|


| Bi-weekly Shot |
|
"Low-level adventures - gotta love 'em!" (Tales of the Sword Coast screenshot submitted by Hethan the Skald) Submit/Discuss/Archives |


|
|
Location: Games » Neverwinter Nights 2 » Walkthroughs & Guides
Shadow Theater, Act II

- Portal leading back to the Veil Theater.
- Here you find a Clay Golem designated as the Keeper of the Doors. It is apparently lifeless since it has been depleted of spirit energy. You can reinvigorate it with 5 points of your spirit energy each time you speak to it. There is however a more beneficial and permanent solution. Reach inside of it and pull out its Blackened Spirit Core. This by the way also earns the Mold Spirit ability for your character. Now place it and a Brilliant Spirit Essence inside the Enchanter’s Satchel. Use the Mold Spirit ability on the Satchel. You now get the Shining Spirit Core. Initiate the dialogue with the Golem again and select the option that places the core back inside of it. It is now permanently restored. This means you can speak to it at any time without having to expend any of your spirit energy. The Golem can now open four doors, but only 3 are useful for the time being.
- Here you find a couple of trapped and locked chests. They hold a Remembrance and a Grey Robe of the Archmagi.
- Here is the First Door that you can command the Golem to open. This reveals servants of Lienna and Nefris, former red wizards who were transformed into slaves resembling gargoyle-like creatures. You can ply them for information on how you came to your present condition and earn XP in the process. If you let it drop that Lienna is dead, they’ll despair at never being able to end their thralldom and then try to take it out on you.
- Here is the Second Door that you can command the Golem to open. This unleashes a Defective Imaskari Golem, which isn’t difficult to kill. It will leave behind Shocking Golem Arms. For future reference, you will find several Golem body parts along the way, and they won’t be useful until considerably later in the game.
- Here is the Third Door that you can command the Golem to open. This reveals a Lesser Primal Fire Elemental. Rush it right away, since it will try to start combat with a Hellball spell. Simply keep on it with melee combat, although you can hurry things up with a Harm spell or two, and it should fall.
- Here is the Fourth Door that you can command the Golem to open. This won’t be significant until much later in the game.
Top
|
|



| Supporting SP |
|
Has Sorcerer's Place been useful? If you would like to show your appreciation for all our hard work on the site, and help us pay the bills the site generates every month, please see how you can help support SP. Thank you!
|

|
|
|
Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, Baldur's Gate 3, Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark and Dragon Age: Origins are © BioWare. Icewind Dale, Heart of Winter, Trials of the Luremaster, Icewind Dale 2 and Planescape: Torment are © Interplay. Pool of Radiance: Ruins of Myth Drannor is © SSI. Dragonshard, Forgotten Realms: Demon Stone, Neverwinter Nights 2, Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate, The Temple of Elemental Evil, Dungeons & Dragons Online: Stormreach are © Atari, Inc. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Sorcerer's Place. Please read our Privacy Policy and Legal Disclaimer. | |
|