Neverwinter Nights 2 Walk-through. Current version is 0.1 - March 5, 2007 Written by: Peter Cook - sulteric@charter.net To e-mail me with any corrections or additions enter nwn2 in the subject line. 0.1 - Version History 2 0.2 - Introduction 2 0.3 - Legal Info 2 0.4 - Other Guides 3 0.5 - Creating a Character 3 0.6 - Hints and Tips 3 0.7 - Tutorial 4 CHAPTER ONE 4 1.1 Attack on West Harbor 4 1.2 - The Swamp 5 1.3 - Weeping Willow Inn 5 1.4 - Swamp Cave 6 1.5 - Fort Locke 6 1.6 - The Graveyard 6 1.7 - Bandit Camp 7 1.8 - Elanee 7 1.9 - Highcliff 8 1.10 - Shandra's Farm and the Highcliff Castle Ruins 8 1.11 - Neverwinter 9 1.11.1 Neeshka Subplot 9 1.11.2 Khelgars Subplot 10 1.11.3 Elanees Subplot 10 1.12 - Work for the City Watch 11 1.12.1 Qara Subplot 13 1.14 - Old Owl Well 13 1.15 - Bonegnasher Clan 13 1.16 - The Eyegouger Clan 14 1.17 - Dwarven Scouts 14 1.18 - The Sea Ghost 15 1.19 - The Githyanki Lair 15 1.20 - Blacklake 15 1.21 - Githyanki Base 16 CHAPTER TWO 17 2.1 - Introduction 17 2.2 - Exploring Blacklake. 18 2.3 - Investigating the Slaughter of Ember 19 2.4 - Port Llast 19 2.5 - Duskwood 20 2.6 - Ember 20 2.7 - The Trial 20 2.8 - Aldanon 21 2.9 - The Tavorick Estate 21 2.10 - Crossroad Keep 22 2.11 - The Ruins of Arvahn 22 2.12 Ammon Jerro's Haven 23 CHAPTER THREE 24 3.1 Attack on Castle Never 24 3.2 Circle of the Mere 24 3.3 The Wendersnaven 24 3.3 Neverwinter Merchant District 24 3.4 Sydney Natale 25 3.5 Ironfist Dwarves 25 3.6 The Lizardfolk 25 3.7 Shadow Reaver Slaying for Fun and Profit 26 3.8 Nolaloth's Valley 26 3.9 Return to West Harbor 26 3.10 Bikini Beach Shadow Reaver 26 3.11 Shandra's Farm Redux 27 3.12 The Bridges of Never County 27 3.13 The Battle Part One 27 3.14 The Battle Part Two 27 3.15 The Pursuit of Black Garius 27 3.25 The King of Shadows 28 0.1 - Version History 0.10 March 5, 2007 - First draft 0.2 - Introduction This is my first official FAQ. I've been playing RPGs since AD&D version 1.0. My favorites remain the Baldurs Gate series, Icewind Dale 1 & 2, and my absolute Favorite NWN1 Hordes of the Underdark. Only relevant information will presented here, I will not bore you with trivial details or how to create a character. Read the manual! 0.3 - Legal Info This document is copyright 2007 by Peter Cook. Unauthorized use of it will result in fifty lashes with a wet noodle. 0.4 - Other Guides Check out the other in-depth guides on GameFAQS.com. Three of them are very handy indeed. The Crafting Guide by Offkorn, the Stronghold Guide by Paradox Jast, and the Item List and cheat codes. Nothing like starting the game with a +5 sword! 0.5 - Creating a Character I'm currently playing the game with a fighter/thief. Keep in mind that you cannot advance past level 20 in the game as it stands now. If you dual class you wont go over level 10 in each. I only gave myself one or two levels of thief and that seems to be enough for opening locks and disabling traps if I don't want or have Neeshka in my party. I loathe version three rules on ability score generation, but you can't do anything about it, so live with it. There are benefits to version three rules such as the rules governing use of armor and weapons has changed. For skills your main character will want to concentrate on conversation skills such as bluff, diplomacy, taunt, etc. You also will want good crafting skills if you want to make your own items. Neeshka, the thief in this game is annoying as hell to me so I choose to either dual class my character to a something/thief or simply take open lock and disable device skills, even if I'm not a thief. The other thieving skills are relatively useless in this game so I ignore them. Traps and locks aren't too bad until later in the game so this works out well. Also, a lock pick set +10 is available fairly early in the game. 0.6 - Hints and Tips Most of the dialogue in NWN2 can cause alignment changes depending on how you converse with other characters. This stuff is blatantly obvious so I'm not going to mention them in here. I won't detail the loot as much of it is randomly generated. As usual with these games - save often and in different slots. To issue commands to your party you right-click and hold it until you see a tab. Use the "broadcast command" option. You can change a NPCs behavior by clicking on their portrait, then hitting the "C" key and go to the Behavior tab. Talk to your companions once in a while. Do their sub quests. It's good to save gold. You will need a lot of gold to rebuild your keep. While some merchants sometimes have nice items to buy, a lot can be done cheaper by crafting items or enchanting current ones. As in Oblivion, all merchants have a maximum amount they can buy items for. If you have too much or your stuff weighs too much buy a magic bag to keep them in. They are readily available. Remains of dead enemies take a few moments to appear. Make sure you go through any area thoroughly after all the battles so you don't miss any loot. I would highly recommend not playing a mage if you're going through the game for the first time unless you're a glutton for punishment. Don't forget the "Z" key; it will highlight all important objects in the game such as people, chests, doors, ore deposits, etc. Some of the battles near the end of the game are absolutely impossible. Debug Mode and a cheat or two work well in these circumstances. At least three battles are so tough I dont know how anyone could get by them without cheating. During battles always attack magic users first. Likewise, set your NPC behavior so that your mage and thief stay as far back from you as possible. Enemies WILL try and go after them. 0.7 - Tutorial This is initial part of the game so you can learn the new game mechanics and it is highly recommended. Probably the hardest things to figure out are spells and thieving abilities as they have changed the most. CHAPTER ONE 1.1 Attack on West Harbor You're awakened by your friends so grab your equipment in the chest next to your bed, get ready, go loot your foster father's room and head downstairs. Three Duergar (the game says Grey Dwarf) break the door down and attack. Kill them, loot the desk in the next room and any remains. Exit the house to be met by Brother Merring. He will bless you all and tell you to get to the bridge to help Georg. Kill the Duergar and talk to Georg. He wants you to rally the militia. First talk to Ward Mossfeld but he's wounded and won't budge. Talk to Brother Merring again. He'll give you swamp moss to use on the wounded. Talk to Ward again. Heal him with the moss. You only need five militiamen but get all of them because they are worth 50 experience points a piece. The list of militiamen is Ward Mossfeld, Wyn Mossfeld, Laszlo, Ian Harman, Pierson, Webb Mossfeld, Pitney Lannon, and another simply named "militiaman". Cross the bridge to heal up your militia so they'll go to the rally point. During this a cut-scene will appear of a mage battle. Amie will try to help but dies. That was quick! Search the area for remains, enemy, and militiamen. Pierson is hiding in the house in the Southeast corner. Make sure you also enter Tarmas' house and loot it. Near the barn is a wounded Duergar. Talk to him for info. After youve visited all the militia go talk to Georg at the rallying point and the battle begins. After the second wave some will enter the Starling house. After the cut-scene you go inside after them. Talk to Retta to get the dogs to help. While inside talk to the kids and tell them to shut the door. Talk to the woman inside before you exit for a reward. Help the militia kill the rest of the Duergar and Bladelings. Enjoy the cut-scene as your foster father kicks some Duergar and Bladeling butt. Hell want you to go the swamp and retrieve something he hid there long ago. 1.2 - The Swamp Follow the path toward the ruins, killing Lizardfolk and beetles along the way. You'll notice two ruins here. One you won't be able to open until later. Enter the ruins and clear the entire place, looting everything. Remember that you can off-load stuff to Bevil if you have to. Once the place is cleared go north. Before you open the last door to the north rest up, open the door, and watch the cut-scene. Always take down the magic user first and then kill the remaining fighters. Loot everything then open the chest. Grab the shard and select the "let's go" option to get teleported back to West Harbor. Get as much information from your foster father as you can and tell him you want to talk to everyone before leaving. Tarmas won't have much to sell so save your gold. He'll give you a potion of barkskin if you pass a diplomacy check. Make sure and take everything off of Bevil because he isnt going with you. Strip him bare and sell it all. Bevil will give you a healer's kit +1. A successful diplomacy check also gives you 100 gold. Orlen will give you a potion of cure moderate wounds. If you chose the farmers background he'll give you an archer's belt. Retta Starling will give you a quest to find out what happened to Lorne, Bevil's brother, who disappeared during the war. Georg will give you a light shield +1. Brother Merring will heal any wounds. Speak with your foster father again when you're ready and head for the world map transition. 