NeverWinter Nights 2 - Stronghold Guide

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    *Neverwinter Nights 2: Stronghold FAQ* by xInfinityVersion 1.15, Last Updated 2007-01-02 View/Download Original File

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    Neverwinter Nights 2Stronghold Guide

    By: Paradox Jast aka xInfInIty

    January 2nd, 2007Version 1.15Game Version 1.03.840

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-~CONTENTS~

    VERSION HISTORY -=- VHS9INFO -=- TZG9ACT 1 -=- GUA4- ORE LOCATIONSACT 2 -=- OAK6

    - ORE LOCATIONS- KEEP UPGRADES- PERSONELL RECRUITMENTACT 3 -=- JGQ3- ORE LOCATIONS- CHURCH/TOWER INFO- MORE PERSONELLKEEP CONVOS -=- TVN0FAQS -=- RNB3CONTACT :: COPYRIGHT :: PROPS -=- SHO8-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-VERSION HISTORY -=- VHS9

    VERSION 1.00First compilation of the stronghold guide.

    VERSION 1.01Filled in a couple accidental blanks, added a bit more depth explaining the twominers in the ACT 1 portion, and updated FAQ hosts.

    VERSION 1.10Patched the game - that fixed a bunch of crazy bugs and other miscellany in the

    game. (ver 1.03) Also added a list of conversation options for the keep ina new section after ACT 3 called KEEP CONVOS. I don't take credit for it, Isimply put it in this guide because it... well... fits. Check the end of this

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    guide for more info, and credits. Minor formatting changes and added a 'quickfind' feature.

    VERSION 1.15Added FAQ section. Various formatting fixes (again). Added thanks/props to thecontact and copyright section. More chitchat in the INFO section.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-INFO -=- TZG9

    I'm building this guide for you to read and look for things as you play thegame, in a specific order. So as you travel through the game you should be ableto follow along in this guide and build up as you need to. THIS IS NOT ACOMPLETE WALKTHROUGH. You'll have to look elsewhere for one. Yes I give hintsat quests here and there, but all I'm doing is telling you where to look forthings you need, and then how to build up your Stronghold. While you're readingthis guide through, please understand that this is not necessarily the best

    way to build up your stronghold. Game patches will probably change coding andhow things happen with the keep. I'll try to keep it as up to date as possiblebut that may be a rather big task. This guide is so you can recognize what youneed and help you find what you may have missed. Feel free to experiment.

    And if I may make a suggestion... SAVE MONEY. Loot everything, carry and selleverything you can hold onto. Upgrading your keep costs quite a lot of gold.I'm not telling you to skimp on equipment, I'm just letting you know thatgetting all the upgrades will cost you right around three quarters of a milliongold. (713,500 to be exact, as of this version)

    You may have noticed the added 'quick find' feature. Look in the contents forwhat section of the guide you want to visit. Hit 'CTRL + F' to open up the

    "find" feature in your text editor/browser, and type in the three letters andnumber to the right of the topic you wish to jump to. It will take you rightto it on the page. (added 12/22/06)

    Also - I'd strongly recommend saving your game as soon as you enter CrossroadKeep for the first time. It would suck to go back to the beginning, yeah -but on the bright side if you mess up you have a spot to go back to. Oralternatively, you can build your keep up in different ways and try differentoptions. Your choice. (added 12/27/06)

    It appears that there is a new bug in the 1.03 version of the game, you can getextremely high numbers of troops, merchants, and peasants. In the game codethere is a slight error that has been found by the playerbase - the 'cap' forthe growth of troops, etc... was not put into the game correctly and doesn'tregister. So don't be shocked if you get some pretty high numbers. (added1/2/07)-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-ACT 1 -=- GUA4

    (All location names between the ~'s are the way they are listed in game on theminimap)

    ~West Harbor~Once you have retrieved the silver shard from the ruins occupied by Lizardmen,make note of Orlen standing near Tarmas along the path. You'll need him later.

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    ~Fort Locke~When you enter the fort, look for a weaponsmith by the name of Jacoby. Noticethat when you talk to him he mentions that he's the finest weaponsmith around,not that they have any use for him in Fort Locke. You'll be coming back hereto get him later.

