Documentos de Académico
Documentos de Profesional
Documentos de Cultura
CHAPTER TWO
====================================
[2.1] - Introduction
So, you've seen the cutscene, you know you need to visit the City
Watch in the
Merchant's Square in order to become a squire. But, there are other
things to
do as well. Blacklake has been opened up again and evildoers are
approaching
your companions from several sides. Neeshka, Qara and even Khelgar
has some
loose ends that needs to be tied up, as you'll see once you leave the
safety of
the Sunken Flagon.
The first time you leave the Flagon with Neeshka in your party, she'll
be
approached by Tasha, who seems to be Leldon's wife. She tells that
Leldon plans
to do a grand finale, then retire far away from Neverwinter. He intends
to rob
The Collector's mansion. Now, Neeshka will of course react to this, and
even if
you're lawful good, you will inevitably end up snooping about in that
mansion
I suspect.
Also, at some point during the chapter while you have Qara in your
party, you
will see a cutscene of Johcris and that evil Luskan assassin conjuring up
a
strange creature - an animus elemental that will attack Qara at a time
it sees
fit, apparently. In my case, it attacked me when I headed out for
Crossroad
Keep.
It's also during this chapter you finish up Khelgar's three vision quests
in
order to monkify the little brawler.
Do note that the choice of "monking" Khelgar or not is one of the
toughest
choices in the game, really. It depends a lot on how you prefer to use
him,
and how your preferred party is built. Monks get some nifty special
abilities,
but whether it's worth it losing the fighter power that is Khelgar, well,
I'll
Once you reach Blacklake you'll see a painter in front of you. If you talk
to
him, he'll exclaim that Shandra is the perfect model, and that he has to
paint
her. Convince Shandra to do so, and pay 500g for the painting
afterwards for
+2 INF with Shandra. If you have Neeshka along, you'll loose -2 INF
with her
for all this nonsense. If you only pay 300g, you'll not get any INF
changes at
all.
You'll also see a bard who challenges you to a duel: It's a fun little thing
to do, so let's get playing. You play 4 "duels" and you only need to win
one
to win the whole thing. First of all, here's the correct keys for the 4
songs:
Song
Song
Song
Song
1:
2:
3:
4:
44124754
234451122
2332233175
35345272725
The songs aren't the only thing you need though. You also need to
make a
succesful skill check on at least one of the checks made after each
song.
Don't worry though, there's loads to choose from: Intimidate, Sleight of
Hand,
Appraise, Bluff, Perform, Diplomacy and so forth, so it shouldn't be too
big
a problem. If you're failing, you can always get a little help from Qara
in
the last round - lute playing with fireworks included seems to win the
crowd.
When you win, you get 250xp and a magic lute.
Now go check the merchant at the academy square, he has some
rather nice items
for sale, so it's really worth a look.
Note the imp near the merchant? If you help him free his friends, you'll
get
a major chaotic alignment change, so if you're a paladin, don't even
think
about it. There's no other worthwhile reward in it anyways.
Enter Castle Never and speak with Sir Nevalle to get another
sidequest. Seems
Luskan isn't satisfied with having you on trial, they've also lured a few
of
makes the others attack you. Kill them, then speak with Savannah and
get
400xp for turning her away from the King of Shadows.
NOTE: Savannah has to survive this fight for you to get those 400xp.
Continue forward, we're not quite done here. Enter the final room, to
see the
high priest of this place getting ready to finish some bizarre ritual.
Have a
few words with him, then fight off the lot of 'em. Take down the
initiates
first, then focus on Arval. Once they're dead, talk to Lisbet, only to
have
her summon a group of greater shadows on you. Kill those as well,
then talk
to Lisbet again to learn what was really going on here. If you're friendly
to her, she'll follow you out. She'll also tell you that the ritual she just
performed has caused all the people you killed down here to rise again
as
shadows, so get ready to fight your way out. Remember to loot the
little
room to the south to get Arval's Journal. This journal can be given to Sir
Navalle for an XP bonus.
A good tip for getting Lisbet out safely is to either give her a stoneskin
buff, or to simply order her to "stand your ground" before you enter a
room
with hostiles. (Remember to tell her to follow you again afterwards
tho.)
Once outside, talk to Kyli for a reward, a bit of gold and a whooping
2000xp.
Now, time to handle Neeshka's little affair. Pick the lock, and enter the
home
of the Collector. Inside, you'll soon learn that "no resting is allowed",
and
that the Collector's guards are the "kill first, ask questions later" type.
Work your way through the first floor until you meet Vania. Have a
word with
her, and a succesful diplomacy check makes her help you, she'll
volunteer to
act as your hostage so the Collector will give you his. Also, check the
journal
on the table. Seems the poor Collector secretly desires a completely
different
life.
Once up there, it seems he values his collection more than his wife.
Give her
some money to start afresh, then grab the painting next to the
Collector and
threaten to destroy it. He'll give you his key as well as tell you that one
of the books has the secret to unlocking the vault. Go grab the book
about
be delighted to tell the Luskan ambassador off. You now have a new
assignment:
Find proof of your innocence. While you're here, talk to Lord Nasher
about that journal you found in the crypt.
Since we've already completed the quests and tidbits we can in
Neverwinter,
let's head out for Port Llast right away. Do note, you're forced to have
Sand
in your party to leave to Port Llast. I'm sorry, but that's the way it is ;)
[2.4] - Port Llast
Sand will initiate dialogue when you arrive. If you finish it by saying
you're
glad to have him along, you'll get +2 INF with him.
Head straight to the Garrison and speak with Haeromos. Seems they
have a
witness who saw you slaughter them all. A good diplomacy check
allows you to
speak with her. It's Alaina, the same woman who told you where the
Gith took
Shandra back when you were in Ember. Again, some good diplomacy
checks, and Sand's help, makes her a bit uncertainthat it was actually
you who did it. She tells that it was you, together with a dozen
humans. No gnomes, dwarves or tieflings. Seems Sand is of the opinion
that the Luskans let her escape so she could tell the world that it was
you who did it. If you deny Sand's proposal of using her in court, you'll
lose 1 INF with him. You can also get some information about Luskan,
Black Garius, Lorne and Torio from Haeromos, but he won't be talking
much otherwise, simply because you're still the prime suspect of the
slaughter of Ember, so head outside again.
There's a few interesting people in Port Llast:
Haljal the Weaponsmith and Yask the Armorsmith, both at the Cracked
Anvil.
Nodoab and Enleva - two gnomes obsessed with Wendersnaven. I'm
assuming you'll
experience something rather unique if you have Grobnar along.
Nya - gives you the quest "Nya's Duty", a quest you'll complete in
Ember.
Malin - A ranger inside the Alliance Arms, who will tell you that there
might
be a survivor from Ember hiding out in the Duskwood Grove. She'll also
tell
you that Duskwood has become a dangerous place as of late though.
Elgun - Speak to him after you've spoken to Haljal, Alaina and Malin to
uncover
his lie. Hint at that he's a witness and the attackers are still alive, and
he'll stop spreading his stories. That gives you 500xp.
Calindra - Speak with her to find out that her partner, Bradbury, is
missing.
Both she and him are miners, and the last she heard was that he said
he had
found a massive deposit inside Duskwood.
In the south end of Port Llast, you'll be stopped by a group of guards. A
good
diplomacy checks makes them give up their intended arrest of you,
and nets you
250xp as well.
Now with all this taken care of, let's head on out to Ember, the site of
the
crime.
[2.5] - Ember
Upon arriving to Ember, your companions will have a few reactions to
the
massacre. Let's start by doing Nya's quest, and at the same time
securing that
the villagers won't suddenly rise up and attack. While doing so, you'll
come
across a corpse who didn't die in the attack. He was poisoned,
according to
Sand, and he will take a sample to use in court.
During your sweep, you'll also find the Quartermaster's Log, another
piece of
the puzzle. Close to that, you'll find Guyven of the Road. Tell him that
he'll
always have a place by your fire. You won't regret it later.
Once all the villagers have been laid to rest, go check out the well.
Sand
should have already mentioned he heard something in it. If you helped
Marcus
back when you were first in Ember, he'll be down here, telling you what
really
happened. His description fits the description of the Luskan, Lorne,
quite
nicely. He'll return to the Sunken Flagon. You'll also find a vein of ore
down
here, as well as a door leading to some caves.
Head on through, and you'll encounter some goblins. Seems they've
killed an
intruder a short while ago, so ask to speak to their chieftain about that
fella. The chieftain says that only a ring remains of him, and that the
only
way you will get it is to clear out some spiders nearby. Agree to this,
and
continue forward. Locate the spiders, and kill them all. Remember to
click the
vein of ore in the same cave as the spiders as well.
You'll soon encounter a giant spider named Kistrel. It seems the spider
wants
to tell you something. Remember where it is for now, we'll return to it
soon.
If you have Elanee along, you'll be able to talk to it and get that quest
to
find some food for it. You might be able to get the quest without Elanee
if
you're a Drow - I haven't verified that yet though.
Return to Glek, the goblin chieftain, and tell him the spiders are dead.
He'll
give you a ring very much like the one you found on the assassins that
came for
you on your night in the Solace Glade. It's a Luskan Assassin ring,
another
piece of the puzzle. Move through the caves and take the exit to
Duskwood.
[2.6] - Duskwood
Whether you arrive to Duskwood from land or from the underground
caves, you'll
start out in the same place. Sand will tell you that his magic will be
weakened
in here - be friendly and respectful to him to get +2 INF. If you have
Qara
along as well, Jarno Porrka says that these choices give -2 INF with her.