1.3 - Weeping Willow Inn A Dwarf is getting harassed so help him out. When youre enjoying yourselves in the tavern afterwards watch the cut-scene, you will get interrupted by more enemies. Clear the place of the Duergar and Bladelings. Gera will come down and ask for help. Head upstairs and clear the area. Talk to Galen and learn what you can. When you enter the room where Zachan is, kill the Bladelings and then talk to him. Remember to loot everything. If you're not a thief you can bash any locked containers. Go back downstairs and talk to the barkeep for your reward. He also has the widest range of selection in armor and weapons that youve seen up to this point. Once you and your new Dwarven companion are ready to go, head to the Swamp Cave, your first optional area. 1.4 - Swamp Cave When you arrive you'll see a merchant, Galen, in trouble up ahead. Help him out. Continue on, killing all the Lizardmen you come across. Kill the spiders near the cave entrance for more experience and enter the cave. Watch out for traps. Kill and loot everything until you reach the Lizardman chieftain, a shaman, and a warrior. As always, take out the magic user first. Remember to loot them all. Both chests in the back of the room are trapped and locked. Once looted, return outside and go back to the world map transition. It's off to Fort Locke. 1.5 - Fort Locke When you arrive at Fort Locke go to the western edge of the map. Clear out all the Wolves there and loot the corpse. Move back to the road, go forward then look off to the left. You'll notice another group of people. If you dont let his guards attack Galen they attack you. Continue on the road until you encounter a group of soldiers harassing a Tiefling. Now I think Neeshka is irritating as hell, I cant stand her. If you help youre stuck with her, they'll think youre in league with her and will attack. Kill them and talk to the Tiefling. There is no way to refuse her entry to the party so accept her. Unless you took my advice you do need a rogue. Go south and take care of some more wolves then head into Fort Locke. Here is the first place where youll do a lot of talking, get some quests, buy & sell, and if you wish, do some crafting. Talk to all the named characters for the sub quests. Head to the world map when youre ready. You'll have three new options; Bandit Camp, Highcliff, and the Graveyard. You can do the Bandit Camp and Graveyard in any order you want. 1.6 - The Graveyard While heading for the graveyard you'll be interrupted by a group of bandits. A successful check makes them run away and gives you 150 experience points. Take them on for more loot and experience. At the graveyard you'll encounter a large group of Skeletons and Zombies. Clear the outside of the graveyard and loot the three graves. Enter the crypts. Take the one to the west first. Inside the crypt watch out for traps. Take the north door first, then the south door, and finally the eastern door. When you approach the statue in front of the last door it will disappear and let a large group of undead in. Kill them, loot everything and dont forget the sarcophagus. Move outside again and enter the crypt on the eastern side. Clean the place out until you reach doors you can't open. Rest up because you have a tough fight coming. Take out the Shadow Priest first and then the undead. Talk to the commander to find out that there are three soldiers in here somewhere. Use the lever to open the doors you couldn't before and move out. Find all the soldiers. One is dead and when you find him the commander will say something. Once all three are found head outside and then return to Fort Locke. When you return Commander Vallis will rebel. Kill him and the Commander will run towards the Fort. Remember to loot his remains. Once you return to the Fort, Commander Tann is in control and will thank you and tell you that there's still a bandit threat. Speak to Cormick again for more experience points and move out to the bandits. 1.7 - Bandit Camp Youre up for a big battle so make sure youre ready. Enter the camp and start killing. Once the area is clear of bandits and is completely looted, go to the Prisoners pen. They'll ask you to free them, but while you're talking, you'll be discovered by the bandits. Kill the rest and lead the hostages out. They'll tell you to meet them in Fort Locke. Return to the camp and enter the building. Kill any bandits you find and go through all the rooms looting everything. When you reach the last room the bandit leader doesn't attack you automatically. I kill them for more experience but a good intimidate or diplomacy check will persuade him to give themselves up and become militiamen. Either way loot the containers before you leave. Return to Fort Locke and speak with everyone to finish the rest of your sub quests. Rest, shop, and its off to Highcliff. 1.8 - Elanee On the way to Highcliff you'll be interrupted by a group of Duergar and a Bladeling. Remember those cut-scenes of an Elf tailing you? Shes a Druid come to help you. Agree to let her join the party (shes also a potential romantic interest later in the game). As usual Neeshka is a complete ass during this. Follow Elanee to the glade. When you arrive shell say something is wrong. Continue on, killing the animals as they attack. When you reach the corpses of three wolves, Elanee will ask you to investigate. Continue on, killing as you go. Once you spot the huge bear attack it and defeat it. It will reveal it was a Druid from the Mere. He gives you information about the corruption of the Mere. Thats it for here, on to Highcliff. 1.9 - Highcliff Before you enter the town, talk to all of the named characters. Once you enter the town (up the stairs) youll notice a group of sailors. You guessed it, fight time. If you start the fight yourself, you gain influence with Khelgar but lose influence with Elanee. If you try to avoid it, the opposite happens. Both ways Khelgar shoots his mouth off and its curtains for the sailors. Head off to the southern end of the town and you'll find Branson Marlek. See his inventory for a good laugh and move on. Across the street is Gera and Zachan. Their sons are missing in some ruins outside of town so agree to help them. Neeshka will complain about it as usual (God, I hate her). Depending on your answer you will either gain more influence with her or with Elanee. Head off to Par's house. He has some unwelcome visitors, so take care of them. Loot the place and return to Par for your reward. Go to Edario. He's an armor smith and may have a few nice upgrades for you and your friends. Take note of him because hell become your armor smith when you get the keep. Go across the street and speak to Captain Flinn. He'll send you to the village elder. Head there and speak with him for your main quest. Go over to Juni to get another sub quest. Move to the north gate and talk with Mozah for another sub quest. Head out the north gate go to Shandra's farm. 1.10 - Shandra's Farm and the Highcliff Castle Ruins When you enter the area youll have a long talk with Shandra at her farm. Towards the end youll see a couple of Lizardmen sneak by and set fire to her barn. After shes done ranting move on to the ruins. When you arrive, move forward looking off to the right. You should see a small camp, and William. A few conversation checks later you should be able to get him to return home. Return to the road and clear the western side of the map until you find Alex and Andrew, the two lost children. Kill the wolves and talk to the children. Outside the ruin you'll see a Lizardman, Slaan, fighting a few Zombies. Help him and then talk to him. His tribe is the one attacking the ships. His tribe is now trapped below because of the undead. Tell him you'll help him and his tribe if he will take you to his chief. He will join your party temporarily and help you through the ruins. If you kill him, which I do not recommend, you will find a map on him that gives you the location of the lair. Start by clearing every room of undead until you reach an area where a cut-scene kicks in. Kill and loot the Shadow Priest as well as that of his servants. Check the chest behind him for Mozah's back pay as well as the Shadow Priest's journal, etc. Return to the main hallway and go east, clearing the area of any undead. When you reach the Northern room in the middle you'll find Slaans tribe. Make sure you've cleared the place before entering. Tell them you're ready