    ~Highcliff~In Highcliff, in the very center of town there is an Armorer by the name ofEdario. Talk to him and take note that he says there is no competition and hefeels as though his skills are wasted there. You'll be coming back here tograb him later on.

    ~Merchant District (Neverwinter)~Go say hello to the merchant Deekin (he's along the path in the SW portion ofthe map) and browse his wares. Notice how he's looking for a new home? Rememberhim...

    ~Docks District (Neverwinter)~

    About the time when you have to either stop or protect the shipment of weaponsin the Back Alley (depending on the path you take) you will come across a boynamed Wolf. Help him get away and he'll meet you at your Stronghold later.

    Once you leave Neverwinter and head towards Old Owl Well, you're not far awayfrom discovering your first vein of ore. Here's some info about the ore:

    Ore veins that you find in the game have up to 3 uses.

    - 50xp for each vein found- Gold reward if you get help from the miner Calindra.- Ingot reward if you get help from the miner Pentin.- Get both miners, and you get both rewards. (Suprise!)

    - The ability to upgrade weapons and armor of your stronghold troops.

    HINT: It helps when going through the various locations to hold down the 'Z'key to highlight objects you can interact with. The ore veins will glow abright blue.

    ~Ironfist Clanhold~On your travel map you'll notice there is a spot with Dwarven Scouts. Gothere before you head to the Bonegnasher area to get the ore here and takecare of this sidequest. You need to do this sidequest so you can come backlater to get the Dwarves as allies, not to mention gaining access to MountGalardrym, where some of the most valuable loot in the game is.

    --1st ore-- (iron) Pretty much straight ahead once you enter the Clanholdthere is an ore vein. Remember to use the 'Z' key to highlight!

    ~Troll Cave~--2nd ore-- (iron) In order to enter the Bonegnasher Lair you need to enterthe troll caves to find the unstable blastglobes which will clear the path youneed to take. At the very end of the cave, there will be ore.

    ~Bonegnasher Approach~It's Guyven! This is one of three times you will meet up with this travelerwhile you're out adventuring. He's in the SE corner, up on a ledge.

    ~Bonegnasher Lair~--3rd ore-- (cold iron) Its hard to explain how to get to it, the orc lairsarent exactly a straightforward construction. But head west, its against a

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    wall on the western side of the loop.

    On the eastern side of the lair there are jail cells guarded by some orcs.Clear out the orcs and approach the door. Its Pentin, one of the two minersyou can use later to mine all this ore you're finding. He says with youcleaning out the caves, they can actually mine here in peace for a change.He's heading to Old Owl Well and will meet you there later when you need

    his services.

    ~Eyegouger Lair, Level 1~--4th ore-- (cold iron) Along the eastern side of the caves in a little niche.

    ~Eyegouger Lair, Level 3~--5th ore-- (cold iron) Near the entrance to the 3rd level, follow the path andthere will be a door off to the right side eventually. Go through that door,kill the zombies to the left, then go right again and there is another door.In that room there are more skeletons and zombies. There is an ore against theback wall in that room, however when you select/approach it, it doesnt recognizethat you've found ore.

    ::UPDATE 1/2/07:: In patch 1.03, the 5th ore has been fixed and you can nowget it. This should allow you to upgrade your arms and armor even sooner.(Thanks Vellu)

    ~Old Owl Well~Upon your return, Katriona and Pentin will be here. Talk to them both andremember where they are. You'll be coming back to recruit them later.

    ~Githyanki Approach~In the 2nd little camp along the path leading up the hill, Guyven will bestanding there. This will be your 2nd of 3 meetings with him. Be polite, talkto him about the lore, and then he leaves. You'll meet up with him one more

    time. (If you're mean to Guyven he wont join you, but being nice has no effecton your alignment)

    Thats it for Act 1! Before you go back to The Sunken Flagon, make sure you geteverything listed above (mainly the ores) because once you return toNeverwinter, the game moves into Act 2. The strategy will start to get a lotmore complex shortly, and a lot more options will open up.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-ACT 2 -=- OAK6

    ~Port Llast~At the north end of town is the Alliance Arms Inn (which may remind you of theoriginal NWN) and located inside is Calindra. She's a miner. Grab her quest andcomplete it. Once you do, she'll hang around in Port Llast until you need herservices.