Move on out, and you'll soon encounter Lyssa. Seems this little dryad
has been
playing a rather large part in this whole setup. She gave Lorne some
powder of
alteration to help him, and she got her revenge over the villagers as
well.
She will give you some of that powder, if you get her the glowstone
from the
goblin caves below. You can object to this, which will give you +3 good
and -1
INF with Sand, but in the end you'll have to accept if you want to prove
your
innocence. If you have a high bluff skill, 2 succesful bluff checks will
make
her think you're Lorne and she'll give you the powder.
If you fail one or both bluff checks, head back to the underground
caves and
straight for the Glowstone. Grab the stone and kill the goblins
attacking you.
Don't worry, no alignment shift in that. They're still just goblins after
all.
Return to the dryad and give her the glowstone. You'll get the
alteration
powder from her in return.
NOTE: You could also simply threaten her to hand it over. If you have
Elanee
along, the animals won't attack you, and a single dryad isn't too hard
to
kill I guess. No alignment change in this, however, only the fuzzy
feeling of
having saved the lives of a group of pacifist goblins.
(info from Alexander Evan-Jones)
We're not quite done in Duskwood yet though, so return to the
underground cave
entrance, and head up the cliff, moving southwards. You'll soon
encounter a
group of dire wolves. Kill them, and move on. Follow the road west,
killing off
critters as they come. When you reach the cave entrance, you'll meet
Jalla and
Mirri, two gnomes. These two seem rather odd, and they've got little
interest
in letting you inside the cave. Say you'll go anyway though, and enter.
Kill off any wolves you encounter, and explore the cave. Once you
reach the end
you'll find Bradbury. Or, what's left of him. Turns out those two cute
gnomes
are werewolves, and that they won't be able to resist attacking you
since you
went straight into their lair. Kill them all. One of the little cute wolves
has
an insect collection.
If you have Elanee in your party, return to Kistrel, the named spider in
the
caves and hand it the insect collection. You'll get 1000 xp as well as a
comment saying you sense you'll see this creature again. You will, later
on.
NOTE: If you didn't bring Elanee, simply finish up all the quests and
return
here with her in the party before the trial.
Head back to Port Llast and hand in your quests with Nya and Calindra,
then
head to Neverwinter, Blacklake District and Castle Never to start your
trial.
[2.7] - The Trial
Even with all your evidence, there's still a lot to do. If your character
has a
high diplomacy skill, you should be quite fine running the show
yourself, if not
I'd leave the word to Sand.
During the trial, you'll see several faces you know, Aliana, Marcus, Nya,
Callum
and a few others.
Once you've proven your innocence, Lord Nasher will send Torio and
her Luskan
friends out of Neverwinter, but Torio will have one final card to play.
It will end with a Luskan champion and yourself (or one of your party)
having
to combat to the death in the morning.
You'll be sent to the Temple of Tyr to prepare a cleansing ritual. Before
the
ritual starts, Khelgar will arrive, more enraged than ever. He deeply
desires
to take your place in the fight tomorrow. If you're not a melee class,
that
would probably the the best choice, but seeing as I'm a paladin, I
thanked him
for the offer but insisted that I meet Lorne on the battlefield.
Once the ritual has started, several members of your party might pay
you a
visit, supposedly depending on who you've gained the most influence
with.
Sand will arrive, giving you a few potions as well as a hint that Torio
seems
to be close to breaking.
Casavir will arrive, offering to take your place on the battlefield. If you
decline, he will give you another potion that will help you.
Nevalle will then arrive, telling you it's time - and that Lord Nasher will
give you a noble title as well as some land if you succeed. He's been
wanting
an excuse to remove the Arcane Brotherhood of Luskan from
Neverwinter for a
while now, and defeating Lorne will do just that.
Just before the battle, Grobnar will wish to sing a song for you, but
whether
he does or not depends on your influence with him.
Time to fight. Lorne will enter a barbarian frenzy, making it impossible
to
actually defeat him until it's over. Thankfully, Sand gave you a potion
of
invisibility, so use that once he's almost dead, then wait it out and
strike
the final blow.
you'll meet the butler, who's about to be killed. If you save him, that
nets
you 500xp extra.
There are two doors that lead to the basement, but you can only open
one of
them, the one in the southwest corner. Make sure you clear the first
floor
before going down though.
Once you approach the four "blue" characters in the basement, the
leader will
tell one of his men to kill the hostages. The more hostages you save,
the more
XP you get. Once they're all dead, you'll learn that the nobles who've
been
killed, has been killed because of a shard they have. It now lies with
the
last surviving noble - and Aldanon has dissapeared, kidnapped and
traded off
to some unknown fate.
Head outside, and do as Shandra says - head straight for Lord Nasher
himself.
Nasher will order you to head straight for the Tavorick mansion, and
will send
a squad of guards as well. You got your orders, so head for the
mansion.
[2.9] - The Tavorick Estate
You'll be stopped by two guards once you reach the estate, but once
they find
out who you are, you'll be let right in. Once inside, talk to Ballard, then
Tavorick. Inspect the house. In the southeastern room, you'll find two
barrels
of very old blastglobes. You remember those from back when we used
one to blow
up the rockslide at the orcs yeah? You can check upstairs too, but
there's
nothing worth noting.
Talk to Ballard about those blast globes, then order the house locked
down.
Settle your defenses (it matters little as far as I can tell) and prepare
for
combat. After a little while, you'll be called downstairs, only to be
attacked
by a few waves of demons. After a little while a scream will come from
upstairs, forcing you to return to Tavorick. He'll then tell of a crypt with
only one door. Now why didn't he mention that before.. Head
downstairs, where
you'll once more be attacked by demons. After some time,the demons
retreat.
Seems we were all a decoy and the girl he had with him earlier has the
shard.
Don't worry too much, she's a member of the Nine. Time to head out
for the
Moonstone Mask in any case, but there's one itsy-bitsy-tiny problem.
The exit
is a wee bit blocked by a big bad demon.
NOTE: If you manage to save Tavorick, you get a little XP bonus. (info
from
Larry Puccinelli).
Either way, buff up. Fully. Then go pay a visit to this Qaggoth-Yeg
demon. He
will have a little speak, then attack you. Once him and his fellow
demons are
dead, head out and move straight for the Moonstone Mask.
Enter the Mask, go upstairs and clear the area, then proceed through
the
closed door. Seems you're too late. This warlock will summon two
hellhoundish
dogs to attack you, then dissapear. Kill the dogs, then return to Lord
Nasher.
Nasher, and a new person you've seen in cutscenes before, will tell you
of
the latest news about Black Garius. Seems he's within Neverwinter
territory, at
the Crossroads Keep. Nasher's orders are simple as always, head out
there, kill
all the bad guys and save Aldanon the Sage. All in a days work, I
believe ;)
Prep up, get ready, and head for the Crossroads Keep.
[2.10] - Crossroad Keep
You'll see a cutscene of Garius preparing the ritual before you arrive at
the
Keep. Once there, a few of the Neverwinter Wizards will brief you on
the
situation, suggesting a direct attack would be the best move, seeing as
we're
a bit short on time. Agree, and attack the few guards outside the keep,
then
head inside.
After a short battle, the doors will be sealed, and the Wizards will tell
you
of an escape tunnel. Head back out to the world map and to the
escape tunnel.
Once inside, follow the path forward, smashing beetles as you go. In
one of the
early rooms, you'll find another ore vein to add to your collection of
found
veins. Keep going, remember to loot the supply room with the bone
spider, and
head on into the Keep itself. You'll find Aldanon, who's his own
distracted
self. Talk to him, and finally tell him to get out and warn Neverwinter.
Loot
his bookcase for a golem activation manual thingie. Seems that dear
Blade Golem
is here as well. Keep going, slaughter the Luskans who stand between
you and
the two arcane brothers. Once the wizards are inside, start looking for
Garius.
Backtrack a bit and enter the only door here. You'll encounter a group
of
shadow priests who will inform you that the ritual is designed to unite
Garius
with the King of Shadows, not to let Garius take over his power. Kill
them all
and continue down. You'll meet the blade golem here, so kill that one
as well.
Buff up, head on in, and slaughter the lot. "Talk" to the four lieutenants
as
well. Once the last man is dead, you'll see a cutscene of Garius
exclaiming
"what have you done to me?" whereafter he dies. Say "hold on" to
Vale, loot all
the corpses (Garius has a shard as well), then talk to him again to get
ported
to Neverwinter.
After a few cutscenes in Neverwinter, Zhjaeve will join your party, and
Nevalle
will tell you to meet him at the Crossroads Keep. Since you've got
nothing
better to do, head back to the Keep. After a rather long cutscene, you'll
now
have two massive tasks ahead of you. Cleaning up your shiny new
keep and
preparing it for war, as well as preparing yourself for the battle against
the
King of Shadows himself.
[2.11] - Stronghold part 1
NOTE: Most of the information in this section is from the Stronghold
Guide by
Paradox Jast aka xInfInIty. The full version of his excellent guide can be
found at:
http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_2_str
onghold.txt
You need to know a few things about this whole Keep thing before we
start.
Time acts in a different way here. Moving from the Courtyard to the
Farms or to
the Keep passes time for most of the Keep, so if you have people on
their way
to your Keep and you're waiting for them to be able to continue your
work, move
around a bit. For Kana and Veedle, time only progresses when you
speak with
them, which means that you can effectively save all Kana's special
missions and
so forth until you've upgraded the gear and have had time go by so the
soldiers
are perfectly trained.
You will get 70.000g to help you get started with all the work that
needs to be
done with your Keep, but once they're gone, you will have to use your
own cash.
