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Getting Started (Feel Free to Check These Off)

  • ::task:: If you see a "tie up any loose ends" warning, this indicates a progression point
    • ::task:: Various quests can be automatically completed (usually failed), and can potentially lock out future objectives
    • ::task:: Some NPC's can be unavailable or killed, including merchants or quest givers
    • ::task:: It may be impossible to return to some areas
  • This guide assumes you're completing everything on your quest log -- this list contains mostly tasks you may miss without seeing a related Journal entry
  • Always crouch when stealing -- enemies will automatically start investigating if not
  • Send all camp supplies to camp -- they'll automatically show up when you Long Rest
  • The following icon usage is described below
    • ::task:: This represents general tasks
    • ::missable:: This represents time sensitive tasks that can be failed if you perform a long rest
    • ::ability:: This represents missable or limited skills, spells or abilities
    • ::item_common:: This represents missable or limited common items
    • ::item_uncommon:: This represents missable or limited uncommon items
    • ::item_rare:: This represents missable or limited rare items
    • ::item_veryrare:: This represents missable or limited very rare items
    • ::item_legendary:: This represents missable or limited legendary items
    • ::item_story:: This represents missable or limited story items
    • ::item_ordinary:: This represents missable or limited ordinary items -- ordinary items may be unique in name, but are not different from regular items
  • ::task:: Tips for obtaining equipped weapons from NPC's, a variety of these may or may not work depnding on the NPC:
    • ::task:: Steal another item to make NPC's temporarily hostile, use non-lethal damage to knock them out and loot them. Long Resting resets them.
    • ::task:: If an NPC can be an ally in battle, you can use disarming attacks (Not command drop) on them. Their attitude won't change
    • ::task:: Sometimes you can buy the item from them if you engage in dialogue
    • ::task:: Use disguise self, turn based mode, disarm, and escape. Stay safe by escaping with stacking movement skills, invisible or sanctuary.
    • ::task:: Bards can be a great distraction if there are too many people. Either draw your target away or draw everyone else away from your target. Illusion spells work too.
    • ::task:: You can disarm them without using any trickery and escape. They may remember you, but you may be able to barter their attitude back with other items. Can get pricy if there are multiple witnesses.

Act 1 (General Tasks)

  • ::task:: Progress quest The Wizard of Waterdeep
    • ::task:: At various locations during Act 1 in your adventure Gale will receive a debuff and ask for 3 magical artefacts

Nautiloid

Ravaged Beach

Roadside Cliffs

Overgrown Ruins

Emerald Grove

Forest

::task:: The following items can be found around the area

The Risen Road

Blighted Village

Apothecary's Cellar

Whispering Depths

Mountain Pass

  • After you discover Kith'rak Voss, speak to him before long resting, or deal with some permanent consequences
  • If you decide to fight, remember you can cause Kith'rak Voss to drop his sword for Lae'zel with the command spell

Owlbear Nest

Waukeen's Rest

Zhentarim Hideout

Sunlit Wetlands

Riverside Teahouse

  • Save a pregnant mother
  • ::item_story:: A missable item can be obtained here. Obtaining this item may prevent obtaining other items, so it is not recommended to collect this one. (Alternate methods may be available. Verification needed.)

Overgrown Tunnel

Underdark

Myconid Colony

Selûnite Outpost

The Festering Cove

Arcane Tower

Grymforge

Abandoned Refuge

The Adamantine Forge

Goblin Camp

BEFORE CONTINUING TO ACT 1.5

  • Clear anything remaining in your quest log for the area (some items will be unresolved, but do whatever's on your map) before going to Act 1.5

Rosymorn Monastery Trail

Rosymorn Monastery

Crèche Y'llek

Crèche Y'llek (Hatchery)

Crèche Y'llek (Infirmary)

BEFORE CONTINUING TO ACT 2

  • Let a certain Dandy shove an icepick in your eye for a permanent upgrade (unconfirmed that this has to be before Act 2)
  • Deluxe edition -- portraits: optionally find Fane in The Ruins, Lohse near Nettie in The Emerald Grove, Red Prince in the Waukeen's Rest, Ifan in the Blighted Village, Sebille in the Hag's house, and finally Beast in The Arcane Tower
  • You will meet some hyenas near a broken cart in the upperworld (there will be a cutscene prompting you to react to the dead hyenas)
  • A particular demonic visitor will show up either during a long rest, or automatically if you haven't rested in a while
  • Clear anything remaining in your quest log for the area (some items will be unresolved, but do whatever's on your map) before going to Act 2

Act 2: First Things First

  • Remember if you didn't talk to Dammon in Act 1, do this as soon as you can for Karlach's poor sake
  • Plan to rescue the prisoners BEFORE Shar's Temple (and the Nightsong questline)

House in Deep Shadows

Ruined Battlefield

Last Light Inn

Moonrise Towers

Oubliette

Reithwin Town

Mason's Guild

House of Healing

House of Healing Morgue

  • Check out the morgue for some lore and good items

The Waning Moon

Reithwin Tollhouse

BEFORE CONTINUING TO THE TEMPLE

  • Clear anything remaining in your quest log for the area (some items will be unresolved, but do whatever's on your map) before entering the Temple

Grand Mausoleum

Gauntlet of Shar

Shadowfell

Moonrise Towers (Revisited)

Mind Flayer Colony

BEFORE CONTINUING TO ACT 3

  • Get the Owlbear Cub (and pet him in the middle of the night, of course)
  • Clear anything remaining in your quest log for the area (some items will be unresolved, but do whatever's on your map) before leaving

Act 3 Shortlist (WIP, as the author has not finished this yet)

Items Obtained in Various Locations (WIP)

Items Obtained in Unknown Locations (WIP)