    ~Duskwood~Go up the path to the side, killing the dire wolves, meet the two gnomes, andenter the cave up on the hill near the gnomes. All the way to the back of thecave will be Calindra's mining partner that you need to complete her questwhich will enable her to work for you. Also, once you kill the werewolves, you

    will need to loot one of them to get the bug collection which you will give toKistrel later.

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    ~Ember~Here is the last place you meet Guyven. After talking to him, tell him "Youwill always have a place by my fire." and Guyven will meet you at your Keeplater on once you obtain it.

    ~Well~--6th ore-- (alchemical silver) Go down Ember's Well once you finish topside.

    As soon as you are there, turn around and look behind you. There is an ore veinthat would easily be missed.

    ~Caverns~Through a door next to the well takes you into the caverns. Beyond the goblinsand past the glowstone cave sits Kistrel, a huge magical spider. You canbefriend the spider by giving it the insect collection you picked up earlier.If you let it join you after that, Kistrel will meet you at your Keep later.

    --7th ore-- (alchemical silver) Beyond Kistrel, once you wipe out the rest ofthe spiders there is another ore vein against the wall. And thats it for thisarea.

    ~~~~~In case you are wondering, you have a long way to go before anything elsehappens in regards to the keep after you get the 7th ore.~~~~~

    ~Crossroad Keep Tunnel~--8th ore-- (mithril) Its in the first of the side rooms thats accessiblethrough a doorway with no door on it. Its inside, just to the left. You'll haveto kill 2 beetles to get to it. (This is the only time in the game you canaccess this area!)

    ~~~~~

    After your assignment to clean out the keep is complete, congratulations, it'snow officially yours. The next time you visit the keep, you can already tellthings are different. The fence and houses have been fixed, there are nowlights along the path, the fields are good, and you can even spot an outhouse.You'll notice a greycloak standing outside the entrance... YOUR greycloak.He will say a few things to you, and one you'll probably notice most is when heasks if he'll be getting better gear soon. In time, you'll see a few morechanges on the outside of the keep... including the walls. They look like crapright now. Head on inside to the courtyard, view the cinematics, and then we'llget started on what to do.~~~~~

    After the cinematic, you should be standing in the courtyard. As you can see,its rather empty at the moment. Buildings are in ruins, doors are locked, andthere is only one worker wandering around. If you dont have Elanee in yourparty, she will be in the courtyard off to the left from the entrance near somerocks along the path. The only place you can enter in the courtyard right nowis the Phoenix Tail Inn, so lets do that.

    ~Phoenix Tail Inn~Sal, the bartender from the Sunken Flagon, has decided to run the inn for you.When you ask him "How's Business?" he replies that there is some business, butnot much. He has a bard that will come work, but the place needs to be livlierand you need a dancer. You can get a dancer for the place in Act 3, so you willhave to wait for a bit yet. Once you have more peasants and merchants, a

    Minstrel will come to work for you automatically, but you still have a while togo before that. Also, if they aren't in your current party - Bishop, Neeshka,and Khelgar all hang out in the Inn.

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    Lets head back outside, and up the ramp towards the keep. You will encounterMaster Veedle, the one who can rebuild your keep and surrounding areas for you.If you recall me mentioning earlier that you should build up as much money asyou can, Master Veedle is the reason why. Keep in mind, you cannot recruitpeople until you have their shops rebuilt. Lord Nasher was nice enough to helpyou get started with 70,000 gold. Put the first bit of gold into building up

    the courtyard. Then Start working on the interior of your keep. Save yourprivate suite for last, since there is nothing vital in that room. After that,work on the roads, and finish up with the fortifications. When you run out offunds from Nasher, it will start pulling from your own personal funds... whichyou can get back gradually when taxes arrive at the keep later. You dont needto fully upgrade the keep and buy all the upgrades and improvements until Act 3but if you want to go ahead and get it all out of the way, feel free. Thiswalkthrough will assume you've bought everything by the end of Act 2.