According to Paradox Jast, you need over 700.000 all in all to finish the
Keep
completely. Now you know why you were told to save your cash earlier
on.
Also, at certain points, you won't be able to progress time any further
at your
Keep. This is meant to be a hint to you that you should return to
adventuring.
You know, the very pressing mission with that evil King of Shadows and
such?
With those things out of the way, let's start the giant process of making
this
junkyard into a true castle.
You'll be standing in the Keep Courtyard, having just finished the
insanely
long cutscene with Navalle and Zhjaeve, so let's check out what's
actually
here yet. There's a lot of "ruined" buildings, but one structure is
already up
and running - the inn, of course. Inside, you'll find out that Sal, the old
barkeep from the Sunken Flagon has taken the chance and started his
own inn
right in your new Courtyard. He'll also mention that he wants a dancer,
but
ignore that for now.
NOTE: I'm not sure if this matters, but just to be certain, every time
you
talk to Kana, order her to have your greycloaks do whatever you need
them to
do. Basically, for the entire first session here, you'll order her to train
and garrison. Again, I'm not sure it matters, but better safe than sorry
I'd
say.
Go outside again and order Veedle to build #2.
Now it's time to do a lot of travelling. We've met quite a few people on
our
adventures, and some of them might be interested in getting a new
job.
First off, head to West Harbor.
Once there, talk to Orlen and ask him to help you get your farms up
and running
again. And, now that we're here, we might as well finish off two
sidequests, so
go talk to Brother Merring to deliver the tithe box and talk to Retta
Starling
to finish up the Soldier's Story sidequest.
Now we need to figure out how to get some resources to our keep, so
let's
head out to Port Llast and have a chat with Calindra the miner. One
miner is
not enough though, so let's go to Old Owl Well next. There we'll find
Pentin,
another out-of-job miner, so let's hire him as well. And, while there, we
might as well hire another fine soldier to train our troops, so have a
chat
with Katriona too.
Next up is Fort Locke. There we'll find Jacoby the weaponsmith. He'll be
delighted to join you at Crossroads Keep, and trust me, you'll be just as
happy to have him. However, weapons alone do not make a soldier, so
head out to Highcliff and hire Edario the armourer as well. As the last
thing, we'll head out to the merchant district of Neverwinter.
Remember how Deekin complained that he couldn't get a proper shop?
Offer him a shop at your keep and he'll be more than happy to join you.
We're done travelling - for now, at least - so head back to Crossroads
Keep. It's time to get some work done.
You'll notice that the miners and Orlen haven't arrived yet, so head on
in
to the courtyard, order #3 from Veedle, then go inside the keep and
talk to
Kana. Let her have Katriona assist with training the greycloaks, and get
a
report for the keep. For me, 5% of time had passed at this point. Head
down
to the cellar and have a chat with Kistrel. Seems he's making
something for
you.
Ask wolf's minion to take you to the fields. Have a chat with Orlen if
you
wish, but our primary concern is Calindra the miner. Talk with her, and
tell
her you found some new ore deposits. That'll net you 2000g as well as
give
your keep access to all the ore we've found so far.
With that amount of resources to our disposal, let's go back to the
courtyard
and talk to Edario and Jacoby. Time to improve the equipment of our
greycloaks.
Edario will give you an armor of comfort as payment for you building
the smithy
for him. Talk to him about equipping your soldiers, and make sure that
everyone
gets at least SOME sort of armour. Do the same with Jacoby to ensure
that your
greycloaks also have a weapon of some sort.
Order Veedle to build #4, then go see if Deekin has settled in properly.
Sell
anything you've kept so far since Deekin will pay up to 20.000g for any
given
item and you'll need the cash now.
Head back out to the farms and talk to Calindra to get some ingot
samples from
the veins you've found, and have a chat with Orlen while you're there.
Seems
the place is starting to shape up, eh?
Back into the courtyard, talk to Edario and Jacoby and pay up for a
second
upgrade for both. With this, you'll end up with greycloaks geared in
studded
leather armour and longswords.
Talk to Veedle and build #5, then enter the keep. You'll encounter a
band of
"adventurers" who need work. Ask Kana if she has anything, and they'll
skip
off to Port Llast to investigate a Luskan plot. Don't worry, you haven't
seen
the last of those folks.
Let's go have a look at all those new areas we've built inside the keep.
First
go to the War Room and grab the crossroads keep key from the desk,
then go to
the library and loot the place of scrolls and books - they're all cash, and
they're all yours after all. Talk to Aldanon for any lore questions. You'll
also get the sidequest reactivating the construct by grabbing a book
from the
case in here. Now let's check your private quarters. Inside the cabinet
there
adventurers have returned! After much fun about apples, ask them if
they know
anything about the King of Shadows, and they'll skip off again in search
of
clues, adventure and riches. Oh, and to help the citizens of
Neverwinter, of
course.
Talk to Kana again, and she'll tell you of special mission #2: Doman the
Ogre.
Order your soldiers to take care of this vile threat to the safety of your
lands, then head outside and order Veedle to build #10. Finally we're
starting
to build fortifications!
Go back inside. You have another visitor, this time it's a halfling from
the
village of Leeves. Seems the bandits you've been driving out have
found new
hunting grounds. It's up to you how you'll handle this, really, but be
advised
that every choice has a consequence - the exact numbers are listed in
xInfInIty's guide. Sending half your men out to wait for the bandits
gives you
+1 good.
Head outside once more, and order Veedle to build #11, then go back
inside.
Katriona has a proposition for you now - to form an elite squad called
the
Captain's Company. Again, it's up to you how you go about this, and
once more
the exact numbers are listed in xInfInIty's guide.
Forming the Company to uphold the law gives +1 lawful, to protect the
people
gives +1 good.
Ask Kana for a report. It should say time passed: 25%.
Head back outside and have Veedle build #12. At this point I had
70,000gp left
so thankfully there's nothing more to build for now. Go back inside and
talk
to Kana. She'll tell you that "the man are tasked to capacity". This
basically
means that nothing more will really happen at the keep for now.
Order Kana and Katriona to focus on recruiting more greycloaks, and
then it's
time to leave this place to itself for a little while. First, however, head
down in the basement and chat with Kistrel to get the cloak he's been
making for you. It's quite decent, actually.
Before heading out, make sure to visit the two smiths and gear up
Zhjaeve since
she's a required member of your party for the next part - it's time to do
that
ritual of purification Zhjaeve talked about earlier, so prep up and make
sure
you got the party you want, then head out to the Ruins of Arvahn.
[2.12] - Ruins of Arvahn
On the way to the ruins, you'll encounter a peasant being hunted by
some other
humans. As always, your call what to do, saving the peasant gives +3
good and
a tiny (very tiny) bit of loot. Regardless of your choice, keep going to
the
ruins.
After a brief cutscene in which it seems West Harbor has yet again
come under
attack, head a bit up the road and take out the orcs and goblins
fighting each
other. Once they're killed, activate the statue. That'll give you a nifty
new
special ability called Aurora Chain. Let's hope all five statues give stuff
like that, eh? ;)
Anyway, head straight south and you'll encounter a camp of friendly
orcs. Yep,
this game has everything. A friendly kobold, a friendly giant spider and
now
also friendly orcs. Or, well, sorta friendly at least. Their leader happens
to
be the brother of one of the orcs we killed back at Old Owl Well, and
now he
wants our help. Seems some ogres nearby have been annoying him, so
he wants us
to kill them. If you don't agree to do it, the orc camp here will attack
you.
If you do agree, however, the camp will act as a safe spot.
NOTE: Agree to the quest for now. You can always kill these orcs later,
and
why would you kill them before getting the XP reward for the quest?
Also here, you can talk to Ilrah Broken-Ribs. Asking him why he's called
that
and then answering with "well done", at least my fighter/dragon
disciple
ended up getting one of his ribs. While that may sound rather
disgusting, it
really is worth it. It gives you blind-fight and toughness as bonus feats
just for having it in your inventory.
Have a look at your map now. We know there are five statues all in all.
We've
already found one of 'em, and lo and behold, there's four points of
interest.
Let's take a wild guess and say there's a statue in each place, yeah?
Before we head into either of those four places, however, I'd suggest to
clear
out any and all hostile thingies in this area. It's only orcs, ogres and
goblins, so no big deal regardless.
NOTE: The next three areas can be done in any order you wish, there's
no special
advantage in doing 'em in the order I chose, although it'll make sense
to do
the Riverguard Keep first due to the orc quests. Also note that the Song
Portal
can only be done last.
[2.13] - Riverguard Keep
Upon entering, you'll see a sarcophagus. Seems it's already been
looted. How
rude, taking the loot from the dead. It's not in your journal, but it could
be
considered sort of a sidequest - we'll get to it eventually.
In the southeast corner of this room is a locked door. That's your
shortcut
back up again, so we'll get there eventually.
Go up the northern hallway. Just after it turns west you'll see a door to
the
north - open it, kill the baddies, grab the loot, then return to the
hallway
and the door to the south. In there you'll find the bugbear Ralidor. He is
just
as tired of the ogres as the orcs are, so he'll order his bugbears to
leave if
you agree so with him.
You could of course kill him here and now, but if you wait, he'll have
more
bugbears to help him, which means more xp and loot for you. We'll
finish this
one once we leave the place again regardless.
Explore the rest of the level, killing ogres and goblins as you find them.
Once
everything's cleared, proceed to level 2.
