Neverwinter Nights 2 logo

Obsidian Entertainment


Video-based Walkthrough for Neverwinter Nights 2


INTRODUCTION  |  USING YOUR CHARACTERS  |  EQUIPPING YOUR CHARACTERS  |  EPIC BUILDS  |  CAST OF CHARACTERS  | 
PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ  |  MoW  | 
About the Walkthrough  |  Future Updates  |  About the Maps  |  About the Author  | 
Disable all ads!

Act II:   Docks District  |  Collector's Mansion  |  Bryce Crypt  |  The Vigil  |  Port Llast  |  Duskwood Grove  |  Ember  |  Glowstone Caverns  |  The Trials  |  Aldanon's Manse  |  Tavorick Estate  |  Master of the Fifth Tower  |  Crossroad Keep  |  Blacklake District  |  Ruins of Arvahn  |  Riverguard Keep  |  Temple of Seasons  |  Gem Mines  |  Song Portal  |  Haven Approach  |  Ammon Jerro's Haven  | 

Crossroad Keep

Crossroad Keep

Githzerai Prisoner

And here I speak with Zhjaeve for the first time in the City Watch Headquarters. Sir Nevalle then arrives and bids me to return to Crossroad Keep.

Equipping Zhjaeve

For those of you who want Zhjaeve to actually display some armor when she puts some on (like me), check out this link. Even so, after you place the files you want into the override directory, you'll need to use the NWN2gff editor to change her NeverShowArmor variable from 1 to 0.

Zhjaeve is now a joinable companion, but she's practically naked on arrival. Good thing I've been stashing away some equipment for her. Valeria then pulls the following items out from her Bag of Holding so that Zhjaeve can now wear them:

I then set Zhjaeve up with her spells. Note that she doesn't have to dedicate any spell slots to spells of the Cure Wounds sort, and can instead freely dedicate all of her spells to either offensive spells or buffs. The reason is that her spontaneous casting ability will allow her to convert any of her previously prepared spells into healing spells on the fly if she has to, which translates into considerable flexibility for her.

I also make a point of dedicating two of third-level spell slots to Magic Vestment. The reason is that she'll be able to use the spell on her Elven Ceremonial Armor to raise its enhancement bonus, and likewise on a magic shield that she'll soon purchase.

Lastly, I buy the Thayvian Circlet (+2 Intelligence, +1 saving throws, +2 Concentration) for her from Werth the Armorer in the Docks District. The Intelligence bonus is meaningless. The point is the bonuses to saving throws and Concentration.

Zhjaeve's Guidance

And here is a cutscene where Zhjaeve offers some guidance to Valeria. I also get 500xp for becoming the new Knight-Captain of Crossroad Keep.

Managing Crossroad Keep

Managing the Keep is a rather complex mini-game unto itself, and it's easy to go wrong. A mismanaged Keep can easily burn a hole through your pocket, while a well managed Keep can become an extremely profitable venture for you. What to do? Well there are some resources that can help you. This entry from the NWN2Wiki provides information on certain variables like who can join the staff of the Keep, special missions, and upgrade costs.

So what affects the income of the Keep? Here's another helpful link.

Here's my take on the info. Certain factors relate to the keeping of time with respect to your management of the Keep:


Then there are certain variables tied to your peasant population:
Then there are factors tied to merchant commerce:
Then there are factors tied to your military power:

Based on the above info, it is obvious that if you really want to make the most of your Keep then you need to make each 2.5% time integer count as much as you can. But at the same time, there's a dilemma. Going all the way with building fortifications, and assigning all of the Greycloaks to land patrols will mean more Greycloaks will get recruited and more rapidly. But the more Greycloaks you've recruited, the more your Keep coffers get strained. Your income will never turn out to be negative, but it is entirely possible to get an income of 0 with each time integer if you prioritize recruitment and land security exclusively.

If you want to increase income, then having Master Veedle increase road upgrades and assigning Greycloaks only to road patrols will increase road security. That will mean more taxable merchants come to the Keep. At the same time, not sparing any Greycloaks for recruitment will mean less Greycloaks for road patrols and a further enhancing of road security.

