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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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MASK OF THE BETRAYER  |  SPIRIT EATER POWERS  |  EPIC BUILDS   CHARACTERS  
Act 1  |  Act 2  |  Act 3  

Act III:   Founder's Sanctum  |  Mulsantir  |  Wells of Lurue  |  City of Judgment - Good  |  City of Judgment - Evil  |  Soul  |  Endings  | 

FOUNDER'S SANCTUM

Founder's Sanctum

Myrkulites

I arrive at #1 on the map. At #2 will be a large group of Myrkulites. I can often get by in Mask of the Betrayer with simply mowing down my enemies with physical attacks. It's different with the Myrkulites, both because of the large numbers but also because some of them are Clerics who can cast powerful spells. Acid Fog and Storm of Vengeance are frequent choices for the Mykulite Clerics. They'll also use Silence on my own spellcasters, although it's simple enough to just walk out of the silent zones and be able to cast spells again. If you need to, a Gust of Wind spell can get rid of any Acid Fogs. I find it expedient to do some offensive spell-casting of my own, with Storm of Vengeance, Word of Faith, Firebrand, and Chain Lightning being frequent choices. The spells will both frustrate the Myrkulites' ability to do anything and will also soften them up so that they go down faster.

There will be another large group of Myrkulites at #5, and my previous comments remain applicable here as well.

Kepeturi Crest

A teleporter at #3 leads to the room at #4, where I kill an Elder Earth Elemental and two Elder Air Elementals. A teleporter in that room leads back to #3.

A teleporter at #5 leads to the room at #6, where I have to fight three Nightwalkers. I am by now able to cut down them quite easily.

A chest in the room has the Kepeturi Crest (Heavy Shield +6, Sunburst (20) 3 / day, +8 Wisdom). But everybody already has different shields anyway, so I don't bother.

A teleporter in the room leads back to #5.

Araman

A secret door at the south end of #5 leads to a teleporter at #7. The teleporter itself leads to #8, where I have to fight several more Myrkulites.

At #9 will be Araman, three Myrkulite Clerics, and two Myrkulite Warriors. This can be a dangerous fight, not least because Araman is himself a very powerful Wizard. Combat is inevitable, and I hold nothing back. Empowered Chain Lightnings from both Valeria and Safiya, a Storm of Vengeance from Gann, and a Word of Faith from Kaelyn all suffice to stop my enemies in their tracks from the word go.

Araman leaves behind the Chromatic Crown (+5 to saving throws vs. poison, +15 acid resistance, +15 cold resistance, +15 electrical resistance, +15 fire resistance), which becomes Kaelyn's helmet for the rest of the game. Elemental and poison resistances are always welcome for any character.

Legacy of the Headmistress

I go to #10, and speak at length with the Founder, exhausting every dialogue possibility.

Valeria chooses to spare the Founder. Another option would have been to kill the Founder out of revenge, but that would have meant Safiya turning on me. Whatever choice is made, the protagonist will get an improved version of the Silver Sword of Gith, which has the following properties:

I still prefer the weapons I already have though. The sword will, however, be needed to reach the City of Judgment.

There's a secret door just behind #11. To one side will be the Thayan Knight Half-Plate (Half-Plate +8, +5 Reflex saving throws, +8 Intimidate, -5 will saving throws, -5 Diplomacy), but I have different armors in place for everyone already.

To the other side will be the Mourningring (+6 saving throws, Create Greater Undead (18) 1 / day, Healing Circle (16) 2 / day). Three Pristine Air Essences and a Resistance cantrip adds a +9 bonus to saving throws against elecrticity. It then becomes Gann's other ring for the rest of the game. The saving throw bonuses are always welcome. The other spell-like benefits are sugar on top.

*Evil* Legacy of the Headmistress

Another possibility is to devour the Founder's Soul, which I show in the video. Note that I actually didn't do this in my evil playthrough, because I want to keep Safiya in my part for the time being. Zarathos' actual handling of this likewise involved sparing the Founder and avoiding influence loss with Safiya.

If you insist on doing so, it requires you to have both Devour Soul and Ravenous Incarnation. The reason for the latter is that it will be necessary if you want to overcome Akachi's resistance to devouring the Founder. If you do, you'll get the Founder's Essence. It can be melded with the Broken Ring to produce the Founder's Ring, which confers an Intelligence bonus and several bonus spells. The problem is, there's no Broken Ring to be found, at least not without cheating it in.

You'll have a choice at the end of it, to either spare the Founder, or kill her out of vengeance. The latter choice will always mean that Safiya will turn against you and fight you if she is in the party.

If Safiya turns on you, the only way as far as I can tell to get Safiya's Essence is to finish her off with Ravenous Incarnation. You can then use the Essence on a helmet to add a +10 Intelligence bonus.

The portal at #11 leads back to the Shadow Veil Theater. From there, I make my way back to Mulsantir.



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