Spoilers for Tortured Hearts
Quest Hints | Bottles | Quest Items | Debug Mode
"Tortured Hearts" is a module written by Zoltán Gonda for Neverwinter Nights. It plays like an old-fashioned Sierra game, which is why I like it. But that kind of game can be frustratingly difficult, hence this document. (The author of this document, Joe Levy, has no affiliation with Zoltán Gonda.)
Do not use this as a walkthrough. It won't work. You need to go everywhere, investigate everyone and everything, and follow as many conversational branches as possible. Once you've done that and gotten stuck, consult the Hints before these lists.
Also, please don't just read through this document. Not only is it full of spoilers, it will be boring. I recommend waiting until (for example) you're asking yourself, "How the hell do I start the midwife quest?" Or, "The hints say I need adamantine. Where the hell is some adamantine?" Then, if the hints were insufficient, open up this document and hit <CTRL>-F to search it for "midwife" or "adamantine" or whatever.
If you're a completist, you may wish to play the game at least twice: Once using minimal hints, to get the enjoyment of exploring it for yourself. (It is a grand game!) Don't worry about trying to complete every quest the first time through; it just won't happen. Then play through a second time, leaning on the hints and spoilers to help you see all the stuff you missed the first time.
It's a good idea to draw a map of the world as you go.
Things that were not quite intuitive enough:
- The "Art of War" quest: Try the door (toward the northeast in the Temple of Tyr); then you can ask the Loitering Temple Visitor to sing.
- Starting the midwife quest: Talk to Lorisa (the midwife), and get shot down. Then talk to the old guy in the nearby house about her (presuming you have completed his quest to retrieve his key, when he was standing near the billboard). Then return to her.
- If you want to do the quest for the grumbling bloodsailor, make sure you end your first conversation with him by agreeing to find him a teacher. You probably won't get a second chance.
- Under the Prayer House, the final door only opens if all the other doors on the level are shut.
- After talking peacefully with Glyd (in Glythe Valley), you must escape out of the conversation to avoid saying something to provoke him.
- If you talk to the boy in Glythe when his father is in the house, you will lose the opportunity to have him tell you about the path behind the graveyard. This is not a big deal, since you can get the same information from the militia at night.
- If you annoy the stranger on Glythe Road, you won't be able to complete the quest to make him leave later.
- You may have to get the bouncer (loitering temple patron) for the Brooding Knight before the thief catching quest.
- In the Stinky Cave, Lower Level, to keep the southwest door open, you need to have a henchman remain on the pressure plate (in the dead end northeast of the door).
- Break weapons against the unbreakable crystals in Howling Cave for lots of experience! Each attack has a 10% chance to break your (right hand) weapon. You receive experience points equal to one-tenth of the gold piece value of the weapon. After you receive at least 3000 XP this way, the game will stop rewarding you for breaking weapons. ("Game" this by getting just under 3000 XP this way, then make the last one really expensive.)
- Disarm (rather than recover) traps for lots of experience.
- There's only one conversational path with the bath guest in Cape Crest that leads to the mage's quest, so save the game before talking to him.
- The Beautiful Commoner is the one who has a wart.
- If you find friendly NPCs suddenly fighting you, it's probably because Klarie attacked them. It might be best to leave her and her anger issues at home.
You receive special rewards are after delivering 5, 10 and 20 bottles of Glythean Wine. Where to find the bottles:
- Given by the cook at the Brooding Knight Inn.
- Sold by Meruno the merchant (northwest area of Pikedale).
- In the Neglected Basement (northeast corner of Pikedale).
- Sold by Priest of Tyr in Temple of Tyr (in NE Pikedale).
- Given by Toran Branall (the old man near the Pikedale jeweler) as a reward for getting his book back.
- On the corpse south of the Pit Inn in Pikedale Slums.
- In a barrel in the "Store" in Pikedale Plains. (While you're there, smash the broken dresser in the cellar.)
- Near the well in the southeast corner of Pikedale Plains Cemetery.
