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Neverwinter Nights 2 Hints
Qara
1 of 12: Go down near the Sunken Flagon to find a potential new party member arguing with some other female mages.
2 of 12: You can talk the other mages into leaving peacefully, but it's better to choose a dialogue option that'll get a fight started so you can kill them and get some magic goods from their remains.
3 of 12: After the conversation and/or battle, say that you can use Qara's help.
4 of 12: She'll go into the Sunken Flagon to await your adding her to your party.
5 of 12: She'll make a powerful companion as long as you remember to rest after every combat (whenever possible) to get her spells rememorized. Her Stoneskin and Fireball spells are particularly useful, though you'll have to manually take control of her frequently to make sure they get cast when and where you want them to. (Like when you want to Stoneskin everyone up right before a tough fight.)
6 of 12: Whether you're going to add her now or not, go into the tavern to get a bit of hilarious companion conversation. (If it doesn't happen now, it will later on.)
7 of 12: Also, talk to Qara to gain some easy influence points with her.
8 of 12: Specifically, ask her to tell you about herself, then choose the option about instinct and experience being the best teacher when it comes up. Also, ask her about the fight with the academy students and say that it's enough for you if she knows when to unleash her power.
9 of 12: The next time you exit the tavern, whether you have Qara with you or not, you'll be attacked by indignant wizards who didn't like the way you dealt with Qara's attackers. (A fireball from Qara should ensure a quick victory.)
10 of 12: After that, you can get another large group of mages to attack by entering the tavern and then leaving it with Qara in your group. (This second group is especially dangerous, so have Qara fireball them a couple of times.)
11 of 12: The fight will be interrupted by Johcris, the father of one of the girls who were fighting with Qara when you came across them.
12 of 12: He'll vow revenge as he leaves if you killed the girls instead of chasing them off earlier. (And he'll say something similar but not quite as threatening if you chased the girls off.) However, you won't have to worry about what he's going to do until well into Act II.