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Neverwinter Nights 2 Online Walkthrough by David Milward


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  | 
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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  | 

TEMPLE OF SEASONS

Ruins of Arvahn

To the Temple of Seasons

The entrance to the Temple of Seasons is at #4 on the Ruins of Arvahn map, almost straight south from Unthanck's camp.

Temple of Seasons

I go in and start off at #1 on the Temple map. I get more info from Zhjaeve.

Note that one of the reasons for bringing Qara here too is that she can multiple instances of Energy Immunity. There's a specific reason for this.

Trial of Winter

First, I buff up, including having Qara use her Energy Immunity spells to immunize everyone in the party to cold damage. I then go on ahead to #2, and click on the Book of Winter in order to start the Trial of Winter.

I have to fight a LOT of Ice Mephits and Winter Wolves, and it goes without saying that setting up complete immunity to cold damage made this fight a good deal easier. If you're so inclined, the monsters will also take double damage from fire-based spells.

Trial of Spring

Next up is the Trial of Spring at #3. I get attacked by several Hunter Statues and Earth Elementals. I could win straight away by killing the Statues without bothering with the Elementals. But why not collect the xp for the Elementals as well? Qara helps things along with a couple of Chain Lightning spells.

Trial of Summer

Now I go to #4 for the Trial of Summer. I have to fight an Iron Golem. A Crumble spell from Elanee would make this fight a lot easier, but I manage to wear it down regardless. Notice how Casavir uses his Divine Might ability to pack as much damage as he can, and how Qara casts Greater Invisibility on Zhjaeve when the Golem begins to target the latter.

It leaves behind Iron Golem Fragments which can be distilled into a Radiant Earth Essence.

Trial of Autumn

I go on to #5 for the Trial of Autumn. There are two main dangers here. One is that I will get attacked by several Sylphs. The Sylphs themselves can only cast lower-level arcane spells, but they can become dangerous if several of them target the same character at once for multiple Magic Missiles spells. I therefore have Valeria and Qara cast Shield spells on themselves. The second danger is that the pedestal itself will once in a while emit a Chain Lightning spell effect that can inflict electrical damage on multiple party members. I therefore have Qara use her Energy Immunity spells to immunize everyone against electrical damage. It's a simple matter of cutting down the Sylphs in melee once those preparations are in place.

Cleansing Nova

I go on ahead to #6. Once there, Casavir has a 'deep moment' for lack of a better way of putting it, and I grab the opporunity to increase my influence with him by another 2. Showing a lack of sympathy for him would have lost -2 influence with him.

The Statue of Purification in the room will provide the Cleansing Nova power from the Statue of Purification. The Cleansing Nova is an offensive ability that inflicts 1 point of fire damage per second on any undead or outsiders that are caught within its area of effect when it is initially cast. If it hits any undead or outsider caught within a Web of Purity, the effect will spread to every other undead or outsider caught within the Web of Purity.

There are also several chests, some of them trapped, behind the statue. They contain:

I'll sell most of them. Ammon Jerro will, however, get the Ceremonial Uthgardt Belt. Ammon's Leaps and Bounds power means that he doesn't need a Belt of Agility. He rarely if ever enters melee combat, so he doesn't really need any Strength enhancement either. So it makes sense to have him wear a belt that confers defensive benefits instead.

Next is the Gem Mines.



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