- In the Half-orc Dwelling in the Common Cave in the southeast of Glythe Road.
- In a crate in the Root Cellar in Glythe.
- Among some garbage in the Dark Cave (from Sealed House).
- On the corpse in the Deep Well in the western section of the Old Mine in Dragontooth Forest.
- In a wagon in Glythe Clearing (behind graveyard).
- In a bag in the southern cell of the Monastery in Rangerbane Forest.
- On a corpse in the southwest dead-end in the Rangerbane Tunnel.
- On the troglodite magus in the Cape Crest waterworks.
- In a chest near the cooking fire in the Stinky Cave Lower Level.
- In a backpack in the Lair (through trap door from Stinky Cave Even Lower Level).
- In the wagon in the northeast clearing of the Inland Area.
- In the Alchemist's Apparatus in the east room of the Dungeon (Typical).
- In the crate in the Dreamy Lady Inn basement.
- In the inventory of the pack pony.
- In the black crate in the southern room with the slaadi in the Ancient Ruins.
(This makes twenty-three. With one of the extras, get a bottle of blood for the Cape Crest magic shop owner.)
Where to find quest items:
- City Hall Cellar Key is in the Pikedale City Hall Upper Level, in a desk in the southwest room.
- The Art of War is in a book pile in the easternmost room in the Temple of Tyr (1st floor).
- Lynd Family Amulet is in a chest in the northwest corner of the Pikedale Sewers.
- The Top is given by Shean Learrina in the Rented House in the Pikedale Slums when you ask about her child.
- The Head Monk's Magic Gem (which lets you use the magical light to enter the cellar) is on the Head Monk of Cyric in the House of Prayer (just north of the city gates in Pikedale).
- Meruno the merchant sells the perfume.
- The Fishmonger (in the Fishmonger's Basement) has the Fishmonger's Key.
- Nulb has Nulb's Strange Key, which opens a chest in the southernmost hut in the orc settlement. That chest contains the Still-life Painting.
- There's a Call Whistle in the water trough in the middle of the Castle Area.
- Glythe gives you Glythe's Robust Key and Glythe's Crystal when you start his quest.
- In the Half-orc Dwelling in the Common Cave in the southeast of Glythe Road are a Bill of Sale and a bottle of Bull's Blood Wine.
- Vriur Yuwmar (tough orc behind a locked door in the west side of the Common Cave) has a Wardstone that gets you into the half-orc dwelling (in the same cave), where Yanor Thalp is.
- The Bolt of Fine Silk is in the Rickety Hut inside the Very Stinky Cave (Glythe area).
- Planks (for repairing the ruined wagon) are in the Root Cellar in Glythe. So is the Brass Lur (wanted by a Glythe villager).
- The Crystal Water Pipe is on the priest's body in the Bear Caves (southwest Pikedale Plains).
- The Glythe Sage sells Medicine.
- Get the Key of Sealed House from the Priest of Tyr when he gives you the quest.
- Eldor Matthews (the cook in the temple of Tyr) has a Badge of the Priest of Tyr.
- Elrindra Mafer (maidservant upstairs in Temple of Tyr) has the Tiny Key that opens the chest of drawers in the southern room.
- The Spotted Amulet is in a bag in the northeast room of the bandits' Hideout, under the Tree Interior in Dragonbane Forest.
- Adamantine can be found (among other places) in the crate in the southwest corner of Dragontooth Ridge.
- A chunk of teak wood (for the beggar's legs) can be found in Glythe Clearing. (There's another one in the black chest in the northeast corner of the Howling Forest.)
- The Scrap Paper (about a hidden door) is on the corpse on top of the monastery in the Rangerbane Forest.
- Ropes are sort of quest items, but there are several throughout the game (e.g., in a box at the far end of the House of Prayer Cellar), and you can buy more at the Glythe general store. Never let yourself run out of ropes.
- Neuromancer is on the bookshelf in the southwest room of the Monastery in Rangerbane Forest.
