The Dungeon of Naheulbeuk: The Amulet of Chaos - Walkthrough, Chapter 3
You can find previous parts of the walkthrough here:
TABLE OF CONTENTS\[/b\]\]
Chapter 1 – http://www.gamer.ru/everything/the-dungeon-of-naheulbeuk-the-amulet-of-haos-prohozhdenie-glava-1
Chapter 2 – http://www.gamer.ru/everything/the-dungeon-of-naheulbeuk-the-amulet-of-haos-prohozhdenie-glava-2
MAIN PLOT
SECOND FLOOR OF THE NAHEULBEUK TOWER
1 – staircase (descent to the first floor). 2 – elevator. 3 – tavern. 4 – innkeeper. 5 – kitchen. 6 – bedrooms. 7 – cooperative. 8 – training room. 9 – room with a bowl. 10 – Mel S-gips. 11 – merchant Bostap Ender. 12 – NPC room. 13 – restroom. 14 – staircase (ascent to the fourth floor). 15 – conference room. 16 – garden. 17 – passage room.
Red squares indicate locations of containers.
I. Wizards of the NPC Room. After holding a general council, your party members will conclude that they are unlikely to find the statuette if they carry around the cursed amulet, while monsters hunt them. Additionally, you should find out about Zangdar, mentioned by the janitor. Perhaps this Zangdar is linked to the amulet.
At this moment, a paladin, a minstrel, and a priestess will appear. Each of them will express their desire to join your party. It should be noted that you can choose only one candidate, and this choice will remain throughout the game. (I preferred to take the priestess.) After this, the party's general council will continue, and your characters will conclude that they must get rid of the cursed amulet. The priestess will suggest going to the NPC room, where the practitioners of magical arts have probably already finished their meal (see 3.1. Bottle “Chateau de Luzerie”).
Upon entering the NPC room, talk to Mudranthir the Wise. It turns out that he was expecting you. It will come to light that this wizard's fee for his services is 5000 coins per day. However, Mudranthir wants to discuss a delicate matter with you. The wizard will tell you that he got involved in activities with material interests related to illustrated cardboard rectangles, in a place with a dubious reputation. In other words, Mudranthir has lost everything in a card game in a den of iniquity. Unfortunately, he left a promissory note in this stronghold of lawlessness controlled by green-skinned creatures. The den is located in the basement of the tower. If you manage to relieve the wizard of the aforementioned debt, Mudranthir will owe you. To get into the den, you will need a password: “Maracas.” The wizard will add that to secure his support, you will need to earn the approval of his colleague Lemunster, whom you can find in the kitchen. And one more thing. You may find a noteworthy sword named after Mudranthir in the gambling den. The wizard hopes that this will remain between you and him.
You will find Lemunster at the entrance to the kitchen. He will introduce himself as the archmage and great cheesemonger of the Fangh country. It will turn out that Lemunster is a staunch cheesemonger and collector of cheeses, and his life's work is creating WikiCheese, a complete encyclopedia of cheese. It just so happens that he needs your help. The tavern's head chef has a remarkable Glarg cheese, but he has set a crazy price for it. If you happen to find this cheese, Lemunster will be “creamily grateful” to you.
You will find the head chef in the eastern part of the kitchen. For a wheel of Glarg cheese, he will ask for a full purse of coins, and in addition, he will promise a pound of honey and a loaf of bread. The ensuing dialogue with the head chef will lead to a fight. Helping the chef will be two kitchen trolls and four rat-cooks. After you deal with the angry kitchen workers and take the cheese, head to the NPC room where you will find Lemunster sitting at the table. Naturally, he will owe you for the wheel of cheese, but the final settlement with you will occur after he ensures that his colleague, Mudranthir the Wise, is satisfied with your services. There’s nothing to be done; you will have to go down to the basement.
BASEMENT OF THE NAHEULBEUK TOWER
1 – elevator. 2 – entrance to the shop. 3 – wine cellar. 4 – entrance to the den. 5 – pantry. 6 – restroom. 7 – door with a riddle.