The dilemma should be obvious by now. Where do you strike that balance? There's more than one take on the issue. Here's an extreme example that has one goal, to absolutely maximize the amount of income that can be attained at the end of the 100% time limit.

This approach depends on throwing everything exclusively into maximizing land security and Greycloak recruitment until about the halfway mark. Once the halfway mark is reached, everything is then thrown into maximizing road security and bringing as many taxable merchants as possible to the Keep. I'm not in favour of this approach, at least not for my game. It calls for a nearly complete avoidance of Kana and Master Veedle until Act 3, with the idea of recruiting Light of Heaven so as to maximize Greycloak and peasant recruitment almost from the word 'go'. It also avoids any complications on account of the special missions.

Here is a more balanced approach, which is designed for a good-aligned character and starts things almost right away during Act 2.

It is this particular path, with a few caveats, that I'll be showing in this guide.

Recruiting for Crossroad Keep

Note that I haven't even spoken to Kana or Master Veedle yet, so Keep Time hasn't even started yet. One of my priorities is to recruit the early staff that are available in Act II, and before Keep Time even starts. Those staff are:


I return to the Keep, enter the Keep Courtyard, and go back out to the Keep outskirts. That results in my newly recruited staff being present at the Keep.

That also includes my two miners, Calindra and Pentin. I speak to Calindra about ore deposits that I discovered during my previous adventures, and she now leaves to quarry them.

I enter the Courtyard, and go back to the outskirts. Calindra has returned. I speak with her again, and receive several ingots of various types.

The other significance of mining the ore deposits is that I can now upgrade the armor and weapons of my Greycloak troops stationed at the Keep (more on this below). For future reference, there are ore deposits that I'll need to find during Act III and have my miners quarry in order to obtain the best possible armor and weapon upgrades for my Greycloak troops.

A Soldier's Story

I return to West Harbor. Here I get 500xp for informing Retta Starling of Lorne's fate.

The Swamp Elf

And here is where Elanee calls Georg on his Swamp Elf story.

Master Veedle

I approach #4 on the Crossroad Keep map, and briefly speak with Lieutenant Kana and Master Veedle. It becomes apparent that Master Veedle is the go to guy for upgrades. As I previously mentioned, I want to spend as little time as possible on the Keep during Act 2, but just enough to be able to access the merchants that become available through the Smithy and the Merchant Shop.

Lieutenant Kana

I enter through the front gate to the Keep itself at #10 on the map.

Crossroad Keep

I start off at #1 on the Interior map. I then speak with Lieutenant Kana at #2. There are certain things that I can give her instructions on:

Lastly, I have her give me a report on Crossroad Keep. Keep Time is for the moment at 0%, so I'm just getting started.

Uncus

Now I speak with Uncus at #4. I allow him to remain at the Keep as a merchant, subject to a proviso that I'll get into shortly. Of all the fences that are willing to buy wares that were pickpocketed, Uncus offers the best prices, so now Neeshka takes the opportunity to unload everything she's collected so far.

I also buy one item from him, the High Forest Cloak (+2 deflection bonus to armor class, +1 to saving throws, Druids only), which becomes Elanee's cloak for the rest of the game. Keep in mind that she won't be able to transfer its benefits when she goes into Wild Shape.

*Note* One last thing, Uncus' presence in the Keep will actually be a hindrance to building a strong healthy Keep if you were aligned with the Shadow Thieves beforehand and if you engage in repeated conversations with him. He has certain tasks for the Knight-Captain that invariably involve things like getting rid of traitors or spies amongst the Greycloaks. Falling in with these requests invariably has negative effects on variables like Greycloak Unit Strength, Greycloak Morale, and Greycloak Civility. The precise penalties that result depend on the particular dialogue choice you select with him. Reference XInfinity's guide if you want the details.

Craft Wondrous Items

If you want to access the workbenches in the Keep basement, but without advancing Keep Time, a good way to do it is simply speak to Wolf near the front door of the Keep, and have him bring you straight to the basement.