- The Half-Dead Man is in the library (northwest room) of the Monastery in Rangerbane Forest.
- The Monastery Key is in a bag in the southern cell of the Monastery in Rangerbane Forest.
- The Manual of Poisons is behind a hidden door in the northeast room of the Monastery in Rangerbane Forest.
- A Ship Ticket is in the chest in the southwest room of the second floor of the Monastery in Rangerbane Forest.
- The Skull Key (to get into the northeast chamber) is in a chest behind a hidden door in the southwest room of the second floor of the Monastery in Rangerbane Forest. Another one (to get out) is on the succubus inside the northeast chamber. She also has the Planzar Zircon (for Eldith).
- The Founder's Tablet is in a bed in the central west room of the second floor of the Monastery in Rangerbane Forest.
- The Monk's Dew is in a crate in the northwest room of the second floor of the Monastery in Rangerbane Forest.
- The Brass Doorkey (which opens the Small house south of the Pit Inn) is in a crate by the entrance in the Rangerbane Tunnel.
- "On Dwarven Weapons" appears on Chris Avellone's bookshelf (in Howling Cave) after you tell him that you are interested in books.
- The lich (in Stinky Cave Even Lower Level) has the Magic Ball (used to show Glythe his father's fate).
- Ymela Barlias gives you the Breyoul Cellar Key when you agree to find the knife.
- The Knife of the Breyouls is under the water barrel in the Breyoul Cellar.
- The Portcullis Key (which can be used in the sewers) is in a crate in the southeast corner of the Lair Under Breyoul Mansion.
- The earth elemental in the Lair Under Breyoul Mansion has Fenor Breyoul's Journal (which should be shown to Annita and then the scribe).
- The Waterworks Supervisor in Cape Crest gives you the Waterworks Key.
- Zachal Rayne (in the Cape Crest Poor House) gives you the Crest Old City Hall key after you give him the flea repellent and tell him about your interest in books.
- The Landscape Painting is in the chest in the Old City Hall in Cape Crest.
- Ironwood (for Eldith) can be found in a wagon in the southwest corner of Dragontooth Ridge or loose in the southwest dead-end in the Rangerbane Tunnel.
- The Troll in the Cape Crest Waterworks gives you the Unknown Crystal (which opens the western door) when you agree to take out the trogs.
One of the troglodytes has the Small Gear (which repairs the floor lever).
- The Shovel (used on the soil at the northeast corner of the temple in the Inland Area) and Mushroom (used in the pirates' cave) are in the basket in the southeast corner of the Caverns Under the Waterworks.
- Another shovel is in the barrel in the Dreamy Lady Inn basement.
- The Map of Inland Areas of Crest Island is behind a web in the Deserted Lighthouse in the Coastal Village Near Cape Crest.
- The Hobby horse is on the shore below the southern cliffs.
- Lother Rodewyne (in the Wall Cave of the Coastal Village Near Cape Crest) gives you Lother Rodewyne's Broken Lute. The music merchant in Pikedale turns it into Lother Rodewyne's Fixed Lute. (You'll get the Short Letter when you return.)
- The Pirate Leader has the Pirate Key (which opens the northeast door in the Big Cave).
- The Head of the Portal Rod is in a chest behind a secret door in the northwest room of Castle Wildbrand's upstairs (second floor).
- Kevi (in Castle Wildbrand's top floor) will let you have both the Grey Friar Wine and the Handle of the Portal Rod, if you treat her well enough.
- The Scorched Letter is in a chest of drawers in the room with the Winblood Mages in Some Sort of Hideout - Upper Level. (You can also get a Winblood Mage uniform here.) Yet Another Key (for the nearby door) is in this room too.
- A demon released by the book (TableAndQuill) on this level has the Slimy Key (which lets you out of the room). The book itself contains the Authorization. In the next room, there are three powderkegs.
- One of the Helmed Horrors in the Dungeon (Typical) has a Piece of Armorplate.