to go see the chief. If you killed Slaan, you'll have to kill these as well. You'll be teleported to the Lizardman chieftain. Talk with him and make a deal, which Khelgar wont like. Now you need to convince the village Elder that this is the best way to deal with this situation. You'll be teleported back to Highcliff. Talk to Mozah and give him his back pay. Convince the Elder that your deal is the best way to handle everything. You'll get teleported to the harbor. Finish off the quests with Zachan and Gera, Juni, then talk to the Elder. Enjoy the boat trip. 1.11 - Neverwinter Welcome to the city of Neverwinter. The place has totally changed since NWN1. I recommend heading to the Sunken Flagon first. Enter the tavern and talk to Uncle Duncan. After a bit the wizard, Sand, will enter. After a long chat you end up with a choice. Follow the good path and go to Cormick, i.e. join the city guard and enter Blacklake that way, or follow the evil path and join the Thieves Guild and work your way into Blacklake with their help. This inn is your headquarters for now. All NPCs will stay here and you can choose among them to form your party as you leave the building. Some NPCs will trigger sub plots if they are in your party. Before going to the City Watch go explore the city first. Make a visit to the armorer and weapon smith. You'll get ambushed by 4 Bladelings. 1.11.1 Neeshka Subplot If Neeshka is in your party you'll encounter an old friend of Neeshkas. There's a bounty out on her. Wonderful! Head off to the merchant district. You will encounter another group of thugs who want to collect the bounty on Neeshka. There's no peaceful solution so handle it. Neeshka will say to visit Ophala at the Moonstone Mask. While here make sure and visit Deekin from NWN1. Hell become a merchant at your keep later in the game. Past the Moonstone Mask is Pap's. He's a merchant specializing in crafting materials. North of Pap's is a little girl being accused of stealing. Help the kid so you can enlist Wolf's help later on for your keep. Now to the Moonstone Mask. Speak with Ophala to learn where Leldon is and that he's prepared for Neeshka's return. Go to his home (in this district) Be prepared for a tough battle. Leldon's hideout is right next to the entrance to Blacklake district. Go inside and enter the first door to the right. Watch for traps. Continue through killing thugs and disarming traps. Continue until you reach the treasure room. Battle, loot, etc. You should get Leldons Lucky Coin here. Thats about it for now. 1.11.2 Khelgars Subplot Enter the Temple of Tyr. Khelgar has three trials to go through to become a Monk, one of which requires you to gain quite a bit of influence with him. You can also get a side-quest here. Enter the left door and talk to Judge Oleff (remember him?). One of his priests has gone missing in a place called Tomb of the Betrayers. Head to the tomb and enter it. Watch for traps. Go left first. The second room you enter has a lever and a block. Broadcast a "stand your ground" by right clicking, holding it, and selecting the right command. Now take control of Neeshka, get her to the lever and have her pull it. Next! Another trap room. Broadcast a stand your ground command and let Neeshka deal with the room. In the Southeastern room you need to lure the shadows out. They get hurt every time they step on a specific part of the floor. Once all the shadows are dead take over Neeshka, broadcast a stand your ground and run to the trapped chest, avoiding the pressure plates. The northeastern room is another tricky one. You need to keep one member of your party on the pressure plate constantly to keep the door open and let Neeshka inside to get to the chest. The remaining rooms, except the two in the central south area, all have some form of undead monsters, so make sure you clear those as well. It's free experience. Once everything's cleared, head down to the southern rooms. Take the southern door first to reach the missing priest. You'll soon learn that a powerful traitor has risen from the dead and has taken control of the tomb. Rest up and head through the door to the north to locate him. It's Fenthick, Lady Aribeth's lover from NWN1. Use your ranged weapons and spells on him because he runs around like a spaz. Once he's dead, pull the lever to open the door to the outside again, then go get priest and lead him safely outside. Return to Oleff to get your reward. 1.11.3 Elanees Subplot Just west of the city watch between you and one of the shops is an alley with a wolf in it. Go in there and speak to the wolf with Elanee in the party. Its a druid who's injured and can't get out of his animal form. He will tell you about Skymirror. You can do this area at any point during the chapter but you need Elanee in your party to do it. When you arrive at the Skymirror, Elanee will tell you about it. After the cut- scene, go and look at the trees. These are the seals she mentions. They have specific symbols. All four of them represent a spell Elanee can cast. Have her cast the appropriate spell for each tree: 1. A massive bull - Bull's Strength 2. A leaping panther - Cat's Grace 3. A man's face that looks half wooden and half flesh - Barkskin 4. An owl perched on a high limb - Owl's Wisdom Touch each tree after the spell is cast to verify that it worked. When you touch the fourth tree, you will get the "Skymirror Offering". Speak with Naevan, a Druid of the Mere. He suspects the King of Shadows is returning. Once the conversation is done you will get 400 experience points and Elanee will say that something is wrong, and that you should all leave immediately. On your way out you'll be attacked by Water Elementals and Ghasts. Just before the exit youll meet up with a Shadow Priest and his minions. Kill and loot them. 1.12 - Work for the City Watch Head to the city watch building, go inside, and speak with Cormick. After some conversation you'll be assigned your first task. A merchant has a few problems with some extortionists. Remember to put on the city watch cloak. Once inside the shop talk to Reesa and Hagen. Four thugs will show up. The game seems to have a glitch here so be patient. Kill all four of them, loot the remains and return to Cormick. Cormick's next assignment for you is to get Caleb. Save your game and go have a word with him. It wont go well and hell attack you. Kill him and his two friends, loot the remains and return to Cormick. The third task is more complex. You need to make a sweep through the district, killing any thugs you see and checking up on the watch posts. To complete the quest you need to visit the four City Watch sergeants and their outposts in the district. During this head to the Sunken Flagon. Three magic users are about to start a fight. Stop the fight and you'll end up with a new party member, the sorceress Qara, your first magic user NPC! Enter the Flagon and have a word or two with her, check out and adjust her gear, etc. Go to the first outpost. All is normal here so off to the next one, killing thugs as you go. At the second post, near Sand's shop, you can choose one of three options. Start taking bribes, say no to it, or threaten to report the sergeant. The last option, which I always take, makes the sergeant and men attack you. All the outposts are marked on the map. Go visit them and deal with each one appropriately. Just north of one of the posts you'll see a few thugs with a wagon full of loot. I usually kill them and take the loot for myself. Once the sweep is complete, return to the city watch to see it on fire. Cormick has gone to the merchant district to talk to the commander. Head there to meet him. Before you head out, turn south at the exit and go to the merchant getting harassed by a group of thugs. Sort it out for one more merchant. Enter the City Watch building in the Merchant District and talk with the commander. She wants you to shut down the smuggling operations and root out a few of the traitors in the city watch. Head to the Docks District and into the Back Alley. Right before the Back Alley you'll see a thug trying to extort Wolf, the leader of the kid gang. Protect Wolf from the thug by going along with Wolf. Hell come in handy when you get the keep. When you enter the Back Alley you'll see some guards taking a bribe. A successful check will give you a peaceful resolution, otherwise time to kill. You'll come to a large group of city watchmen and thugs milling about together. If you have Qara or Neeshka along, you can send off one of them to start a small fire, which will divert the city watchmen. When the thugs are dead you can deal with the watchmen. Eliminate them all. Eventually you'll come to the shipment. After the battle a discussion occurs. Neeshka wants to sell off the weapons for the gold and Khelgar wants to return it. Whichever side you take you will