Once I'm there, one of the Potion Shelves will have more potions and scrolls for me to loot. Now it's time to create a couple more items.

First up, Valeria pulls three Fairy Dusts out of her Lesser Magic Bag. I reload until she gets three Radiant Water Essences out them. She only needs one right now, but the other two will come in handy later on. I stow those two back into the Lesser Magic Bag.

Next, Valeria places one of the Beljuril gemstones that she found earlier into the Magician's Workbench, plus two Leather Hides, plus a Radiant Water Essence. She casts Eagle's Splendour on the Workbench to create a Nymph Cloak +8 for Qara. It goes without saying that Qara will wear the Cloak for the rest of the game, and it will enhance her spellcasting powers considerably.

After that, Valeria fuses some Air Essences together into a Radiant Air Essence. She place the Radiant Air Essence into the Magician's Workbench, plus a Leather Hide and the other Beljuril Gemstone. She then casts Cat's Grace on the bench to create the Belt of Agility +8 (Dexterity +8, Freedom of Movement) for Neeshka. Neeshka will wear the Belt for the rest of the game. It will improve her use of Improved Evasion, several of her thieving skills, her attack bonus in conjunction with her Weapon Finesse feat, and her armor class.

Headsman

I now have quite a lot of gold, so I head over to Fibba in the Docks District. I make purchases even cheaper with Grobnar activating his Inspire Competence, and Valeria casting Heroism on herself. I purchase the Headsman (Falchion +3, Vorpal DC=20) from Fibba's special wares. At some point I'll raise its enhancement bonus to +4 and add the Keen property to it. It becomes Bishop's other weapon for the rest of the game, and makes him a truly powerful character in his own right. He can rain destructive arrow-fire on his targets from afar. Any that make it close to him will then have to face instant-death strikes from his vorpal falchion.

I then purchase the following from Fibba's regular wares:

The intention is to craft items, and then sell them for a profit margin that far exceeds any amount I may have had to pay for the base materials. More on this below.

Deekin at Crossroad Keep

First, I must speak to Master Veedle about rebuilding the Merchant Shop, which will advance Keep Time to 2%.

I then travel to the south side of the Merchant Quarter, and talk Deekin into setting up shop at Crossroad Keep. His store will be in the small building just to the left when I first enter the courtyard. I don't buy anything from him just yet. The reason being that there's a very expensive purchase in the Blacklake District that I have my eye on, so I want to raise gold instead of spend it. Remember, any items available for purchase in Crossroad Keep will still be available for purchase in Act III. Items that can be purchased in Blacklake District will only be available during Act II. I hold off for the time being.

Deekin, along with Jacoby and Edario who will also set up shop at Crossroad Keep very soon, are all willing to spend up to 20,000gp per item depending on their price. For some reason, Valeria's companions can also sell items for higher prices than Valeria can. And Grobnar's Inspire Competence will help them while it will instead cheapen the selling price for Valeria herself. I therefore let Valeria's companions do the selling, aided by Grobnar's Inspire Competence. So I sell some of my pricier items to Deekin for now.

Lastly, there were a few items that I couldn't sell for more than 10,000gp to previous merchants (e.g. Luckstones, Ardulia's Fall, Kiss of Sune). It turns out that they'll sell for less than 10,000gp to any one of Deekin, Jacoby or Edario. With that realization, I just sell them off at 10,000gp each to Fibba.

Armor and Weapon Upgrades

Now I instruct Master Veedle to build the Smithy, which puts Keep Time at 5%.

The Smithy is ready to start, but there's nobody to work it just yet. First I travel to Highcliff and convince Edario to work in the Smithy at Crossroad Keep. After that I go to Fort Locke, and get Jacoby to work for me at the Keep.

Both will have set up shop by the time I return. Jacoby has interesting weapons for sale, but none of it figures into my long term plans. I do, however, sell him any expensive items that I had left.