Down here it's same procedure as last level - kill anything that moves
and
make sure to grab all the loot. You'll soon see four doors - two to the
left
and two to the right. Take the left (western) ones first. kill the ogre
chief
in there. Make sure to loot his remains for the Master's Shield. Then
take the
eastern door that's closest to the stairs down. Finally, open the last
door and
meet Bonesmasher, an orc monk. Release him for 100xp or kill him for
91xp and
some loot, your choice. The reason we take this room last is that if you
release him, he'll go beserk down here, kill anything that moves and
smash all
chests, destroying loot we want to keep.
Once done, proceed to level 3, the final level.
Nobody down here is hostile, at least not right now, so feel free to
explore
the sidedoors and loot everything. Once you reach Ghellu, you'll have a
few
options. You can accept a counter-quest from Ghellu to kill the orcs and
the
bugbears, or you can simply kill Ghellu right away. Be advised tho, it's
a
rather big fight, so make sure you're buffed up before fighting him.
Make sure
you loot him for his head as well as the Master's Scepter.
Now, the reason we're here is that statue thingie, and there are a few
ways to
open the door to get to it. The simplest one being to simply keep trying
until
the wards run out of power. It'll hurt, but it works. If you killed Ralidor
you'll have all three pieces of the Master's gear and the door will open
by
itself. If you didn't, however, you could always go up and outside, kill
him,
and go back down.
Either case, however you get the door opened, you'll end up talking
with
another statue. This one will give you the Shining Shield special ability.
Once you go outside, you'll meet Ralidor again. You can either tell him
the
ogre mage is dead, or fight him. I'd suggest the latter since there's no
reward in keeping him alive, and bugbears are evil creeps regardless.
He's got
a LOT of bugbears with him, but a few well-placed AoE spells from Qara
and/or
Zhjaeve will make short work of them all.
Make sure to loot the remains when he's dead for the Master's Sword.
Return to the orcs and tell 'em you've killed the ogre bugger for
1500xp. Now,
if you'd like to kill these orcs as well, simply speak with Ilrah, the other
named one here, and insult his religion. Ilrah does have a journal entry
as
well. Apparently you'll loose your left foot in a fight at some point.
Guess
we'll have to wait and see about that. Be sure to loot the remains for
some
nifty items, including a really nice cleric necklace.
Head on out to the next place - the Temple of Seasons
[2.14] - The Temple of Seasons
Upon entering, Zhjaeve will tell you this is the right place. Let's thank
her
for stating the obvious, shall we? In any case, click the statue and be
told
that this place is dedicated to four Illefarn fellas. Buff up with some
cold
resistance and proceed through the door.
In this first room there's a book on a pillar. Read the book, flip the
pages
and begin the Trial of Winter. Several waves of winter wolves and ice
mephits
will attack you. Slaughter them all.
Proceed through the newly opened door to get to the Book of Spring. 4
Hunter
Statues and 4 earth elementals will spawn once you start the trial. Kill
them
in any way you see fit to complete this trial.
Continue north and enter the room of summer. Start the trial and kill
the iron
golem that spawns to complete this one.
The final trial, spring, is even easier. Whack the sylphs.
Go through the final door to find this place's statue - this one will give
you
the Cleansing Nova special ability.
Remember to loot the four chests as well.
With this done, head out to the next area, the Gem Mine.
[2.15] - The Gem Mine
NOTE: You'll encounter a few iron golems in this place. Easiest way to
take
those out is to simply equip adamantine weapons since they bypass all
damage
reduction. If you haven't got any of those, best be prepared for some
rather
long fights.
Once inside, a spirit named Balaur will talk to you and tell you loads of
interesting things. For the task at hand, however, only two things
matters:
we sent to that halfling village some time ago (if we sent some, that
is). In
my case it was a bloody fight, but we won. Good riddance to those
bandits I
say.
Now let's go chat with Aldanon like Zhjaeve suggested. Hm, after all
that chat
about dragons, liches, Amn and the Underdark, we just get a map. I
feel kinda
sad, wouldn't mind a trip to the Underdark myself - killing Drow is an
old
favorite of mine. Come to think of it, all of the above was a part of
good
old Baldur's Gate 2. Wonder if it's an easter egg of sorts?
Right, it's time to spend some time at the Keep itself. During this time,
several things may happen (or will happen, I'm not sure how regular
these
things are. If they're random there's a chance they won't show up).
Keep your men on recruitment until Kana says that you have a lot of
soldiers.
At that point, order your greycloaks to patrol the road and land, and at
the
same time lower your recruitment standards considerably. xInfInIty
suggests
lowering it all the way down, but it's up to you really. I chose to lower
my
standards gradually over time.
Once the road and land security reached average or higher, you can
start
putting taxes on merchants and farmers. I chose light taxes since I'm a
really
nice character (I'm a paladin after all).
Special Missions:
1. The result of the mission about the Ogre fella you sent your men on
last
time. If your folks succeeded, you'll get 3000gp and a magic club.
2. Tax collectors are to be sent out. If you aren't tithing anyone, there's
no need to send out men for this.
3. Bugbears have moved in. Feel free to order your men to take care of
it.
4. The Mere of Dead Men has undeads crawling close to our borders.
Again, let
your soldiers handle it.
Cutscenes:
1. Ziffer the bailor wants to start a new village. With high appraise or
diplomacy skill, you'll be able to tithe the village rather well. In any
case
you should sign the charter since it means more men in your area and that
means more money for you.
2. Dobbson's been accepting bribery. Do what feels right, but according
to
xInfInIty, the only ones that are only +'es for you is to either consider it
a
grey area or the "we shouldn't blindly follow the laws.." one. The other
choices all come with a cost.
3. Travelling merchants - a choice between either of the three. Consult
xInfInIty's guide for details on this.
4. A band of mercenaries are looking for a job and wants to join your
greycloaks. Allow them to do so, they're good soldiers, and your troops
will
assimilate them soon enough.
At some point after this, Kana will tell you that Lord Nasher has
requested to
see you. This marks the end of the keep stuff in chapter 2. However,
we have
something to do before we go chat with ol' Nasher - to locate, and
enter, Amon
Jerro's Haven, so that's where we'll be going next.
To sum up, this is how my Keep Report looked at this point in the game:
GENERAL
Time Passed: 62%
Keep Funds: 77702gp
Income: 11422gp
Recruits: 62
Merchants: 67
Peasants: 75
Peasant Civility: High
Morale: Very High
GREYCLOAKS:
Number: 336
Volunteers: 176
Recruits: 62
Greycloak Civility: High
Training: Best of the Best
Unit Strenght: Average
Weapons: Best
Armor: Good
Last Special Mission: Mere of Dead Men
SECURITY:
Fortifications: Reinforced Towers
Land Security: Very High
Road Security: Very High
Road Condition: Renovated with watch towers
Head back down to the braziers - plenty of fire elementals there now,
so whack
all of 'em. Loot 'em for fiery hearts, then go touch the braziers one at a
time. Do note that once you activate a brazier, a few shadow creatures
will
spawn, but it's nothing you shouldn't be able to handle.
Once you're ready to activate the third brazier, you'll be lacking a fiery
heart, so look a bit around, pretty close to the brazier you should be
able to
see a few fire elementals - they're around that yellow spot on your
map. Go
kill, loot and activate the last brazier to complete the path of sight.
Right at the last brazier, there's also a road going up a hill. Remember
how
the Guardian told about a barbarian on a hill? Well, that's the hill, so
let's
head up and kill that barbarian.
There's a few different ways to do it, but the optimal way, pure
metagame
wise is to initially refuse to kill him, then change your mind and attack
him. That gives you both +INF with Shandra and the loot the barbarian
is
packing. Another way of doing it is to refuse killing him all the way
through,
which will end up with you fighting a bunch of spirits instead.
Either way, path of righteousness completed.
Head down the hill again, and go north to the geyser. When you get
close,
Shandra will have a short dialogue. At that point, order your party to
stand
their ground, and head out to fill the vial alone.
Go straight for the big geyser, taking whatever damage you get. At the
geyser
you can use either dexterity or tumble to grab the water. If you fail any
of
the checks you'll just take a bunch of damage, so it's no big deal really.
Congratulations on completing the path of determination.
Head back to the Guardian. BEFORE you talk to it, remove ALL of
Shandra's
equipment and dump it on one of your other characters. The bag of
holding
from the keep should do the trick nicely. Then tell the guardian you've
completed all the paths and a cutscene will show Shandra being
teleported
to, well, who knows.
Also, before you enter, this is the last chance in a wee while to craft
items
and set up your main character for some solo business if you haven't
already.
When you're fully ready, make a completely fresh full save, then enter.
[2.19] - Amon Jerro's Haven - Interior
Upon entering, you'll be greeted by Mephasm who'll tell you all about
what's
going on in this place. Or, well, as much as he's allowed to tell in any
case.
So, we got our mission, to convince three demons/devils to assist
Mephasm in
opening a portal to the laboratory.
Let's make a little list of hellspawn here:
Baalbisan - fairly easy to make him help you. However, helping
Baalbisan makes
it impossible to get Hezebel to help you.
Hezebel - requires good taunt skill, otherwise impossible.
Zaxis - utterly impossible.
Koraboros - Fairly easy to make this one help you.
Blooden - Also fairly easy.
NOTE: If you have Neeshka with you, she'll be extremely active here.
This is,
after all, kind of her home-turf.
Anyhow, there's more to it than that, obviously, so let's walk through
the door
in Mephasm's room to get started.
Be greeted by Baalbisan as you enter. Neeshka will have a lot of
hilarious
dialogue here, and if you're a female character, you'll have to talk to it
twice to get his quest - The Torment of Baalbisan. It's very, very simple.