gain influence with that NPC. Click on the wagon and you'll teleport back to the city watch in the Merchant District and report your progress to the commander. Your next assignment is to investigate the destination of the shipment. Head to the far Northwest and enter the warehouse. Move through the warehouse killing off thugs as you go. Loot absolutely everything you can carry. Loot everything before you reach and take the documents. Upon leaving the warehouse, you'll meet one of the Neverwinter Nine preparing to assault the warehouse. When you tell them you've already done it, hell be a bit pissed off at first but be polite and hell thank you. Send them off to the Sunken Flagon for some fun. Your next assignment is to protect an important informant. Hes had his cover blown and you get make sure he stays alive. Head out to Fihelis' estate but when you get there youre too late. The enemy has already invaded his house. Clear out the place one floor at a time killing and looting your way. Once you reach the final room on the second floor (the only closed door) prepare for a tough fight. Rest up, get ready and open the door. Moire herself has arrived to finish off the informant. Once you arrive she decides youre first and attacks. Kill her and her buddies and then talk to the Fihelis. The next mission is at Old Owl Well, outside of Neverwinter. Youve done such a good job that the Docs District is all set now. An emissary from Waterdeep has gone missing and its your job to find out whats happened to him. Before you go sell all the treasure you've found and gear up your party. Bring Elanee along. 1.12.1 Qara Subplot The first two times you leave the Sunken Flagon with Qara in the group you will be attacked by academy students who dont exactly dig her. They will attack no matter what you do or say. The first encounter is easy. The second is far more challenging. 1.14 - Old Owl Well On the way to Old Owl Well, you'll meet up with Grobnar Gnomehands, a Gnome Bard. I can't figure out who's more irritating, Neeshka or Grobnar. Once the check out Simmy the merchant. He has a good variety of stuff available. Several of them have fire or acid damage abilities so get at least one member of the party equipped with one (HINT). Speak with the runt, Commander Callum. He'll give you some information then a band of Orcs will attack. Kill them and continue your conversation. The emissary has been taken by Orcs and Callum guesses it's the Bonegnasher clan. He'll mention the Eyegouger tribe and that there's an Orc slayer out there somewhere working independently. Rest up, etc and head out. 1.15 - Bonegnasher Clan You should have Elanee in your party for this. Kill Orcs and Trolls as you go until you arrive at a rock slide, a cut-scene tells you that you need to find a way to remove it. More Orcs attack. Move north. You'll reach a second rock slide but this one is passable because you were smart enough to bring Elanee along like I told you, right? If you didn't bring her you'll have to take the long way around. Take the long way to get to the cave and the short cut on the way back. Theres more to kill and loot that way. Get to the cave to the north. Go through the cave and kill the trolls, sounds easier than it is. Once the place is cleaned out, at the end is an ore deposit. Click on it for 50 experience. This will come in handy for your keep. Near it you will find a crate with blast globes. Make sure you take ALL of them. If Qara is with you she'll tell you what they are and how they're used. Head out of the cave, use your new shortcut and go back to the big rock slide. With the blast globes in your inventory a cut-scene will kick in, the rock slide will blow up, and the way is open. Take the southern route first to kill and loot all the Orcs. Head up the eastern path to find Guyven. Talk to him and discover that the old Ironfist stronghold was around here. Ask him to tell you the story of the Clan. If Khelgar is with you hell comment a few times during this. Make your way to the lair of the Bonegnasher Clan, kill the guards, and enter the lair. Move North, clearing the rooms as they come. When you get to a large room with another ore vein, click on it for 50 experience points. Keep going and clearing rooms. Eventually you'll arrive at a prison of sorts. Free Pentin the miner, hell be of use at your keep later. Pentin will thank you and then run back to Old Owl Well. Continue your slaughter until you arrive in a big room and you will find the chieftain. After a brief conversation he will run off and let his guards attack. Once they're dead continue on. The next room is full of traps, so take care of them as you go. Move forward until you see Bonegnasher again. Now hell fight. He will surrender when you're about to kill him. Theres no benefit to keeping him alive so off with his head. Loot the place and move farther along the path to find a human. He claims to be the emissary but Neeshka will be suspicious. If you push him far enough youll find out he doesn't have the required credentials, and doesn't know the contact in Neverwinter. If you do this he will attack you. If you dont hell attack you before you reach Old Owl Well. When heading back to Old Owl Well your journey will be interrupted with an encounter with more Orcs and Casavir, a Paladin. He's the one whos been slaughtering Orcs independent of the Neverwinter forces. He knows where the Eyegouger lair is located. Return to Old Owl Well to sell loot, etc before heading out again. 1.16 - The Eyegouger Clan Kill a couple groups of spiders and bands of Orcs before coming to a barricade with Orcs behind. Use a fireball or bash it to take care of the barricade then waste the Orcs. Keep moving forward, eliminating the next barricade and the next group of Orcs. Kill the giant Blade Spider (yikes!) guarding the entrance to the lair and enter. Now, this is one big place so use your map. I won't go into detail here, just kill and loot your way through. There's an ore vein here and a room with some white wolves. If you have Elanee in your party you get them to help you or just ignore you. If shes not in your party they'll attack. Once the level is clear head downstairs. Hack and loot your way through the second level until you get to the large room to the north. Rest and enter. Here you'll find Logram Eyegouger. Waste him and his guards, loot everything and head down to level three. Upon entering you'll see some dead bodies. Casavir will say that he knew them. There's a good chance to gain influence with him during this conversation. Continue on to find another ore vein and eventually a Shadow Priest. After he's dead talk to Issani, the real emissary. Once it's all cleared out return to Old Owl Well and sell the loot. Talk to Callum and Katriona. If you haven't done so by now lets head to the Dwarven Scouts area. Make sure you have Khelgar in your party. 1.17 - Dwarven Scouts You'll first encounter Khulmar Ironfist and he's not exactly thrilled to see Khelgar. Once all the chat is over with move on. Keep going killing and looting your way until find a Dwarf prisoner. Release him and be careful what you say to Khelgar. continue on until you arrive at the Clan hold entrance. Inside you'll come to a chest with a strange part inside. Keep it. Keep going until you come to Gruum and Grish. Kill them and continue until you get to a door with strange lock. If Neeshka is with you give her the hunt about the strange part you found and the rest is history. Go through the door and into Grausch's place. Kill and loot. Inside a chest are the Gauntlets of Ironfist. Khelgar will tell you about them. He'll want you to wear them but give them to him to gain a LOT of influence with him. Agree to return to Khulmar and you'll get teleported. Talk to Khulmar and return to Neverwinter and your commander. 1.18 - The Sea Ghost Brelaina has a new mission for you, the Sea Ghost. Go to the ship and prepare well because this is a heck of a battle. Head to the docks and find the Sea Ghost. The ship is in the middle of the dock area. Once you approach it youll get into a fight with a few Luskans. Once they're dead another group will attack led by Ahja the Azure. Go after him first, then the rest. Once defeated he'll tell you that he's not really working for Luskan, but for Black Garius, the leader of the fifth tower. Return to the city watch for your reward and next assignment. 