- The Stone Key is in the jug in the north room of the Dungeon (Typical).
- The Death Slaad Lord (in the south room of the Dungeon (Typical)) has the Death Slaad's Tongue.
- The Speared Corpse (near the Death Slaad Lord's room in the Dungeon (Typical)) has the Magical Fruit.
- The hourglass in the room south of the entrance in the Dungeon (Typical) contains Hourglass Sand. (The Parchment (useless) is in the Alchemist's Apparatus in the same room).
- The mohrg in the Derelict Cave has the Old Notebook.
- You make the Heavy Key at the forge (using the Old Notebook and the Piece of Armorplate) in the northwest room of the Dungeon (Typical).
- The adorned Winblood badge and a Phial of True Form are in the barrel in the lower level of the Dungeon (Typical).
- Zacho gives you Zacho's Chest Key when you give him the Phial of True Form.
- The Strong Poison is in a bag on the wall near the alchemist's apparatus in the Cultic Cave.
- The Fairy Dust is in a birdbath in the lower level of the Cultic Cave.
- The halfling high priest in the lower level of the Cultic Cave has the Big Rusty Key (to the nearby door).
- The Statuette is in the altar. The Obsidian Statuette is in a sarcophagus that opens when the floor lever is pulled.
- The goblin boss (in the Inner Forest cottage) has the Cottage Key.
- The Iron Mask is in the backpack in the cottage.
- The Dreamy Lady owner gives you the Dreamy Lady Inn cellar key.
- Suzail's Pearl can be had from Vigo Patten (shopkeeper in Cape Crest).
- Naril Galanen (in the Billabong) has the Old Dwarven Tome (to give to Chris Avellone). (You can kill him for it, or get some XP by buying a bunch of useless junk along with it.)
- The Mine Key is on a corpse in the southwest corner of the Windy Cave.
- The Bunch of Papers (which you can sell to the scribe in Pikedale) and Sheet of Paper are on the floor of the campsite in the southeast of the Windy Mine.
- The five dwarven gems: The Stone with Aventurine is on the corpse past the northwest door in the Windy Mine. The Stone with Clear Quartz is in one of the three campfires in the Windy Mine Lower Tracts. The Stone with Unikite is in a bag behind the door in the northwest of the Windy Mine Lower Tracts. (It's the door that opens when you damage the pillar in the lake just south of there.) The Stone with Hematite appears in front of the gravestone (in the Windy mine Lower Tracts, a bit west of the entrance) after you nearly kill yourself by standing in the nearby light beam. The Stone with Yellow Jade is in the coffin near the ant queens, in the room off the southeast corner of the great hall in the Windy Mine Even Lower Tracts.
- The Mountain Opal is in the pile of rocks north of the lake in the Windy Mine (accessible with the rope).
- You get Avellone's Chest Key upon completion of the quest to send Chris Avellone home.
- There's a Shard of Lydoss Crystal (for the mage in Cape Crest) in a bag in the basement of the cottage in the Rangerbane Mountains.
- The Winblood Warden has the Bronze Key (which opens the northeast room).
- Donan Winblood has Donan's Note.
- The Quality Bone Chimes are in the northeast room in the Winblood Hideout in the Rangerbane Mountains.
- The Winblood mage in the tower in the Rangerbane Mountains has the Key of the Tower Mage (used for his chest) and a Winblood Mage Uniform.
- Lorisa gives you the crypt key when you start her quest.
- The Map of Some Sort, the Worn Diary and a Suzail's Pearl are in the Small House south of the Pit Inn. (You need the Brass Doorkey to get in.)
- Wild wheat can be found on Dragonfly Island.
- Pikedale's Governor gives you the Letter of Nobility after completing the bath quest (and maybe the paladin's sword quest).
- Percy's Sword is on his corpse in a spider cocoon in Howling Cave.
- You get the Nice House key by buying the house of the nobleman at the Brooding Knight Inn.
