will not be able to open this door, however, until you've speaken with Lady Aribeth at area #12 and received the key.


9 - DIVINE TRAINING

Clerics and Druids will want to make their way to this room and speak with Elynwyd to receive their divine training. The training includes healing an injured man and turning undead (if you're a cleric), after which you'll receive a suit of Chainmail.


10 - STEALTH TRAINING

Rogues can pay Ketta a visit in this room to receive their training. You will be required to use your thieving skills, such as picking a lock or disabling a trap, to complete your testing. Once finished, you will be rewarded with a couple of Minor Spike Trap Kits.


11 - TO SOUTH ASSEMBLY HALL

Until you have finished your combat, arcane, divine, or stealth training, the guard here will not allow you to enter the south door into the Assembly Hall. Once you have finished your test, however, he will grant you access so that you can speak with Lady Aribeth.



South Assembly Hall
12 - LADY ARIBETH & THE ATTACK

Now that you've finished your training, you can speak with Lady Aribeth here in the Graduation Chamber. She will congratulate you on completing your training, after which the Academy will be attacked. Four mages will teleport into the room and you will be forced to battle them with a few of the other trainees. Once the last one has fallen, Aribeth will tell you that they have been working on a cure for the Wailing Death that requires several different monsters to make. These monsters, which she calls the Waterdhavian creatures, are what the attackers are most likely after. She will then request that you protect the creatures from the invaders and give you a key to access the second floor via the door at area #8. Additionally, now that the Academy is under attack, you will find that many of the previous rooms you have been in are now overrun with Weak Goblins, so be ready for battle once you leave this room.

NWN Walkthrough
Prelude
Academy Training 1
Academy Training 2
Chapter One
Temple of Tyr
City Core
Peninsula District
Prison 1
Prison 2
The Pits
Lair of the Devourer
Beggar's Nest
Snake Cult Estate
Warehouse
Crypts
Great Cemetery
Warrens of the Damned
Docks District
Androd Estate
Seedy Tavern
Silver Sails Company
Aqueducts & Sewers
No Man's Land
Blacklake District
Hodge Estate
Rumbottom Estate
The Zoo
Meldanen's Estate
Meldanen's Sanctum
Road to Helm's Hold
Helm's Hold Basement
Helm's Hold Courtyard
Helm's Hold
Chapter Two
Port Llast
East Road
Troll Caves 1
Troll Caves 2
Troll Caves 3
Troll Caves Storage
Creator Ruins 1
Creator Ruins 2
Creator Ruins 3
Druid Encampment
Deep Woods
Heart of the Forest
Realm of the Spirit
Nymph's House
Setara's House
North Road
Port Llast Mines
Goblin & Orc Caves
Bugbear Caves
Ogre Caves
Green Griffon Inn
Mutamin's Challenge 1
Mutamin's Challenge 2
Mutamin's Challenge 3
Arcane Brthrhd Tomb
South Road
Farmlands
Wanev's Tower
Maegel Cave
Haunted Forest
Charwood Village
Jhareg's Castle
Quint's Chambers
Karlat's Chambers
Town Ruins
Luskan
Wink and Tickle
The Cutlass
Sewers
Baram's Sewers
Baram's Lair
Harbor Sewers
Luskan Docks
Kurth's Lair
Ruins of Illusk
Ambassador's Qrtrs
Host Tower: Level 2
Host Tower: Level 3
Host Tower: Level 4
Host Tower: Level 5
Host Tower: Level 6
Host Tower: Level 7
Host Tower: Level 8
HT: Level 9 & Pinnacle
Chapter Three
Beorunna's Well
Temple of Tyr
Drinking House
Coldwood
Coldwood (North)
Layenne's Tomb
Coldwood (East)
Wizard's Dungeon
Snow Globe
Countryside
Fort Ilkard
Orc Lair
Homesteads
Elk Tribe Keep
Ruins
Crtr Race Ruins
Crtr Race Ruins Past
Moonwood
Orc Lair
Moonwood (NE)
Green Dragon Cave
Hill Giants Lair
Spine of the World
Brass Dragon Cave
Gold Dragon Cave
Fire Giants Lair
Fire Giants Lair (N)
Fire Giants Lair (E)
Slaad Cavern
Dragon Dungeon
Klauth's Lair
Chapter Four
Castle Never
City Core
War Zone
Maugrim's Sanctuary
Source Stone Snctry
Source Stone Lair
Source Stone Sanctum
 
 
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