Go
kill Hezebel's erinyes, then return, and you're done. Proceed north. A
few of
those erinyes wants you to come with them to their master, Hezebel.
However,
I chose to simply kill them right away. I'm not a big fan of discussing
things
with sneaky succubi.
Once you've killed the three erinyes, take the western door and loot it
dry.
plenty of pretties in there.
Go into Hezebel's room, get her quest for Baalbisan's mother's true
name, then
talk to her again and say you decided to help Baalbisan instead to
have her
summon out two more erinyes. Once they're dead, return to Baalbisan
to relay
the good news. If you want to do it the Hezebel way, go straight back
to Baalbisan and taunt him into saying it, then return to Hezebel and
tell her. With a massive bluff check, you might also be able to lie to
Hezebel, but I'm not too sure about
that.
Either way, proceed out of Hezebel's room. After a brief cutscene, you'll
get
to Zaxis. There's no way you'll get him to help you since he kinda
holds a
grudge on you after you defeated him at Tavorick's Estate, so simply
kill his
minions and move on.
Head straight left through the trapped door, kill the hostiles and loot
the
place dry. Open the other door as well and loot the place in there.
Ignore the
non-hostile imp for now, we'll get back to that one soon.
Proceed forward, whacking the doggies. Talk to the dear pit fiend,
Koraboras,
and find out that the imp we just saw is his and that he wants it to
return
to him.
Return to the imp, and try to talk to it. Seems it wants something from
the
bookcase, so if you didn't loot it before, loot it now. Use the ancient
book
you found on yourself, reading the Tilu Ut Lon sentence. That frees the
imp,
so return to Koraboras to get him to assist you.
Apparently this book is very valuable, so hold on to it, and proceed
forward.
Meet Blooden, your average run-of-the-mill succubus. First she tries to
trick
Khelgar, then she summons a few more succubi to attack you, and
then she asks
you to have Koraboras attack her with his hellhounds again - at least
that made
the time spent here in imprisonment interesting.
So, return to Koraboras, ask him to consider the threat of Blooden
combining
forces with Zaxis, and he'll give you two nassian war hounds. Return to
Blooden
and choose a side to fight on. No matter what, once the fight's over,
the
quest will be completed.
Once Blooden's opened the portal, make sure you've done what has to
be done,
and that your character is fully ready for the solo part of the game.
When ready, step through the portal. After a brief cutscene, the
warlock will attack. You have all in all 6 targets to attack. 4 weird
thingies, the warlock himself, and a lesser horned devil. For maximum
profit, make sure you kill the devil before you take down the warlock.
Defeat him, and watch the cutscenes unfold. Once they're done, feel
free to
chat away with Amon, but make sure you don't lose influence with him.
Basically
that means you'll have to take a few evil points here and there. Don't
worry
too much tho, it shouldn't be enough to push you away from lawful
good if you
are a paladin. You can gain or lose 2 INF with him during this
conversation.
One in the chat about Zhjaeve. If you say you respect her, you lose 1
INF, if
you say she has her uses, you gain 1 INF. The other point is where you
talk
about sacrificing the few to save the many. Agreeing with him gains 1
INF, and
disagreeing with him loses 1 INF.
Once you've done all the talking you want, head for the door and talk
to Sir
Nevalle to start chapter 3.
====================================
CHAPTER Three
====================================
[3.1] - Defending Neverwinter
Congratulations, you're now a knight of Neverwinter. And you have
work to do,
so get started on killing all those pesky undead. That Cleansing Nova
ability
you got works like a charm here by the way.
NOTE: Your weapon and your cloak has been switched out for a
Knight's Cloak and a Neverwinter Ceremonial Blade, so make sure you
double-check your gear before starting the carnage.
Once the attack stops, follow Sir Nevalle to the guard room. This is by
the way
your chance to sort out your equipment, spells and so forth. Feel free
to rest
before you go to Nevalle.
At Nevalle, you'll be informed of a passage through to Lord Nasher that
leads
through Neverneath, the dungeon below Castle Never. The entrance
has always
been closed, but of course legend has it that it'll open when
Neverwinter is in
danger. In other words, you'll be running off to investigate an old
rumour.
From the guard room, go a bit north, then take the
east. On
the north side of that you'll find a door - that's the
take.
Keep following the road, killing off hostiles as you find
reach
the room with 3 shadow priests, locate the clickable
through.
[3.2] - Neverneath
You'll be in a long tunnel, so start moving. You'll soon encounter a
statue
that's warning you of lots of dangers for people not of Neverwinter and
so
forth. Move forward. You'll be fighting groups of fire or ice mephits all
the
way through here. Great cleave works wonders, but I'd guess that aoe
spells
like fireball, isaac's missile storm or horrid wilting will be quite fun as
well.
The second statue, however, has a question for you. There's no REAL
consequence
of answering falsely, but you'll end up being forced to fight some tough
buggers that give little to no XP where you COULD have gotten 200xp
for each
correct answer. Thus, the right answers are given here:
First statue: no question
Second statue: Nine fingers.
Third Statue: Black Lake
Fourth Statue: Tomb of Betrayers.
Fifth Statue: Neverwinter River.
Sixth Statue: Say Nothing.
Seventh Statue: Three.
At the eight statue, the game changes. Here you must declare your
loyalty to
Neverwinter. If you refuse, a group of magic swords will attack you, if
you
lie you get chaotic points, obviously, and if you simply declare loyalty,
the
door will open.
Finally, you'll need to go around the statues and approach the grave
from the
north. Loot the grave to get the Rod of Never and a magic thingie.
Notice the
locked chests down here by the way? This is why we brough that chime
of opening
if we aren't rogues. Start looting.
When you leave the room, you'll once more get a "Guyven will be
interested"
dialogue if you have Guyven at Crossroad Keep. Proceed forward,
however, we
have a Nasher to save.
Once you've taken out the shadow reaver, Nasher will knight you and
give you
your next assignment. Or, assignments. You'll first need to gather
allies, then
kill all the shadow reavers and then find the stronghold of the King of
Shadows
as well as the means by which to kill him.
In other words, the fate of the world is now officially in your hands. Did
you
really think it would end in any other way? ;)
[3.3] - Stronghold part 3
After the cutscene, you'll arrive at Crossroad Keep, with all your
companions
spread out in front of you. Walk a wee closer and watch the cutscene
unfold.
So there you have it. We'll need to open up dialogue with Clan Ironfist,
the
Lizardmen and the Wendersnaven as well as ask Aldanon for advice. I
can't help
but think that we're seriously screwed :P
With the cutscene done, head over to the ruined tower and talk to
Bevil. Seems
he finally came to his senses and want a piece of the action. He'll join
the
army as a sergeant. Talk to him until you don't get any new dialogue
options,
and make sure you are really nice to him since he becomes better if
you are.
Proceed up to Veedle. You'll now be able to rebuild the church and the
tower.
However, there's two options for each:
For the church, you can either go with Ivarr the Blessed or Master
Rolan of the
Sun Soul. Basically, if you're not a monk character, I'd suggest going
with
Ivarr's church since that's the ONLY way to get the Holy Avenger (either
for
have built whichever you chose, feel free to pass time and visit the
place. It
will pay off, there's some good equipment to be had, at least if you
make it a
Nine Headquarter - Red Dragon Armor is one of the more interesting
items you
can buy for a relatively cheap price.
Going down to the courtyard, you'll meet Daeghun. He's got some
information
about the Circle of the Mere - the druid circle Elanee belongs to. After
the
cutscene, feel free to go check out the church/monastery.
Talk to Nevalle again and ask if there's something he can teach you.
He'll
spar with you, which gives you a small bonus to your base attack. I'm
guessing
+1, but haven't confirmed that.
Go back inside and talk to Kana once more. You'll get another note
from that
foolish band of adventurers along with a ring of positive thinking. It's a
bit special, but useful nonetheless.
Now this would be a rather perfect time to sort out the gear of all your
companions - and yourself, of course. You probably have stuff to sell,
and if
you've dabbled a bit in crafting with some of your companions, their
skills
will be around the point where we can start making the really nifty
stuff.
To do that, however, we need gems of the kind we haven't found too
many of yet.
There's help ahead tho, so head out to the merchant quarter in
Neverwinter.
[3.4] - Merchant Quarter
Upon arriving here, you'll see that the evacuation is well underway.
But, you
will also notice a powerful-looking female character standing fairly
close to
you - she's called Light of Heavens, and if you talk to her, she'll
challenge
you to a duel. Make sure you win it. When you do that, she'll walk
away. Don't
worry, you haven't seen the last of her.
Head up north to Randolph the merchant. He's got few interesting
items, but he
has quite a few of the really interesting gems. Buy whichever you need
for your
crafting session.
Right next to Randolph, you'll see Joy the dancer. Talk to her and hire
her for
your keep's inn.
If you need/want to craft, return to the basement of Crossroad Keep,
otherwise
feel free to continue forward.
Now, the next series of areas can be done in whichever order you wish.
We have
much to do and little time in which to do it, but two of our main three
tasks
can't be done yet regardless, so we need to find ourselves some allies.
We've
got a few options already: Clan Ironfist, the Wendersnaven, the
lizardmen and
the circle of the mere. Myself, I followed the advice from gamespot's
guide, so
I took 'em in this order: Wendersnaven, lizardfolk, druids, ironfists.
NOTE: I'll add a few Crossroad Keep things in the end of each chapter
as they
are relevant, so it might be a good idea to read a bit ahead in case
there's
things you want to do differently.