- In the Scary Cave, the loot bag next to the Dead Woman has the Stained Letter. The Huge Male Drider has the Crusted Key (which opens the door to the west).
- The Thin Key in the upper level of Your House (in Cape Crest) unlocks the trap door next to the stairs. (You must select "unlock". There's nothing down there but 300 XP as you find the last of the five spots in the house that elicit comment.)
- The Elf Fighter in the Underdark Dome Lair gives you the Map of the Saved Elf after you retrieve his friend.
- There is a Phial of True Form in the phylactery in the southeast corner of the Ancient Ruins.
- The Frenzied Duergar Chief (in the duergar village) carries the Rough Key, which opens the southern house. Ronus Holden, who holds the Large Ruby, resides there.
- The svirfneblin shopkeeper sells you the Potion of the Svirfneblin (after you retrieve the ruby for Merin).
- There is a powder keg in the drow barracks.
- The long sought after "Magic Weapon In A Barrel" is just outside the empty house in the drow city. (Not really a quest item, but you've been jonesing for one all game.)
- The apprentice in the drow mage school gives you the Apprentice's Key, which opens the chest of drawers upstairs, which contains the Letter of the Matron.
- The Hive Mother has a Dead Winblood Agent (which is apparently not good for anything).
- Keiwan Ulytha gives you Keiwan's Brew. He also gives you Lord Ulytha's Token, if you speak with him about the slavemaster after you complete his delivery.
- The Elder Beholder has the Ponytail.
- The Drown Matron has Carralia's Rod (which she will give you after the ponytail quest if you ask), Carralia's Ring (which lets you ride the light beam from the 3rd floor to the top chamber) and Carralia's Head (which you can show to Lord Wildbrand).
- In the north room of the second level of the palace, there's a Dungeon Key that opens the door just east of the palace.
- A Mind Flayer Venerator in the north room of the Unreal World has the Purple Key that opens the science tube (containing the Demon Eye) in the drow dungeon.
- Darence Fernsbane gives you Darence's Signet Ring. (Use this on the crystal ball in the center bedroom upstairs in the Temple of Tyr in Pikedale.)
- Thanyr Tate has the High Priest's Key, which opens the chest back in his room. That chest contains Fenor's Love Poems, which you can use to free Arela from her stasis on Dragonfly Island.
There are times when you may want to use Debug Mode. Press "`" (the forward quote under the "~") to enter a console command. First type "DebugMode 1" to enter Debug Mode. After you have accomplished the cheat below, type "DebugMode 0" to get back out.
- If the guards won't let you through the door in City Hall after you have your letter of nobility, point the mouse at the hallway behind the door, and hit the "+" key to teleport there.
- If the prostitutes are tiresome or buggy, and you want your character to have had plenty of sex experience (for satisfying a couple of NPCs), use the console command "dm_setmodulevarint SEXCOUNTER 12".
- If you failed to have an important bit of conversation because you followed the wrong conversational path with an NPC two days ago, don't give up. They have one or more speech variables that you can reset, so that they think they haven't spoken to you yet. You can then save the game and try to get the right conversation. (Also, save the game in a different slot before you try this, in case you screw something up this way.) Use the console command "dm_setvarint speech 0" and then click on the NPC. In addition to the variable "speech," you may have to similarly reset "speech1" and "speech2" and so on, depending on how complex that character's conversational options are. Some even go up as high as "speech8" (and one has variables up to "speech13"). This works for most NPCs, but not all of them. (They may also rely on other game conditions than just their past conversations.) If it doesn't work, go back to the game you saved before you messed with it.
- Is running all over the world becoming a chore? Use the console command "dm_movetoarea" along with the tag of any area you want to visit. (Then use "+" if you're stuck.) For example, "dm_movetoarea Pikedale". If you load up the module in the toolkit, you can find the tag of any area. A few useful ones are: Glytheplains, Scaryvalley, PikedaleCityHallupper, CapeCrestBath, CapeCrestInnerplains, CapeCrestOldtower, CreepyTunnel.