1.19 - The Githyanki Lair Assassins have been discovered. Tag, youre it. Head towards the warehouse in the northwest corner. On the left will be a door to a house you can access. This is the Githyanki lair. Once you reach the northern most room a cut-scene will show a Blade Golem entering the portal and attacking the Githyanki. Enter and attack the Golem. After you've hit it enough it will go back through the portal. All done so return to the commander for your reward. When you return to the city watch this time, Brelaina has company. After her dress down you're finally given access to the Blacklake district, this continuing your main quest. I recommend visiting everywhere, getting as many sub quests as you can and complete them before going to Blacklake. Make sure you've done the side quests for your NPCs as well. 1.20 - Blacklake Take to the guard to be let in. Your first stop in Blacklake is the old dude, Aldanon. After a long conversation you get information about the shards and Ammon Jerro. You're told that the location of his secret retreat should be in the Neverwinter Archives. Aldanon will give you his shard and off you go. Ask the guard outside to take you to the Neverwinter Archives. When you arrive you notice the Githyanki have beat you to it. Prepare for a big battle. Clean the place out completely and then talk to the caretaker who will tell you how to gain access to the locked room in the middle. Once the place is clear find the dead caretaker who is just Southeast of the locked middle room. Put on the veil to find and open the secret doors along the edges of the room. Dont forget to loot all the bookshelves around the entire place. Some contain clues you need to solve the upcoming riddles. These questions are random, you really need to read the books before you proceed. If you open all four in first attempt you'll get a periapt of wisdom +2. To do a riddle have the veil on which will show you the pillar to be activated in the center of each room. Click on it to start. The Southwest pillar asks about the Illefarn Cypher. The Northwest pillar asks about the To Counter The Assumption Of.... The Northeast pillar asks about The Luskan Threat to Neverwinter. The Southeast pillar asks about the Death of a Sailorman. Once you've answered all four correctly, the door to the vault will open. Unfortunately, the Githyanki already got inside. When the ones inside are dead, you learn that the last living relative of Ammon Jerro is Shandra, the woman who has the farm near Highcliff. You will then be teleported there. As usual the Githyanki have already arrived. Kill all the ones outside then head inside the house. Clear the house and try to convince Shandra that you're here to help. They'll set fire to her house anyway, and everyone will run outside. After another wave of Githyanki she'll finally accept your help and go with you to the Sunken Flagon. After the cut-scene everyone and crashes for the night and the Githyanki invade the Flagon. Kill all enemies inside. Shandra has been kidnapped. After another cut-scene introducing Bishop its time to track them down to the village of Ember. As usual it's an ambush. Kill off the waves of Githyanki. A woman will tell you that they took Shandra to the mountains. Before leaving Ember talk to Marcus. Qara says she feels immense power coming from him. Marcus will want Bishop's skinning knife. Persuade Bishop to hand it over, Marcus will help you out later. Before you head off to the new location on your map, the Githyanki Base, make absolutely sure that you're done with everything in Chapter One. All sub quests, everything! 1.21 - Githyanki Base Rest and beef up before entering. Youll be in for tons of fun until you find Guyven. He'll tell you about the Illefarn ruins here and you get some experience points. Proceed and enter the cave. Kill your way through this place until you come to some Succubus teasing a Devil. Kill the Succubus and talk with the Devil. He wants to be freed and doing so is the only way to get past the force field ahead. Learn his true name, say the words and the barrier will disappear. Loot the room and clear the two side- rooms before continuing on. Rest up and head north, you'll find Zaxis, the demon. Once he's dead the door into the next room will open. Rest up and prepare for another battle deluxe. Have the usual conversation with Zeeaire. Do not take the diplomacy answer or youll lose potential loot as two of the guards will leave. Zeeaire is inside some sort of shield or portal and there are two ways to remove it. Use the sphere you got from the Devil earlier or bash the pillars around her. Once theyre down have at her. Once Zeeaire has been defeated shell rant about the King of Shadows. Loot the place then talk to Shandra to teleport back to the Sunken Flagon. Shandra will now join your party. The best part is that she will not count as an NPC in your party, shes a free NPC so to speak. She's a level 11 fighter and specializes in short sword so find or make her a good one. Her stats are weak however, so find some strength enhancing items for her. At this point there is good news and bad news. The good news is that you're done with the Githyanki. The bad news is you are accused of butchering the town of Ember. Sand will now become an available NPC. One of the Neverwinter Nine will come in and tell you that if you accept and become a squire of a knight of Neverwinter, Lord Nasher and Luskan will be forced to enter a trial here in Neverwinter, not in Luskan. This way you have a fighting chance. Thus ends Chapter One. CHAPTER TWO 2.1 - Introduction Before you visit the City Watch in the Merchant District to become a squire there are other things to do first. Neeshka, Qara and Khelgar have some sub quests in this chapter. The first time you leave the Flagon with Neeshka in your party, she'll be approached by Tasha. She says that Leldon plans to rob The Collector's Mansion. The first time you leave the Docks District with Qara in your party you will see a cut-scene of Johcris and an evil Luskan assassin conjuring up an elemental that will attack Qara at a time it sees fit. If Khelgar hasnt completed his three trials yet, you may want to do this soon if you want him to become a Monk (no thanks IMHO). Once you arrive at the City Watch speak to Captain Brelaine to get your next assignment and speak to the Knight to become a Squire. 2.2 - Exploring Blacklake Once inside Blacklake you'll find a painter. If you talk to him he'll say that Shandra is the perfect model and he just has to paint her. Convince Shandra to do so, pay the 500 gold for the painting and you boost your influence with Shandra. If Neeshka is in the party you lose influence with her. Definitely check out the merchant at the Academy square, He has some items Worth looking at. In Academy Square is a man named Jenks. He has some imps trapped in crates but will not reveal this unless you pass some diplomacy checks. Speak to Kiggo after he leaves to get the key he stole from Jenks and open the crates. You can challenge a guy named Cain to a banjo contest by matching his tune. You need Sand, Grobnar and Qara in the party for this. There's a quest to be gotten at the Temple of Lathander. The priests would like to give good old Brother Merring a little reward for his efforts. They want you to go to West Harbor and present him with a gift. When you go there speak to Mrs. Starling to complete her quest when Lorne is dead. Before entering the Collector's place you'll see four people standing around talking. Talk to them and see up. Tell Kyli that you'll find her sister. Enter the crypt, o through some conversation until a scream interrupts the party. Head on until you see two people trapped by undead. Kill the undead and talk to the two people to find out that they work for the King of Shadows. D'oh! Loot Lorelei's remains to get a key and continue on into the crypt. Eventually you'll reach a room with a gong in it. Go north through the hallway first. Watch for traps and loot the sarcophagus' and the chest. Now go south to the final room. Rest and save before entering. You'll see Savannah and Raven in the room. Pass a diplomacy check to persuade Savannah to quit the cult. The others will attack you, kill them and keep Savannah alive. Speak to Savannah and get 400 experience points for saving her. Enter the final room, to see the Priest getting ready to finish a ritual. Do your talk thing and it's a fight. Kill the initiates first then focus on Arval. Once they're all dead Lisbet will summon a group of greater shadows. Kill those and talk to Lisbet again to learn what's going on. If you're friendly to her she'll follow you out of the place. And oh by the way, that little ritual she did caused all the enemies you killed to respawn. Don't forget Arval's Journal. After you make it out talk to Kyli for a reward and 2000 experience. Now for The Collector. Pick the lock outside and enter the Collector's house. This place is a pain in the you-know-what because no resting is allowed. Work your way through the first floor until you meet Vania. Speak with her, pass a diplomacy check and she will help you by giving you her key and will act as your hostage. Check the journal on the table. Go upstairs. Give her some money to start anew, grab the painting next to the Collector, and threaten to destroy it. He'll give you his key and tell you that one of the books has the secret to unlocking the vault. Go grab the book about numerology. The code is 513. You need one more key so head downstairs to the servant's room. Grab the empty bottle from the wash basin and put it into the vase of water to create a full bottle of water. Head back upstairs and use the bottle on the fireplace. Grab the silver key. Use all three keys on the door, then enter the combination, 513. Once you enter the vault, Leldon will arrive. Kill him and loot the vault. Now finish your city watch mission in Blacklake. Go in the empty house west of the district exit and talk to one of the undercover watchmen. When thieves arrive there will be some conversation, a fight breaks out, and you'll just have to kill them. Return to Captain Brelaine to be informed that she has no more jobs for you. When everything else is squared away, time for introduction to the nobility. 