[3.5] - Alliance: Wendersnaven
NOTE: You HAVE to have Grobnar in your party for this one, obviously,
since it
is his idea and all that.
So, with Grobnar along, head out for Port Llast.
Close to the entrance of Port Llast, you'll find Light of the Heavens
again.
Like last time, talk to her and engage in a 1on1 duel. And win it, of
course.
Anyhow, remember those two nutters talking about Wendersnaven?
Yup, that's the
two we need to go have a chat with. Listen to them for a bit until
Grobnar
tells you to ask them a question. Ask them whether the Wendersnaven
are east of
here. Then if it's northeast. Then ask if you can have the map, and
finally if
you can SEE the map. Grobnar will decode it and point you towards a
new place.
Well, go there (It's the "strange clearing" on your world map).
Once there, watch the cutscenes unfold - and notice that this is
another one
of those places Guyven would want to hear about.
After the cutscene a group of orcs will attack. Kill 'em, loot 'em and be
sure to remember to click the ore deposit that's here as well. We do
need more
ore for our soldiers after all.
When it's all over, check out Grobnar's inventory. Wonder if he's right
or
wrong now, eh? :P
Head back to Crossroad Keep to see Light of Heavens standing around
between
the world transition and the quarry. Go fight her one last time. to earn
her as
a sergeant. Then go tell Calindra of the new ore deposit you found.
Then head
all the way south, up against the wall. There you'll find a dirt mound
with a
nifty crossbow - if you talked to Guyven that is.
Go inside the keep and tell Guyven of the new place you found, then
talk to
Kana and put Light of Heavens on some duty - xInfInIty suggests
recruiting.
Kana will mention some Luskan Business, which means you've reached
a storyline
stop. We don't have time for that yet, however, so move out to the
exit, grab
the party you want, and head for Highcliff.
[3.6] - Alliance: Lizardmen
Upon arrival you'll see the lizardmen attacking Gera and her husband,
so save
their poor family a third time to become hero of the day - and be told
that
the lizardmen have besieged Highcliff. Best get moving, we have a
town to save!
First, however, grab the ore in this area. (I missed this one first time
around, don't repeat my mistake :P).
In Highcliff, head straight for Elder Mayne and ask him everything. So
the
lizardmen have simply taken this town hostage. Wonder why, eh, so
let's go have
a little chat with the lizardman prisoner they've got.
Patch up his wounds if you want to get any information out of him.
Seems Batha
is the new boss, and he's been "dancing with the shadow". Gods,
everything is
Avenger, one of the best weapons in the game, but it's Paladin-only I'm
afraid.
It may also only be available after you've gotten the map entry for
mount
Galardrym - I'll update asap.
Either way, you need Khelgar along for this one (shouldn't be a
surprise), so
adjust your party and head out.
[3.8] - Alliance: Clan Ironfist
On arrival, chat with Khayar to find out that Keros, the chieftain of the
Clan
has come to the stronghold - and Khelgar doesn't have a very good
past with
that bloke. That might complicate things.
Head into Revorax's smithy before proceeding though, you just might
find some
nifty items there, if you can afford it, that is.
When done, continue through the place, going for the throne room.
Unfortunately
Keros is not really in a cooperative mood, especially not towards
Khelgar, or
Neverwinter for that matter. After the cutscene, Khulmar will talk to
you about
the hammer of Ironfist. Seems we'll need the belt of Ironfist to wield it
tho,
and that belt is now in the posession of a group of fire elementals.
Right then, make sure you have fire resistance gear on all your people,
then
head out for Mount Galardrym.
After the cutscene, head west on the path. When it splits up, continue
west.
You'll soon come upon a camp of fire giants, kill 'em all, loot the chests
and
be sure to grab the ore deposit there as well.
Backtrack to the point where it split, and take the northeast route this
time.
Keep following the path until you see another fire giant camp to the
east. Go
in there and slaugther the lot - and, of course, grab the loot. Get back
on the
path and head west. You'll soon come to a quite larger camp. Chat with
the
prisoners first to get a side-quest to kill the giants, and then go kill 'em.
Be sure to grab the ore deposit at the far western end of the main
camp. Loot
all the chests, go back to the prisoners and have a word with 'em.
Seems they're Luskanites sent out to assess whether the King of
Shadows is a
threat to Luskan as well, or if he's only a problem for Neverwinter.
These
folks have realized that he's a serious threat to everyone tho, and want
to
return to tell the Hosttower exactly that. I released them - we need
allies,
even Luskan would help.
Now, there's two parties up here on top of the mountain - the fire
giants and a
dragon. Both want the other dead, so you could theoretically join up
with one
to kill the others - but where's the fun in that? I say kill both parties
and
leave the mountain for Clan Ironfist. To do it the maximum-gain way,
go for the
fire giants first. Take the southwestern path out of the main camp here,
and
follow it to the end, killing off hostiles as they come. Go to the next
area,
the seat of the mountain. Feel free to explore the area, it isn't very
large.
Talk to the fire giant king, support Khelgar all the way, but agree to
killing
the dragon, initially. Get ready for a big fight, buff up and so forth, then
talk to the king again, saying you've changed your mind. Once the
slaughter
has ceased, start lootin'. Be sure to check the treasury in the corner,
and
to chat with Caelryna the drow prisoner. He's a merchant who needs a
place to
set up shop. Well, you already have a kobold, why not a drow as well,
so
invite him to Crossroad Keep - tell him to talk to Uncus to get set up,
then
leave this place again.
BUT - there's still the small matter of a dragon around. If you're a
paladin,
you REALLY want to kill this one, and even if you're not, it's really,
really
worth it to kill it anyways, so let's go kill the dragon now.
Leaving the seat, you'll get a cutscene with Khelgar - be supportive to
gain
+INF with him, then head out to the other northern exit. Up here you'll
get
another "Guyven will want to hear of this" message as well as see
some loose
boulders you can push down. I'm assuming they can be used to make
the fight
against the giants down there easier, but I found it quite easy without
that
sort of help. (fire immunity as red dragon disciple kinda helps tho).
Anyhoo, rest, buff up, get ready to kill a dragon, basically. When ready,
enter. Talk to her, provoke her, kill her. Approach her hoard and be sure
to
say you'll send the greycloaks to fetch all the gold. Then grab all the
chests
for yourself. Also make sure you get the ore deposit in the back of the
lair.
Right, nothing left to do here - return to the Ironfists.
Head straight for Keros and watch the cutscene. Congratulations - not
only did
you get the Ironfists to join you, but you even made Khelgar king!
Go back to Crossroad Keep, we got more work to do.
[3.9] - Loose Ends and Luskan Plots
First things first, let's inform our miners that there's ore to be mined in
those recently secured mountains. Once that's done, head into the
courtyard and
talk to Edario - have him upgrade the men's armor to chainmail.
Enter the inn, and talk to Sal repeatedly until he says "so how can I
help you
today?" At that point, you'll have gotten a ring of the ram from him as
thanks
for your amazing work for the keep.
You might also want to go to the merchant shop and check out the new
trader's
equipment - might be something interesting, but in any case it's
another place
to sell your loot.
Go into the keep and speak with Kana - she'll inform you that the
dragon's
hoard has been fetched. This can give very different results - for me it
gave
200,000gp but I've also heard "nothing" and 150,000gp. Either way, if
you did
it just like me, consider yourself quite rich :P
Organize your men how you see fit - patrolling is never a bad thing. You
you where one of the shadow reavers are. Talk to her again straight
away, and
she'll tell you that Captain Brelaina has asked for a few men to help her
keep
Neverwinter secure for looters and rioters. Up to you what you choose
here, I
personally sent a tenth of my men to help her.
Also, set Jalboun to special assignments and your greycloaks to
recruiting. We
need to build that army of ours after all.
Pass time (exit the keep then enter again), then talk to Kana again.
After this
batch of recruiting, she claims there's no more people to get. At this
point I
had 597 greycloaks, so I guess I hit the limit sorta. Set them to patrol
the
roads and lands to ensure that we won't lose our "very high" security
status.
Go talk to Guyven by the way, and tell him of Mount Galardrym. He
will, on the
other hand, tell you about a sneaky tactic to avoid an ambush from the
shadow
reaver.
Pass time and talk to Kana once more. She'll ask if you want to
conscript
soldiers from the farmers. Katriona is against it, they're ineffective and
mortality rate extremely high. It's up to you, I chose not to conscript
any. I
much prefer a smaller well-trained army than a large chaotic army.
Pass time a few times until Kana mentions that the Shadow Reaver is
causing
havoc. That would be another checkpoint, telling you to go kill that
reaver
fella. At this point, my keep statistics looked like this:
NOTE: These numbers may vary from game to game, except time
passed.
Time Passed: 82%
Merchants: 118
Peasants: 147
Peasant Civility: High
Morale: Very High
Greycloaks:
Number: 657
Volunteers: 390
Recruits: 232
Greycloak Civility: High
That nets you a new optional party member as well as 1000xp. The
construct
dialogue suggests that crafting skills can improve it, but other sources
have
claimed that these options are broken - any confirmation on this would
be
welcome.
Head on into the summoning circle to get a cutscene with Ammon.
Asking the
right things, you'll get a recipe for a gold filigree charm used to
summon
Mephasm. You know, the demon we've met a few times already. Feel
free to
create it if you can - it doesn't have to be the PC creating it, so either
Sand, Zhjaeve or whoever you have as main crafters in your group
should easily
be able to do it. Summoning him grants you 500xp by the way.