Red squares indicate locations of containers.
When you reach the entrance to the gambling den and knock on the locked door, you will hear the voice of an orc bouncer demanding to know the password. Upon hearing the sacred word “maracas,” the orc will open the door. Once inside the den, tell the orc shaman that you have come for the promissory note of Mudranthir the Wise. It will turn out that the wizard owes the den 6000 coins, despite having pawned his two-handed sword there. This conversation does not foresee a peaceful resolution, so it will end in combat.
The shaman will be aided by eight orcs. The orc bouncer and orc bartender will not participate in the battle, so don’t account for them when positioning your fighters before the fight. After the battle, among the spoils, you will find quest items: Mudranthir's promissory note, the key to the pantry of the den, and the two-handed sword Zweihander Emerlin, which Mudranthir the Wise pawned for 1000 coins.
In the den, you will find a bookshelf where you can place the collection of books “A Brief Excursion into Orc Culture” once you complete it fully. Visiting the pantry of the den, in the chest standing there, you will find carefree adventure boots and an orc toothbrush. In the eastern part of the den is an orc lair where you will discover a riddle door. It states: “I am a box without hinges, key, or lid, yet golden treasure lies within me. What am I?” To solve this riddle, you need to have an egg in your inventory, which you will have to give to the door for it to open. However, in the wine cellar located behind this door, you will find nothing of interest. Head to the elevator to return to the tavern (see 3.2. Binsk and Mu).
When you return to the NPC room, giving the promissory note back to Mudranthir the Wise, he and Lemunster will begin examining the cursed amulet. Eventually, they will conclude that this magical item belongs to the demonic category, subclass cursed. In other words, it is magical, chaotic, cursed, and demonic. And to learn more about it, they will need the help of a powerful, chaotic, demonic entity. In other words, you must ask a demon for help.
Mudranthir the Wise believes you are lucky since a demon resides on the fifth floor who could share information with you. This demon is linked to the curse and should not pose any visible threat. Using his magic, Mudranthir the Wise will lower the grate blocking access to the staircase leading to the fourth floor. As a farewell, Lemunster will suggest that you may meet a colleague of the wizards who has been combing all the floors in search of a lost magical item. Lemunster's further story will be interrupted by the persistent cough of Mudranthir the Wise.
On your way to the staircase leading to the fourth floor, talk to the merchant Bostap Ender (see 3.3. Absolute Competence and 3.4. Cultists of Dluya). Take note of the cupboard standing in the hallway before the staircase. In it, you will find the book “The Anthropological Function of Goblins, Volume 1.”
GOBLIN WORKSHOPS
1 – staircase (descent to the second floor). 2 – rink. 3 – restroom. 4 – elevator. 5 – guard hall. 6 – kitchen. 7 – pantry. 8 – goblin workshops. 9 – Reyvax's office. 10 – Reyvax's room. 11 – bathroom. 12 – Reyvax. 13 – dining room. 14 – room with a statue. 15 – staircase (ascent to the fifth floor).
Blue lines indicate traps. Red squares indicate containers. Red circles indicate boarded wooden doors.
II. The Demon of the Fifth Floor. Ascending to the goblin workshops, you can only proceed east, where the rink is located. On the icy field, you will see frozen figures of goblins. There are doors in the eastern and southern parts of the rink, but they are locked. However, examining the eastern door, the thief will say he has never seen such a keyhole in his life since it resembles plumbing equipment. However, there is an inscription on the door that says: “Because of someone’s inability to drink, access to the fifth floor is prohibited. If you cannot read, it is bad for you. Signed Rayvax, the steward.”
Immediately after this, a half-goblin named Reyvax will appear on the rink accompanied by a squad of goblins. The conversation with him will lead to a fight, before which Reyvax will open the southern door and sneak through it. Besides living goblins, you will also have to fight frozen goblins. Even though they will not participate in the fight due to their unusual condition, the game will still position them as enemies, and the battle will not end until you destroy them.
