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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  | 
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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  | 

ALDANON'S MANSE

Blacklake District

Hewe and Gulver

I bring along Casavir, Bishop, Shandra and Qara for this part of the game. Bishop is valuable here, since there will be at least two situations where hostages will be threated by their kidnappears but where the party starts off at a distance for purposes of forcing a rescue. Bishop can tear down anyone who threatens a hostage with his bow.

The entrance to Aldanon's Manse is at #12 on the District map. Sergeant Brockenburn is in a standoff with Hewe and Gulver, who have taken the injured Marshall Cormick hostage. I could trick them into thinking that they're being allowed to walk free before getting arrested, but it's better to score 500xp for convincing all concerned that Hewe and Gulver leave freely. The latter possibility requires a more difficult skill check than tricking them, but Valeria manages to pull it off with Diplomacy.

*Evil* Hewe and Gulver

Zarathos on the other hand prefers to violently rush the standoff, which results in no quest bonus xp as well as Marshall Cormick's death. He does get the xp for killing the pair, as well as a Wand of Missiles that he can sell.

Aldanon's Manse

On the Crafting of Mystical Garb for All Climes

I go in through the door, and start at #1 on the map of Aldanon's Manse. There will be a few traps ahead that Valeria will need to recover.

I then do a sweep of the central portion of the Manse, killing any Thugs I find along the way. They only come a few at a time, so I can pretty much kill them off in straight melee.

There will be two bookcases near the north door of the room at #2. One of them will have random loot. The other will have a random scroll plus a recipe book called "On the Crafting of Mystical Garb for All Climes.

The Butler

The room at #3 will have a few Thugs who will try to kill the Butler. There's a 500xp bonus for saving the Butler from getting killed, so I do whatever I can to fulfill that objective. In this case, when I notice that a particular Thug has his sights set on the Butler, I have Bishop use his Many Shots ability on the Thug. That kills him quickly enough to save the Butler's life.

Ladymist Talon

Valeria goes west, and disarms a spike trap. The room at #4 has a fight that can be difficult. A poison gas trap will be at the door leading into the room. Inside the room will several Thugs, including a Bard who can use Curse Song and a Mage who can cast spells from behind the trap.

The solution is simple to figure out if you contemplate how to both disarm the trap and position yourself close to the Mage without the rest of the Thugs noticing. Valeria uses the 'hold your ground' command, and then casts both Mirror Image and Greater Invisibility on herself. She also casts Haste on the party. She then goes on ahead and first recovers the trap. She then positions herself directly behind the Mage. Once there, she issues the attack command and lands a backstab on the Mage once he begins casting. She soon kills off the Mage, thus solving the two major difficulties. It becomes a matter of the rest of the party cutting down the other Thugs, with Qara helping things along with a Firebrand spell.

The Mage leaves behind some random items, and the Ladymist Talon (Kukri +1, immunity to Cone of Cold, Stinking Cloud (5) / 5 uses), which I sell. The doors to the south lead to the basement.

*Evil* The evil party's approach is different. The party lets the enemies come to them, Neeshka disarms the trap, and Bishop drills the Mage with a Many Shot.

Aldanon's Manse: Basement

Old Scab

I start off at #1 on the basement map. Valeria goes on ahead and recovers a couple of traps.

At number #2 will be a fight against several Thugs, with a trap on either side of the room. She uses the 'follow me' command to keep the party well away from the initial entry door to begin with and draw her enemies to follow well away from that trap. She and her comrades then have little trouble killing the Thugs without tripping any traps. The second trap is easier to disarm after that.

At #3 will be several Thugs who have some hostages held captive. The Thugs include their leader, Old Scab, who has arcane abilities, an Elf with Druidic abilities named Naylie, another Thug named Kettis, and a spider named Lillit.

I want to get a 250xp for saving Harcourt, as well as 100xp bonuses each for saving the Cook and the Maid, so I have to be careful. I have Valeria hold everyone back with 'stand your ground' to begin with. Naylie and Lillit will rush onwards, so I let them come to me without tripping the trap that's just ahead. Kettis will start attacking the Cook and then the Maid, so Bishop kills him right away with Many Shots. Valeria and Casavir kill the spider. Old Scab starts to cast spells against the hostages, so Bishop shoots him down as well. After that, it's just a matter of finishing off Naylie in close quarter combat. I manage to kill them off before they can kill any of the hostages.

I then have a chat with Harcourt, who informs me that a Lord Tavorick may be in trouble. I am also able to recover the traps surrounding the hostages at leisure.

Decision

There will be chests in a corner of the room. I cherry pick one of them for a Beljuril gemstone. The other one has Decision (Falchion +2, +1d6 fire damage), which I sell, and a Canary Diamond. The stairs lead to #6 on the main level map, allowing me to leave the Manse quickly.

I return to the Sunken Flagon for some item enchanting. Valeria uses the Alchemist's Workbench and her Mortar and Pestle to combine some of the Water Essences she has found into a Radiant Water Essence. I then place two Leather Hides, the Beljuril gemstone, and the Radiant Water Essence into the Magician's Workbench. Valeria now casts an Eagle's Splendour spell on the Workbench to create a Nymph Cloak +8 for Casavir. The Nymph Cloak will improve all at once his saving throws, his Lay on Hands power, his Divine Might power, and his Divine Shield power.

I next place Valeria's Alchemical Silver Rapier into the Magician's Workbench, along with the Canary Diamond and a Weak Air Essence. Qara casts Lightning Bolt on the Workbench to add +1d6 electrical damage to the Rapier. Valeria's weapon now inflicts three different sources of elemental damage. The Rapier doesn't have an enhancement bonus, but Valeria can easily correct that with a Greater Magic Weapon spell as a long-lasting buff. It really is having her cake and eating it too.

Now I have to save Lord Tavorick.



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