If you do summon him, simply summon him a few times asking for
bargaining until
he gives you the infernal focus recipes - feel free to create those as
well and
start bargaining with Mephasm. Do note you take a +1 chaotic hit for
each of
the bargains however, and so far I haven't found anything really useful
from
doing it.
With these two things out of the way, feel free to talk to Kana and pass
time
some more. If your road and land security levels are at very high and
you've
gotten the "can't find more recruits" message, the only thing you
should set
your soldiers to do is to patrol land & roads. Beside that, there really
isn't
much more to do in the keep anymore.
One thing you could do is to make sure all your companions are
reasonably well
equipped. Yes, even the ones you never use. You don't have much else
to spend
your cash on, and you will need to do this soon enough, so might as
well get
it over with now ;)
If you have plenty of cash and have built everything there is to build,
I'd
suggest to remove all taxes. I've no idea if it matters, but more
peasants
means more greycloaks - and more greycloaks means a larger army
against the
what's left of it. They'll then turn to shadows and attack you. If you
have
the right skills (survival I guess), you can make a bridge out of the four
logs
here, otherwise you'll need to cross the water.
However you got across, you'll stumble into Danan Starling soon. Talk
to him
for a bit, and when the shadows attack kill them. Move forward till you
see
Retta Starling and Danan talking. Interrupt, and force Retta to admit
that she
is a shadow. Kill her, then talk to Danan again. Zhjaeve will tell him
that he
is a ghost, and that it's only his own will that binds him to this place.
He'll
dissapear, and you'll get a bit of xp as well as a root that protects you
from
the poison in this place. Go straight for the scarred bit of earth and
complete the blade. A shadow reaver will attack you once it's
completed, so let's test if it's a good weapon, shall we?
Once the reaver is killed, loot him, then head back into the ruins and
through
the portal. Before you leave the Ruins of Arvahn, however, try checking
out
the sword and compare it to the weapon you used. Make sure you got
the weapon
you prefer equipped, but don't throw the other one away just yet :P
Go back to Crossroad Keep - the second you reach the courtyard, Sir
Nevalle
will inform you that Callum is under attack from a shadow reaver, so
let's go
help him. Ammon will insist that it's his turn to recite the True Name, so
you
will be forced to bring him this time.
Watch the cutscene, defeat the reaver and grab the Tome of Iltkazar
from his
cold dead fingers. Excellent, 3 reavers down and now we got the Tome
Aldanon
so badly wanted.
Return to the keep and give the Tome to Aldanon. He'll need some time
to work
out what we need, so go chat with Kana.
If you've followed this walkthrough all the way, there's nothing really
left
to do at the Keep - but do note that this is more or less the last time
you
get the chance to build stuff, train troops and so forth, so if you're
missing anything, get it done and get it done NOW.
Also, like I said earlier, you'll really want to have geared up all your
companions, this is also one of the last chances for doing that as well
as
crafting your own gear.
Basically, if you have ANY loose ends at all, now is the time to finish
them.
Go tell Calindra of the last ore deposits, then talk to Kana to have time
pass
to 100%. Congratulations, your keep is fully ready for war. At this point,
my
keep stats was like this:
Merchants: 236
Peasants: 258
Greycloaks: 990
Everything else was maxed out.
Again, make absolutely sure you've finished up all the loose ends,
gotten the
gear you need, sold what you don't need, equipped all your mean,
crafted what
you wanted to and so forth.
Once ready, speak to Sir Nevalle - war is upon us.
[3.13] - War!
After the cutscene, speak to Sir Nevalle again. He suggests you take a
round of
the Keep to prepare people for a siege, so let's do that. Unfortunately,
it's
all just talk - there's no special dialogues for anyone. Instead, head
straight
for the keep where Aldanon will meet you and tell you that Amon Jerro
has
dissapeared.
Say you'll go find him to be insta-ported to where he is. Feel free to
select
the party you wish.
You'll soon recognize the place - it's Shandra's old farm. What in the
nine
hells is he doing here? Let's go ask him. Might wanna buff up with
some fire
immunity and such first though.
Once the fight starts, focus exclusively on Koraboras since he'll just
summon
in new monsters when you kill any. When dead, see the real reason
why Ammon
went here. He's got a new weapon :P
Return to the keep and prepare yourself for a long battle sequence.
Talk to
Sir Nevalle to get it all started. If all has gone according to plan, you'll
get 4000xp all in all - as reward for fortifying the keep and making the
alliances you could make.
Watch the cutscene, then head for the War Room. In there, you'll be
informed
that we need to remove the bridges. You get to choose two, and only
two, people
to tag along with you and a group of greycloaks. It'll be undead slaying,
so
Zhjaeve might be a good option - I personally preferred Qara and
Khelgarthough.
Head out, get the intel from Daeghun, and move forward, killing
undead as you
come across them. You'll soon get another group of Greycloaks with
you, but
keep going. Those bridges won't destroy themselves.
Hack your way through (Qara's meteor swarm works wonders here)
until you reach
Black Garius at the final bridge. Kill the thingies he sends to attack you,
and
watch how the bridges are burned to the ground. Handle the cutscenes
as you see
fit, and go to rest in your room.
You'll be woken up by a greycloak. Seems the army of undead has
arrived, so
I hope you're ready for 'em. Time for the second combat session destroying
siege towers. Bring a pyromaniac or two for this since fire works
wonders here.
You'll be sent to the walls where you'll have to smash six siege towers
before
you've won this section. Use all the fire magic you have at your
disposal, the
melee troops will have plenty to do just making sure you the casters
stay
alive.
Next up is a big battle for the courtyard. Once again Qara will be a fine
choice, but also bring Zhjaeve or Sand for additional magic - if your
character
is a melee fighter that is, otherwise grab Khelgar along. Once you've
stopped
them all, Black Garius will arrive and summon the Nightwalker - the
avatar of
the King of Shadows. Time to use that Silver Sword of Gith and destroy
it.
Once it's dead, have either Ammon or Zhjaeve recite Garius' True
Name to
win the day.
And now, finally, you'll get a little break. Level up, my character hit 20
at
the Nightwalker itself, then enter the room.
[3.14] - Endgame
Aldanon has finally figured out a way to send you deep into the
Claimed Lands,
so go ahead and skip off. All your companions will follow you, but after
the
cutscene, you'll notice that Neeshka has been kidnapped and that
Zhjaeve and
Ammon are required members of your party.
Select the two other members and head out. Soon enough, a large
bunch of bone
spiders will spawn on you, but they really shouldn't pose any serious
threat to
you by now.
Once they're all dead, proceed through the door. Do note, you won't
really get
a chance to sell stuff anymore, so it might be rather pointless to grab
the
loot from the corpses, but I simply couldn't let the shinies just lie there.
There's some magical armors and weapons, but I'd guess they're
mostly there
to give you a chance to gear up your friends if they aren't already.
Also note, down here you CAN rest, but chances are your rest will be
interrupted by evil thingies, and since you're level 20 and don't get xp
for it
anymore, well, no point really. Of course, you can always use the
quicksave and
quickload options to make sure you get your 5 seconds of rest
uninterrupted.
Plenty of traps and locked doors, and no Neeshka to fix it. Time to work
out
that bash button. Head on in to the next room, clear the undead,
wander east
and run into the strange black fog to get ported all the way west where
you'll
see a door. Bash it, and kill the blade golems that arrive. Bash the next
door
to move on. Another black fog thingie - shadow magic's version of a
portal I
guess, so move on through it.
Move a bit forward to be attacked by a rather large amount of
shadows. Kill
them all, but notice the Nightwalker downstairs. Well, equip the Gith
sword
and give him what he apparently wants - a fast death.
Moving forward, a group of vampires under the guidance of a shadow
priest and
a lich will attack you. You'll need to take the long circle around to the
southwest upstairs corner of this room to reach the next black fog
thingie,
so clear it out and continue. Thankfully, liches aren't quite as powerful
as
they were back in Baldur's Gate 2.
Moving forward, into the black fog. Whack the mummy lords, then
prepare for a
really tough fight - 3 shadow reavers at once. Best tactic seems to be
keeping
your people behind, then go forward, activate the cutscene and run
back. That
way you'll at least only have to deal with two reavers in the first go.
Now there's only one door left. Rest up if you can, then enter. You'll
soon
realize that all of your companions are here. Level them up, memorize
spells,
and rest - then proceed. Gamespot suggests to make a new save here.
I kinda
agree with 'em. In any case, if you have MotB, this is as good a place
as any
to export your character.
Once you're ready, head on in. A long cutscene will ensue, in which
your
companions will choose sides. In my case, Qara, Bishop and the
Construct stood
against me, while Neeshka, Sand and Ammon Jerro chose my side. The
others
didn't get a dialogue here. The Construct is based on INF with Grobnar,
btw.
You can, by chosing the right dialogue, get Bishop to simply leave the
fight,
leaving the construct on your side as well. Chose the dialogues: "that's
not
what happened" and then "I don't know what..", depending on whether
you've
started a romance with Casavir I presume.
The fight begins - seeing that the combat changes based on how
you've played,
I can't really suggest anything. You'll want to take out any arcane
casters
that have switched sides first tho - they're soft, and they're dangerous.
Now, the first two who leave to either side of those statues you see in
front
of you will be locked "out" from the main group. In my case, I brought
myself
and Khelgar off to one side and ordered the rest to stay. Khelgar and I
then
went straight for my former allies and then Black Garius himself, while
the
rest were forced to strike against a balor and a large group of undead.
Hope
you memorized some sunbeam/sunburst spells since they'll help a lot.
Now rest up, buff up and generally get ready. Click on the portal to
start the
final fight of the game - the King of Shadows himself. This fight is
rather
long and big, and includes 3 phases.