2.3 - Investigating the Slaughter of Ember Speak to Sir Grayson in the city watch. He'll give you the run down and tell you need stand vigil for one night alone in the Solace Glade. Right. Tell him your ready and youll be teleported there. Watch the cut-scene until you get attacked. The morning after you'll become Sir Grayson's squire and Lord Nasher tells Torio, the Luskan ambassador, where to stick it. Now you have to investigate what happened at Ember. Before you leave talk to Lord Nasher about that journal you found in the crypt. Before heading out make damn sure you've completed the sub quests and all that in Neverwinter. Head to Port Llast. 2.4 - Port Llast Sand will talk when you arrive. Tell him you're glad to have him along and you will gain influence with him. Head to the Garrison and speak with Haeromos. They have a witness who saw you slaughter the villagers. A good diplomacy check will allow you to talk to her. with some successful diplomacy checks and Sand's help, she becomes uncertain that it was you who did it. After some more talk head back outside. Visit Haljal the Weapon smith and Yaks the Armor smith at the Cracked Anvil. Also note Nodal and Enleva, two gnomes obsessed with Wendersnaven. Remember them for later. Visit Nya for a sub quest which can be done in Ember. Inside the Alliance Arms Inn is Malin, a ranger that tells you that there might be a survivor from Ember hiding out in the Duskwood Grove and that it has become a dangerous lately. Speak to Elgun after speaking with Haljal, Alaina and Malin to find he's lying. Tell him he's a witness, that the attackers are still alive and he'll stop spreading lies. You get 500 experience points. Go speak with Calindra. She'll want you find her partner, Bradbury. Take the sub quest, you'll need her for your keep later. To the south in Port Llast, you'll be accosted by a group of guards. A good diplomacy check will make them relent and give you 250 experience points. Now head to Duskwood. 2.5 - Duskwood Upon arriving Sand will tell you that his magic will be weakened in here. Be nice and respectful to him for increased influence. You will find Lyssa. She gave Lorne some powder of alteration to help him revenge on the villagers as well. She will give you some of that powder if you get her the glow stone from the goblin caves below. Pass some bluff checks and she will make think you're Lorne and give you the powder. Head up on to the ridge. On the way you'll see the cave entrance blocked by rocks. Speak to the insect collectors, Jilla and Mirri. Inside the cave you'll find the body of Bradbury at the end. Jilla and Mirri then attack you. Grab the insect collection from one of their corpses. Now head to Ember. Make sure Elanee is in your party. 2.6 - Ember When you arrive in Ember do Nya's quest first. Go around to each corpse and use the item she gave you. You'll come across a corpse that Sand says didn't die in the attack, he was poisoned. He will take a sample for evidence. During your examination of the town you'll find the Quartermaster's Log, another piece of evidence. Near there you'll encounter Guyven again. Tell him that he'll always have a place by your fire and he'll join you at your keep later in the game. Once all the villagers are set go down the well. If you helped Marcus back when you were first came to Ember, he'll be down here and tell what really happened. He'll return to the Sunken Flagon. There's also ore vein down here and a door leading to caves. Head through the door and you'll find goblins. Talk to their chief about the ring. He wants you to clear out the spiders nearby. Agree to this, and continue forward. Locate the spiders, and kill them all. Click the ore vein. You'll find a giant spider named Kistrel. Elanee can help you talk with it. Give it the insect collection and you've made a new friend for your keep. Return to Glek, the goblin chieftain, and tell him the spiders are dead. He'll give you a Luskan Assassin ring, another piece of evidence. Time to head back to Neverwinter. 2.7 - The Trial If you have a high diplomacy skill you should be able to represent yourself in the trial, if not Sand do it. No matter what you do the whole thing will end in a fight to the death the next day. You'll be sent to the Temple of Tyr to prepare a cleansing ritual. Khelgar will come to you insisting on taking your place. Your choice. If you're not a fighter I'd recommend it because Lorne is tough. Once the ritual has started, members of your party pay you a visit. Sand will come. Casavir offers to take your place. Finally Nevalle will come, telling you it's time to party. Lord Nasher will give you the keep if you win. During the battle Lorne will enter a barbarian frenzy (what we old folks call going bezerk), making it virtually impossible to kill him. Use the Potion of Invisibility Sand gave you, wait it out and then kick his butt. Once the fight is over, you'll be congratulated by Lord Nasher. Watch the cut-scene and time to rest. 2.8 - Aldanon After the trial you can convert Khelgar to a Monk. I did not do this but it's up to you. Wolf will have a message for you from Aldanon so go see him. Once you arrive you find that thieves have invaded his home. Cormick lies on the ground and two thieves are holding him hostage. With some diplomacy checks you can persuade both the thieves to surrender and they'll answer any questions. Once you're done go inside. Be careful of traps as usual and kill any enemy you encounter along the way. Quick save before you reach the room north of the library. You'll see the butler and he's about to be killed. Save him for 500 experience. Clear the first floor and head to the basement. Once you approach a group of four thugs is killing off hostages one by one. Save as many as you can for the most experience. Afterwards you'll find out that each noble that has been killed had a silver shard. There's one more left and Aldanon has disappeared. Go to Lord Nasher and he will order you to Tavorick mansion and will send a group of guards with you. 2.9 - The Tavorick Estate Once inside talk to Ballard, then Tavorick. Inspect the house. In the south- eastern room there are two barrels of old blast globes. Grab them. Talk to Ballard about the blast globes then order the house locked down. Prepare your defenses. After a while you're beckoned downstairs and will be attacked by waves of Imps and Succubus. After some time during the battle you'll hear a scream from upstairs. Return to Tavorick. He'll mention a crypt downstairs - head there. You'll be attacked again. Tavorick dies and the enemy retreat. Head to the Moonstone Mask. Head in, go upstairs and clear the area, then proceed through the closed door. The warlock up here will summon two hellhounds and disappear. Kill them and return to Lord Nasher. He'll send you to Crossroad Keep to clear it and rescue Aldanon. 2.10 - Crossroad Keep After much ridiculousness the doors to the keep are sealed and the Neverwinter force leader will tell you of a secret tunnel. They want to use to get inside and unlock the door. Head to the world transition and go to the escape tunnel. Once there follow the path forward, killing anything in your way. In one of the rooms you'll find another ore vein. Loot everything. Kill everything. When you enter the Keep you'll find Aldanon. Tell him to get out and warn Neverwinter. Loot everything you can and dont forget the golem activation manual. Keep going until you get to the door and open it to let everyone in. Backtrack a bit and you'll find a group of Shadow Priests. Kill them and continue. Keep going until you see a cut-scene of Garius. Tell everyone to hold on and loot all the corpses. Talk to Vale again to get teleported to Neverwinter. After a long cut-scene in Neverwinter Zhjaeve will join your party, a good Cleric. Nevalle will tell you to meet him at the Crossroads Keep. Head back to the Keep. It's yours. I STRONGLY recommend reading the Stronghold Guide by Paradox Jast. It's available at: http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_2_stronghold.txt Once your keep progress is at 25% and Kana says the men are tasked to capacity, it's time to go to the Ruins of Arvahn. 