I speak to Jacoby about upgrading the Greycloaks' weapons, which the first time costs 5,000gp. I next speak to Edario about upgrading the Greycloaks' armor, which costs 3,500gp the first time around.

The next upgrades are 15,000gp each for Jacoby and Edario.

The next upgrades after that are 35,000 for Jacoby and 30,000 for Edario.

That will be the maximum possible upgrade available through Jacoby. There is one more for Edario, but it's not possible until I find a certain ore deposit during Act III.

I run out of keep funds doing this, and in fact have to partially pay out of my own pocket for the last upgrades. But I do it anyway, because it improves the Greycloaks' chances of success during their special missions.

Crafting Duskwood Longbows for Profit

I have nine Duskwood Planks. I buy 50 more from Jacoby. I also buy one more Longbow Mold, for a total of 29. The idea is a simple one, simply craft 29 Duskwood Longbows (Sand takes over smithing duties now), sell them at about 3,700+gp a pop, and turn in a tidy profit in the process. If you need to raise gold for pricey items, this is one such method.

Crafting Mithral Heavy Shields for Profit

I have 4 Mithral Ingots. I buy 25 more from Jacoby, for a total of 29. Now I craft 14 Mithral Heavy Shields, sell them at almost 9,000gp a pop, and turn in another profit in the process.

Crafting Adamantine Full Plates for Profit

I have 3 Adamantine Ingots. I buy 25 more from Jacoby, for a total of 28. Now I craft 9 Adamantine Full Plate Armors, sell them at 10,000+gp a pop, and turn in another profit.

Crafting Light Shields for Profit

I have 6 Zalantar Planks. I use them to craft 3 Zalantar Light Shields, which sell for 15,000+gp each.

I also have 3 Umber Hulk Hides. I use 2 of them to craft an Umber Hulk Hide Light Shield, which sells for almost 15,000gp.

Deekin's Wares

I wanted to make sure I could still afford everything I wanted from the merchants in the Blacklake District before I bought anything from the merchants at Crossroad Keep. I think I am now at that point. I purchase the following from Deekin:

I end the video by having Valeria transfer everything from her Lesser Magic Bag and into her new Greater Magic Bag.

Edario in the Smithy

Now I buy the following from Edario:

Sending Daerred to Port Llast

Keep Time is at 5% when I enter the Keep again. In any event, Keep Time is now at 7%. That means the amateur adventuring company led by Daerred will appear for the first time asking for work. It's up to you whether you want to send them to their deaths, or give them instructions that will keep them alive and earn a magic ring for yourself later on.

Asking Kana if there's any work for them will prompt them to leave immediately for Port Llast, which will keep them alive for the time being. This event pushes Keep Time to 7%.

Guyven of the Road

I speak for a bit with Guyven of the Road at #7 on the Interior Map. A future benefit of Guyven being in the Keep is that I'll get 100xp bonuses whenever I enter certain areas for the first time.

Torio Claven

While I'm here, I speak with Kana again. This won't push Keep Time forward. Remember, it is leaving the Keep Interior AND re-entering the Keep Interior AND speaking with Kana that pushes Keep Time forward.

Kana notifies me that Torio Claven has been captured, and I now have the option of either having her executed or bringing her to Crossroad Keep as a captive informant.

Valeria chooses the latter. I exit the Keep Interior, come back in, avoid speaking with Kana so as to also avoid pushing Keep Time forward, and speak at length with Torio for background information.

*Evil* Sending Daerred to his Death

I handle things somewhat differently as the evil party. Zarathos sends Daerred and company to their deaths by telling them to go to the Mere of Dead Men. It results in +3 Chaotic alignment points and +1 Evil alignment points. It will also result in Daerred and his company attacking me as undead spirits in the final dungeon of the OC.

I also order Torio Claven executed out of spite, and as a roleplaying decision.

*NOTE* I'm done with Crossroad Keep for now, as I want to do most of that part of the game during Act III.

Now I finally get around to the optional quests in the Blacklake District.



Amazon.com
Amazon.ca
Amazon.co.uk
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Disable all ads!