First phase is simple: Whack the big evil shadow.
Second phase, almost just as simple: whack the many small evil
shadows.
Third phase: Use the sword of gith and power attack to whack the five
statues,
then whack the portal, then whack the really big evil shadow.
Good luck - and once you manage to win, enjoy the feeling of having
completed Neverwinter Nights 2. And, of course, feel free to go buy
Mask of the
Betrayer, just like I did ;)
====================================END
WALKTHROUGH
====================================
OF
INT: 10
WIS: 10
CHA: 7
Located: Outside the Weeping Willow Inn.
Related Quests:
Khelgar wants to become a monk, so when you reach Neverwinter, go
to the
temple of Tyr to learn he has to pass three trials to become a monk.
Trial of the Maimed: Complete the Dwarven Scouts area, giving the
Gauntlets of
Ironfist to Khelgar.
Trial of the Even-handed: Gain enough influence with Khelgar, then talk
with
him.
Trial of Justice: After your trial, talk to Hlar again, and Khelgar will have
completed that.
It's your choice whether to turn him into a monk or not in the end, so
do what
feels best for your party.
Neeshka, Tiefling, Neutral Rogue.
Neeshka is the kind of girl who likes easy cash. She's good in combat
too,
thanks to her dex score - just give her weapon finesse and some twohanded
fighting and watch her swing those devastating sneak attacks.
STR: 12
DEX: 18
CON: 14
INT: 16
WIS: 8
CHA: 12
Located: Outside Fort Locke.
Related Quests:
2 groups of bounty hunters in Neverwinter, one in the docks, the other
right
when you enter the Merchant Quarter for the first time. After those
two,
Neeshka will insist on visiting Leldon, the man who's put a bounty on
her.
Visit Ophala in the Moonstone Mask to learn the location of Leldon's
home, then
go steal the coin, or simply pay him a visit.
In the start of Chapter 2, a woman named Tasha will confront Neeshka
the first
time you leave the Sunken Flagon with her in your party. She'll tell that
Leldon intends to rob The Collector's house as a final grand job, then
retire
as the best thief of Neverwinter. Neeshka will obviously object to this
and
insist on paying The Collector a visit herself.
Head out to the Blacklake District and enter the Collector's vault. That
will
make Leldon appear for one last duel. Kill him off.
Elanee, Wold Elf, Neutral Good Druid.
I've personally hardly used Elanee since I had the choice not to. She's a
decent druid, but I've had problems fitting her into a party, really.
Note that as long as Elanee is in your party, you can speak with
animals.
STR: 14
DEX: 16
CON: 11
INT: 13
WIS: 17
CHA: 12
Located: Between Fort Locke and Highcliff.
Related Quests:
All the events related to the corruption of druids are part of Elanee's
quest
chain. Kaleil in Maiden's Glade, the wolf in Neverwinter and the entire
Skymirror area.
Qara, Human, Chaotic Neutral Sorcerer.
The pyromaniac. You won't find a more powerful offensive spellcaster
for a
while - and thanks to Qara's high charisma, she will only become
stronger over
time. Plus, her sidequest is quite interesting.
STR: 10
DEX: 14
CON: 14
INT: 12
WIS: 11
CHA: 18
Located: Outside the Sunken Flagon during act 1.
Related Quests:
When you encounter Qara, she's about to start a fight with two other
mage
students, Glina and Hetha. Resolve this and Qara will join your party.
The first time you leave the Sunken Flagon with Qara in your party,
you'll be
attacked by a group of magelings led by Praven.
The second time you leave the Flagon with Qara in your party, another
group
of mages will attack, this time led by Ashni. When you're close to killing
him
Johcris, Gilna's father will show up, interrupting the fight.
In a cutscene later on, you'll see how Johcris makes a deal with
Luskans for
an assassination of Qara.
In the beginning of chapter 2, you'll see another cutscene of the
Luskan and
Johcris creating a strange creature that will be sent off to attack Qara.
Grobnar Gnomehand, Rock Gnome, Chaotic Good Bard.
Can't say I've used him in a group yet. He seems to be this game's
Deekin
really, with odd comments and whatnot. I'm not too fond of bards
personally,
but I guess he should be brought along for the comments, if only once.
STR: 10
DEX: 16
CON: 16
INT: 12
WIS: 10
CHA: 18
Located: Between Neverwinter and Old Owl Well.
Related Quests:
None found so far.
Casavir, Human, Lawful Good Paladin.
Paladins do have some unique abilities that make them very useful in
certain
situations. Unfortunately my char is usually a paladin, so poor Casavir
is
surplus in my groups really. Plus, everybody knows Aasimar makes
better pallys
than humans ;)
STR: 16
DEX: 12
CON: 14
INT: 11
WIS: 14
CHA: 18
Located: Encounter after leaving Bonegnasher Clan.
Related Quests:
None found so far.
Bishop, Human, Chaotic Evil Ranger.
A master with a bow, Bishop's personality is unfortunately quite the
opposite
of all the other early NPCs. If you really want a powerful archer though,
Bishop's your man.
STR: 16
DEX: 18
CON: 15
INT: 11
WIS: 14
CHA: 11
Located: In the Sunken Flagon, he'll auto-join when Shandra gets
kidnapped.
Related Quests:
None found so far.
CON: 12
INT: 14
WIS: 20
CHA: 13
Located: Will auto-join your party after you kill Garius.
Related Quests:
None found so far.
Amon Jerro, Human, Neutral Evil Warlock.
Amon will join you at the end of chapter 2 - more of need than desire,
really.
I've yet to actually use him, or any other warlock for that matter, so
I've no
idea how he plays yet.
STR: 10
DEX: 14
CON: 14
INT: 16
WIS: 12
CHA: 21
The Construct, thingie, Fighter.
The construct will join you once you complete it. It requires three items
to
get it back into a working order - the book found in Crossroad Keep,
some
fluid found in Ember (you'll need Grobnar along to find it) and an iron
piece
you find in the Ruins of Arvahn, the gem mine, to be exact.
There seems to be quests revolving around upgrading it, but I haven't
done
either yet.
[vii] - History feats
As a new thing to Neverwinter Nights 2, the game adds "history feats"
all
through the game. None of them add any specific bonuses to your
character, but
they do add to the overall roleplaying feel of the game:
Harborman - gained from the start, signifying that you're born in West
Harbor.
Blessed of Waukeen - gained from the start. Originally a limited edition
exclusive, but it was given to all games in a later patch (1.05 or 1.06).
As
the only history feat, this one actually gives you a bonus: +1 to all
saves as
well as access to special items from three merchants in the game.
Kalach-Cha - gained just after the attack at the Weeping Willow Inn.
This is
what the Githyanki call you. You'll later find out what it means exactly,
but I
don't want to spoil that for ya ;)
City Watchman - gained if/when you join the City Watch.
Orc Slayer - gained after you kill Logram Eyegouger.
The Butcher of Ember - gained in the cutscene between chapter 1 and
2.
Squire of Neverwinter - gained when you accept becoming Sir
Grayson's squire.
Wrongfully Accused - If you're proven innocent for the Ember
massacre.
Master Orator - if you handle yourself succesfully at the trial, meaning
if you
do it yourself, and not letting Sand take care of it.
Captain of Crossroads Keep - Right after you get your shiny new keep.
[viii] - Easter Eggs/References
Generally, you'll hear plenty about the plague and the war against
Luskan, the
events of the original NWN campaign. Might be obvious, but I still like
how
the devs really tried to show us that it's the same world but a different
time.
During the attack on West Harbor, inside the Starling house, you'll be
helped
by three dogs. One of them is called Nasher after Lord Nasher, the
leader of
Neverwinter.
From Michael Northington: "a more interesting related note is that Lord
Nasher
himself is a reference to the original AOL MMO version of Neverwinter
nights,
where he was the character used by one of the lead developers.
Fenthick, Lady Aribeth's lover from the original NWN campaign has
become a
vengeful ghost in Neverwinter's Tomb of the Betrayers. Of course, our
beloved
protagonist kills him.. again..
Deekin, the cute lil Kobold from Shadows of Undrentide and Hordes of
the
Underdark has an appearance as well. He's now a merchant, selling off
all the
weird stuff he's found during his many travels, and like always, he has
his
own part to play in your adventure.
[iv] - Planned additions to the walkthrough
While such a project can never truly be called finished, I do have some
current
plans for what I want to add in this walkthrough:
A full list of companions, where to gain/lose influence with them, and
their
seperate quest chains.
A guide to creating your own character, including powerbuilds and
other fun
stuff.
[x] - Credits
All the game designers for making another great RPG.
All the walkthrough-writers at gamefaqs, a site I use regularly.
Paradox Jast aka xInfInIty for his excellent Stronghold Guide.
Offkorn for the crafting guide and the pickpocket guide.
Nicholas Clarke for the facts about ability-enhancing items and spells.
Darren Krommenhock for a few details for 1.2, the farewell.
Martin Sjlund, Garry Kong, DarkSun and Borkborkbork for info about
Kistrel,
the intelligent spider in 2.5.
borkborkbork for info about the bluff checks at Lyssa in 2.6.
Larry Puccinelly for a tidbit of info for 2.9.
Alex Karabis for the stealth approach to Leldon's Hideout.
Rob Dejournett for a lot of tips/additions all through the walkthrough.
Jarno Porrka for various additions here and there.
Alexander Evan-Jones for addition to 2.6
Grail Quest for various additions/Corrections
Michael Northington for the Nasher easter egg and info on Blessed of
Waukeen.