After the fight, head south. Be careful; a fire trap in the floor blocks the path to the elevator. In one of the containers in the hall before the elevator, you will find the book “The Anthropological Function of Goblins, Volume 3.” Proceed to the guard hall, where you will encounter Reyvax once again, and it will predictably end in another fight. Before the fight begins, Reyvax will again flee, this time to the west.
Before you embark on a chase after him, inspect the rooms located to the east of the guard hall. In the container found in the kitchen, you will find the book “Ogre Cooking, Volume 3.” In the container located in the pantry, you will discover the book “The Anthropological Function of Goblins, Volume 2.” In the pantry, there is also a boarded wooden door that an ogre is capable of breaking down.
To the west of the guard hall are the goblin workshops. As you move through them, be alert – there are traps here. In one of the containers found in the workshops, you will find the book “Secrets of Chickens, Volume 4.” In Reyvax's office, there will be one final battle on this floor. Reyvax will unleash goblins upon you while he hides in his room. In the fight, two battle golems will participate alongside the goblins. They have the ability to hit a 3x3 area from a distance with fire. A round before the explosion, this area will be marked with special symbols. After the fight, check the bookshelf in Reyvax's office, where you will find the book “Demonology of Nefr'Tun, Volume 1.”
Entering Reyvax's room, you will not find the half-goblin there. However, in this room, there is a bookshelf where you can place the collection of found books “The Anthropological Function of Goblins.” For this, all members of your party receive +2 to evasion. Also search the bed in Reyvax's room. There, you will find Reyvax's secret key, which will allow you to unlock the bathroom door. However, you will not find anything in there.
You will find Reyvax on the balcony. He will unconditionally give you the key to the fifth floor and reveal that the fifth floor is not just cursed but also the curse itself acts on the fifth floor. It will also come to light that Zangdar is the [keeper of the dungeon](/games?search=хранитель подземелья), and Reyvax is also searching for him, although he cannot recall why (+2800 exp). In the chest situated on the balcony, you will find the book “Demonology: Randomia, Volume 1.”
The shortest path to the door leading to the staircase to the fifth floor runs through the dining room. In the eastern hall of the dining room against the southern wall are four colored levers. They need to be pulled in the following sequence: green (3) – blue (1) – yellow (2) – red (4) – green (3). A chest will appear near the levers, where you will find money and various potions.
Upon unlocking the door leading to the ascent to the fifth floor with the key received from Reyvax, you will encounter yet another locked door. On it is written a riddle: “Next to me is my twin and smelly appendages live, but I am far from the part from which snot flows.” This riddle will be automatically solved by a gnome: socks. The door will open, and you will be able to ascend.
The location of discovered bookshelves and the rewards provided for complete collections deposited in these bookshelves are indicated in the spoiler below.
BOOKSHELVES\[/b\]\]
A Brief Excursion into Orc Culture – basement, orc lair.
Barbarians – 2nd floor, cooperative. Reward: barbarian +2 strength.
Simple Spells for Uncomplicated Wizards – 2nd floor, passage room.
Ogre Cooking – 2nd floor, kitchen.
The Anthropological Function of Goblins – 4th floor, Reyvax's room. Reward: party +2 evasion.
ADDITIONAL QUESTS
3.1. Bottle “Chateau de Luzerie”. On your way to the NPC room, the tavern's owner Mel S-gips will call out to you. Rumors about your defeat of the evil gnome and the evil thief have already reached his ears. By the way, Mel S-gips has heard that you take on small tasks. The tavern owner wants you to descend to the basement and bring back a box of wine from there. He himself does not dare to go to the basement due to the rats that have settled there. Mel S-gips will give you the basement key and even promises to reward you with a bottle of wine if you complete his task.