2.11 - The Ruins of Arvahn You need to find five statues of purity. Each will give you a special ability that can be accessed using the drop-down menu by right clicking on an object and holding it. The first statue is at the top of the hill after you enter the area. Continue to the Orc camp and they'll ask you to kill the Ogre Mage, Ghellu. Go back and right to get to Riverguard Keep. On the first level, some bugbears will agree not to fight you if you bring them Ghellu's head. Downstairs, a guy named Ribsmasher is behind the first door you open. If you let him, he'll run around attacking enemies for you. Unfortunately this reduces your experience potential and he also smashes containers so just kill him. Your choice. Behind the second door is an Ogre Captain who has the master's shield. On the third level, there are goblins in the side rooms but they will not fight you yet. Once you meet Ghellu, he wants you to kill the Orc Leader but I just killed Ghellu and his friends instead then went back and killed the goblins in the side rooms. The master's scepter is on Ghellu's corpse. The locked door at the end will open and the second statue is behind it. Once outside take care of the Bugbears too. Return to Uthanck for your reward then continue on to the Temple of Seasons. Read the book in each of the rooms, which will spawn and sometimes respawn enemies. This isn't easy. Eventually you will reach the centre room and the third statue. Your next stop is the gem mines in the Southeast corner of the area. You need to find six ghosts. They only seem to show up when you kill the undead nearby. When you find one speak to it. After the initial conversation speaking to the ghost will cause it to move. You want to get them in the tree room in the middle of the map. All along the corridors are lights can be switched on and off. The ghosts won't move past the lit ones so you need to turn off the one in the direction you want the ghost go in and then light the ones behind them so they don't turn around and go back the way they came. I highly recommend going through the entire place and killing all the undead first before dealing with the ghosts. The spirit locations are: the room next to the tree room, the third room down on the right side, the room on the right centre surrounded by corridors, the mess hall on the left, a dead end near the bottom left and the far bottom right behind the Iron Golem. In the smithy on the top left is a piece of iron with runes on it that Grobnar needs to reactivate the construct. Once the six ghosts are at their spots by the tree you can access the fourth statue. As you leave the gem mines, you see the song portal open so head up there. This takes you back to West Harbor where everyone has been slaughtered. Over by the Southwest field Zhjaeve speaks and suggests investigating the swamp. Go to the Guardian Ruins and defeat the Shadow Reaver and his minions, grab their loot and use the nearby song portal to go back to your keep. Develop your keep more and speak to Aldanon when you get the 'Lord Nasher wants to see you' speech from Kana. 2.12 Ammon Jerro's Haven Aldanon sends you to Ammon Jerro's haven in the Sword Mountains. Visit the guardian at the top left to get three quests and an empty bottle. Work your way through, killing and looting everything. When you find a fiery heart put it on one of the braziers. Shadows will attack each time you do this. After placing three hearts on the three braziers, take the path up the mountain. Finally, fill the bottle at the geyser. You'll take damage here so be careful. If you can, keep your party way back and give the "stand your ground" command. There's a nest up on a cliff in this area, if you approach you'll see 'Guyven would be interested in this'. Before returning to the guardian, strip Shandra of all her equipment because she's leaving. Once inside, speak to Mephasm and he'll tell you to convince at least three of the five demons to open their portals for you. The first one you meet is Baalbisan and he wants you to slay Hezebel's Erinyes. Move on and speak to Hezebel. She'll tell you that you may be able to provoke Baalbisan into revealing his true name. Zaxis is next and refuses to help you. Koraboros is the fourth fiend and wants you to find a missing imp. The imp is in a room to the east. You need to read the correct phrase from the book in the bookcase next to him to release him. 'Tilo ut lon' should work. If you guess the wrong phrase various bad things happen. Once the imp is free return to Koraboros and he'll agree to help you. The last demon is Blooden, who wants you to convince Koraboros to send some hellhounds to fight her succubae. After a fight she will help you. Head through the portal, fight Ammon Jerro, watch the cut-scene, and then speak to him again. Another cut scene follows and you wind up back in the tavern in your keep. Ammon Jerro is now available as a party member. I rarely use him, Qara seems much more effective but sometimes may be needed to advance the plot in some areas coming up. You are summoned to Castle Never and chapter two ends. CHAPTER THREE 3.1 Attack on Castle Never You have a ceremonial sword in your hands so equip your normal weapon, defeat the enemies and follow Nevalle to the guard room. You need to use an underground tunnel to reach the throne room as the castle is locked off. Take the first right turn outside the guard room and use the tapestry at the end. The shadow priests use death magic so if you don't have immunity, use the ceremonial sword, which does. Neverneath is a series of statues who will ask a question. If you answer correctly you get some experience points and a door opens, allowing you to move further. Otherwise a different door opens, which leads to the same place, but you have to fight some monsters. The answers in order are: nine, black lake, the tomb of the betrayers, Neverwinter river, say nothing, and three. Now kill the swords of Never and grab the rod from Halueth Never's tomb in order to proceed. After saving Nasher, he asks you to form alliances to help defend Crossroad Keep. The four possible alliances are: Ironfist Dwarves, Lizardfolk, Druids of the Mere, and the Wendersnaven. Finish up any business at the keep, then leave. You should have Khelgar, Grobnar and Elanee in the party for this. 3.2 Circle of the Mere Go to the Circle of the Mere, Bishop joins the party. You'll wind up in a fight, which shouldn't pose a problem by now. After the battle loot the bodies and head to Port Llast. 3.3 The Wendersnaven You'll see a character, Light of Heavens, near the entrance. Talk to him and accept the challenge. Go talk to the two gnomes to the East. With Grobnar's help you'll eventually get a map to the Wendersnaven. Go to the strange clearing, Well, there is no Wendersnaven and you get attacked by Orcs on the way out. Stupid gnomes. Don't forget the ore vein to the west of the entrance. 3.3 Neverwinter Merchant District This is a good time to visit the Neverwinter merchant quarter. Shop up, meet Light of Heavens again and accept the second challenge, get Joy for the keep and check out the two new merchants. 3.4 Sydney Natale Return to your keep, defeat Light of Heavens for the last time, and speak to Khralver Irlingstar outside. Quick save and go to the meeting with Sydney Natale. If you offer Jalboun double what Sydney is paying, he'll aid you in the fight. Try not to let him die because he'll work in your keep later. Grab the ore nearby. When you return to the keep, you want Zhjaeve to keep the true name scroll. Only she and Ammon Jerro can use it and Zhjaeve is more useful by far. Reform your party and head to Mt. Galardrym. 