Descending into the basement (see the map above), you will be able to unlock the door of the wine cellar with the key you received. The box “Chateau de Luzerie” is stored behind a grate in the northeast part of the cellar, while the lever to lower this grate is located in the western part of the cellar. However, not everything is so simple. It turns out that in front of the lever resides a swarm of rats that you will have to fight, with three rats attacking you from behind. After victory among the spoils, you will find the book “Demonology: Nefr'Tun, Volume 2.”
After turning the lever and retrieving the box of wine, return it to Mel S-gips. You will have to make a choice: hand the wine over to the tavern owner or keep it for yourself. If you give the wine, Mel S-gips will gift you one bottle of “Chateau de Luzerie” (+4 determination and strength, -2 agility), and you’ll also receive experience points (+480 exp).
3.2. Binsk and Mu. This quest is a parody of the characters Minsk and Boo from the game “Baldur's Gate.” After the battle with the orcs in the gambling den, Binsk will appear next to the orc bouncer. He will complain to you about having lost his battle companion Mu. It will turn out that Binsk was in the restroom and let Mu go for a walk, so he wouldn’t suffer from the smell. When Binsk finished, Mu was nowhere to be found. Promising Binsk to find Mu, head to the first floor of the tower in search of him.
FIRST FLOOR OF THE NAHEULBEUK TOWER
1 – staircase (ascent to the second floor). 2 – elevator. 3 – pharmacologist Tobias Pirin. 4 – southern corridor. 5 – ritual hall. 6 – garden. 7 – chapel. 8 – restroom.
Red squares indicate locations of containers. Black circle indicates a stone doorway.
By this time, your ogre has probably learned to break through stone barriers, so you will be able to access the isolated zone in the southeast corner of the first floor. In the chest that is there, you will find money, various potions, and a couple of tear bombs.
Next, go to the restroom and inspect the western wall. You will discover a hole in it. It is small enough that only the shortest members of your party: a gnome and an elf can squeeze through. Once they get through the hole, they will find a corridor leading north to a large hall. In this hall, the gnome and the elf will see the hamster Mu, who has climbed onto a height to escape the attacking rats. You will have to exterminate the rats first before you can retrieve the hamster.
Take note of the lever located in the southern section of the corridor. Turning it down opens the grate in the hall that separates a chest. Among the treasure stored in the chest, you will find the book “On Adventures, Volume 1.” When you return the hamster to Binsk, he will pay you 100 coins (+480 exp).
3.3. Absolute Competence. When you talk to the merchant Bostap Ender, he will start offering his superior goods at very pleasant prices. All members of your party will wave off this swindler and step away, but the ranger will stay. Then the merchant will persuade him to buy absolute competence. This ancient potion was obtained by the merchant from a dying elven wizard and, if the ranger drinks it, everyone will start listening to him. This potion increases charisma, strength, agility, wisdom, cures pimples, brings back loved ones, and grants resistance to fireballs. And since Bostap Ender is very fond of the ranger, he is willing to give this potion for free, needing only to be paid for the bottle it is in, since all these little vials cost a pretty penny. After persuading the ranger to purchase absolute competence, the merchant will claim he needs to visit his sick grandmother and take his leave.
As soon as Bostap Ender leaves, the other party members will return to the ranger. Without hesitation, he will open the vial and swallow the liquid inside. Immediately a foul smell will emanate from the ranger and he will turn green. The ranger's stats will remain unchanged after drinking the potion. However, the smell, more precisely the stench, will provoke surprised responses from his companions.
At the bar, you will meet the ailing adventurer Luka. He is not well and emits the same foul stench as the ranger. It will turn out that Luka also fell victim to the merchant and purchased absolute competence, which he then consumed. It appears that the merchant just rolled away on the elevator.
Descending the elevator to the basement, head to the gambling den, where you will see Bostap Ender at the bar. When you accuse him of fraud and threaten swift retribution, the merchant will state that he has an antidote and will hand it to you. The game will then ask whether you want to drink the strange potion given to you by Bostap Ender. Agree. After the ranger drinks the antidote, he will be cured, and the quest will conclude (+480 exp).
To be continued