3.5 Ironfist Dwarves Our first stop is the Ironfist dwarves. Speak with the two named characters and visit the smith. Khulmar sends you to Mt Galardrym to retrieve the belt of Ironfist. He also gives you a fire resistance ring which you will need (hint). From this point on this gets tough, and if you're insane or have access to God Mode, one of the toughest battles in the entire game. Take the left path at the first intersection, staying at the bottom of the map and grab the ore at the end. Then head up to the top right exit and speak to the dragon. It wants your help to kill the fire giants. Return to the mountain and go up towards the top left. There is another ore vein near the camp. Free the prisoners, get ready for a big battle, and take the top left exit. Immunity to fire damage really helps in this next part. You will get a dialogue option to attack either the giants or the dragon, or both. Do what you want but keep in mind the Red Dragon has a rating of impossible for a reason. I personally don't see any way short of turning on God Mode to kill the damn thing. I choose both, taking down the Fire Giant king first and then focusing on the Red Dragon. Once everything is dead, loot the corpses and chests, free the Drow merchant, and head back over to the Dragon's hoard. Loot everything there too. There's another ore vein at the back of the dragon's lair. BTW, if anyone has tips on slaying dragons in this game Id love to hear them and I will include them here and give you credit. Now get the support of the dwarves by speaking to their leader. The Hammer of Ironfist is a good weapon but Khelgar needs to wear the belt and gloves to wield it. If you speak to Kana after finding the true name scroll, she'll tell you the men have tracked the location of a Shadow Reaver. Speak to Guyven as well for some advice. At this time the men have also retrieved the gold from the Dragon's hoard if you killed it. 3.6 The Lizardfolk That leaves the Lizardmen of Highcliff. You can do this even if you slaughtered every last one of then back in part one. Save Gera and Zachan again on the way, find another ore vein and then go into the village. Looks like that truce didn't last. Speak to the elder and the captured Lizardman. Heal his wounds and talk to him to find out what is going on. Head south of the city and defeat Batha and his guards to get the support of the lizardmen. 3.7 Shadow Reaver Slaying for Fun and Profit Build up your keep for a bit. Your next stop is the Shadow Reaver camp. Take control of Zhjaeve and read/use the true name scroll while your other characters take out the minor enemies first, then the Shadow Reaver. I've found that she will not read the scroll automatically. The last shard is on the Reaver's corpse. Return to the keep courtyard and Ammon Jerro gives you directions to Nolaloth, an ancient crystal dragon. 3.8 Nolaloth's Valley In the v alley kill the monsters until you reach the rocky outcropping with a crystal at the end. Nolaloth will appear and tell you how to reforge the silver sword. It will request that you end his life by destroying the crystal heart. Go back and bash the crystal. This attracts the attention of not one but two Black Dragons. Gulp! Welcome to the second hardest battle of the entire game. Afterwards, if there is one, finish off the crystal to complete the quest. There are two more ore veins in this area, one by the entrance and the other in the Northwest corner of the clearing in the middle. 3.9 Return to West Harbor We need to go to West Harbor to reforge the sword but how? It's not on the map. Go to the Ruins of Arvahn and use the Song Portal. Once you exit in West Harbor you'll have to kill some shadows. I've read that you can cross the river by rebuilding the bridge if your main character has the necessary skill. Mine apparently didn't and I=don't know what skill is required. To do it locate the four logs, Use that Z key. If you can't rebuild the bridge you'll have to wade through the river and may be affected by the poison. I wasn't. Follow the path to the burned spot and reforge the sword. Defeat the second Shadow Reaver with Zhjaeve manually reading the scroll as you did before, then leave using the exit nearby. 3.10 Bikini Beach Shadow Reaver Back at your keep you're summoned to the beach where a Shadow Reaver is attacking your men. This time Ammon Jerro joins your party so use him manually to read the scroll. Give him the Neverwinter Nine tunic you got earlier. Kill the Reaver and grab the Tome of Iltkazar, then return to the keep. Finish up business and speak to Sir Nevalle near the main gate when you're ready. 3.11 Shandra's Farm Redux There's a cut-scene and afterwards speak to Nevalle again. He asks you to speak to your people and prepare to defend the keep. Reform your party to include whoever you had to drop when Ammon Jerro joined, then speak to Nevalle. He informs you that Ammon Jerro is missing. Enter the keep and Aldanon speaks to you and sends you to Shandra's farm. Welcome to the third toughest battle of the game. You have to battle Koraboros and twenty gabillion of his minions. Be careful when talking to Ammon Jerro again after the battle. I have read in another FAQ that Ammon apologizes to Shandra for killing her but I must have taken another conversation path and this didn't happen much less Shandra being around to apologize to in the first place. Lots of good loot here. 3.12 The Bridges of Never Countyo Back at the keep speak to Nevalle again. Another cut-scene and you are sent to destroy two bridges to halt the enemy advance. You can only choose two companions this time. Advance through the area destroying everything. After the fight the bridges are destroyed automatically so return to the keep. 3.13 The Battle Part One Get ready for a big fight. Siege towers will arrive one at a time and undead will pour out of it. Attack or bash the towers until they are destroyed and then move on to the next one. Deal with the undead after the tower is destroyed. The longer they remain the more undead you have to deal with. Make sure you take out the vampires. The rest can usually be dealt with by others. 3.14 The Battle Part Two After the last siege tower is destroyed you are sent to the courtyard. Hordes of undead swarm through. Just keep killing them and don't forget about those special powers you have. Black Garius finally appears along with a Nightwalker. Make sure you have mind immunity and remove fear spells on hand. At first ignore Black Garius and focus on the Nightwalker. Once it's dead there is a cut-scene where Ammon Jerro will read the true name scroll, which destroys Garius and the rest of the undead army. Woohoo! 3.15 The Pursuit of Black Garius Afterwards head back inside the keep, Aldanon will finally notice that you have the Tome of Iltkazar and will tell you how to use it. This is the last chance to shop or otherwise prepare. Speak to Aldanon again, you'll need to take Zhjaeve and Ammon Jerro plus two others for the final assault on the King of Shadows. Rest and buff in the first room and quick save. Spiders will appear and attack when you move. You'll exit into a large area with lots of undead and lootable corpses. I didn't find anything particularly useful. There is a strange black fog that acts as a teleporter. Move to the right and enter the fog at the bottom of the stairs. This teleports you to the upper level on the left. Unlock the door and head through. Go down the stairs and fight the blade golems, then through the door at the Western end of the area and through more black fog. This sends you to the top right. Fight a Nightwalker at the bottom of the stairs. Prepare and go through the south door for a fight with a Lich, two Shadow Priests and some vampires. Take out the Lich first. Head around to the left and enter the black fog where Mummies will attack you. In the last room you have to fight three Shadow Reavers. Have Ammon Jerro manually use the true name scroll constantly. Go to the inner sanctum and all the other party members join you. Rest and buff like hell and quick save. As soon as you open the door Black Garius appears along with tons of undead. There is a cut scene where various members of your party members may betray you and fight for Garius. Bishop being evil always does. If your influence with Qara is weak she might. Sand and/or Neeshka may or may not depending on your influence with them as well. Force fields appear that separate your party. Any near the door should ignore the nearby enemies and run immediately around the ends of the force field to get at Garius in the center. Again, take manual control to do this. 3.25 The King of Shadows Once Garius dies there is a another chance to rest, buff, and save. Use the portal and the King of Shadows appears. If you take the evil path here and ally with the King of Shadows, he asks you to slay all your friends as a gesture of faith. He'll then raise them as his servants. This ends the game. Screw that! If you're not an evil bastard, the King of Shadows goes down a lot easier than some of the other battles in this game. Lots of little mirror images of him will start appearing from the statues so kill all of them. Keep your party together on one side of the area so you aren't taking them all on at once. Give your mages have some protection. Finally the real King of Shadows appears. Y won't be able hurt him until all five statues are destroyed so bash them. After the statues, destroy the portal using the Silver Sword of Gith. The King of Shadows is fairly easy to kill after that. Enjoy the cut scene and that is the end. Wah. I wish it was a longer game! Dont forget, there are plenty of user made modules in the IGN vault!