    Kana will also greet you outside, but she will talk to you more inside. Wolf,the boy from the Docks District is also outside the entrance and will talk toyou. He decided to follow you to the keep, and is helping out... not to mention

    he and his minions act as a shortcut of sorts. They will take you to manylocations of the keep without you having to run there if you talk to them.

    Go ahead and buy the merchant or the smithy from Master Veedle, and go inside.

    ~~~~~Keep Upgrades:

    COURTYARD- Blacksmith - 10,000- Merchant's Shop - 10,000

    KEEP INTERIOR

    Act 2- Captain's Suite - 15,000- Library - 15,000- West Wing - 15,000Act 3- Monastery/Church - 75,000- Tower - 75,000

    FORTIFICATIONS (must be done in order)- Wall Repairs - 25,000- Reinforce Walls - 50,000- Towers - 75,000

    SURROUNDING LANDS (must be done in order)- Widen Merchant Trail - 10,000- Cobble Trail to Keep - 35,000- Renovate roads - 50,000- New Bridges and Watch Towers - 100,000~~~~~These are available after you recruit the people you need.

    WEAPONSMITH (must be done in order)- Short Swords - 5,000- Longswords - 15,000- Mastercraft Swords - 35,000

    ARMORSMITH (must be done in order)- Leather Armor - 3,500

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    - Studded Leather Armor - 15,000- Scale Mail - 30,000- Full Chainmail - 50,000~~~~~

    TOTAL: 713,500 gold

    ~~~~~

    Once you are inside, Kana will talk to you in the Main Hall of the Keep. Shewill appraise you of the situation, and will let you know about Uncus in thehall who also wants to talk to you. Cassavir, if not in your party, will be inthe back of the main hall.

    When you talk to Kana, you get a ton of options. First she'll start with agreycloak report and say that they have completed basic training. You can viewthe report if you want... make note that everything looks like crap, is VeryLow, or Average, and that 2% of the Keep time has passed.

    ~~~~~Keep Time determines how much time is left in the game that you can accomplishtasks. Once it hits 100%, you are locked and cant do anything more. The gamewill stop you from doing anything more with the keep at times until you finishcertain parts of the main storyline, so don't worry about getting too farahead. Think of it as having checkpoints.~~~~~

    Uncus is in the corner of the main hall opposite of the door you entered from.He's an interesting character. If you have followed the law and were a partof the Watch on your path to getting here, he will have nothing to say to youapart from asking you to set up shop... which is your choice. He's an extramerchant if you were good, has a lot of gold handy and buys items for up to

    20,000 gold. But thats it. If you are a Shadow Thief of Amn or have ties tothem, Uncus gets a lot more interesting. He'll become like a 2nd Kana, andwill reward you if you do things that are chaotic and allow the thieves easypassage by the keep. It can mean lower morale and less organization for thetroops, but more money and power for you... so that is up to you. It isprobably in your best interests at this point to keep things subtle, unlessyou plan on becoming a tyrant.

    Let's start going over the options with Kana, starting with tithing. Talk abouttithing the merchants with Kana. If you have a high appraise skill, you can taxthe merchants discreetly for a supplemental income, when they trade in the keepand stay at the inn, without angering them because they dont know about thetax (so sneaky!) Enable that if you can, and turn off regular tithing for now.You can turn merchant tithing on later when you get a fair number of themvisiting and the roads are rebuilt and fairly secure. Other than tithing, keepthe taxes for the farmers at zero, and thats about all you can do right now.If you want to talk about the recruitment standards, only take the best for nowand thats it. (1st option) When you organize the men, set them to training andgarrisoning the keep.

    Thats all you can do with Kana right now. If you explore the rest of the keepthat is currently opened, you will encounter Guyven in a small room in the partof the West Wing that is completed. Chat with him, though he doesnt reallyoffer much info of value right now. Head down to the Basement and you will meetup with Grobnar (if he isnt in your party) and the remains of the Construct.

    When you get enough parts, the Construct can be rebuilt and join your party.Continue down the hallway, and in the end chamber will be Kistrel the spider.He'll ask if he can stay. Let him. Thats it for down here, head back up and if

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    you go east now (if you havent already) you'll see Qara standing in the roomthere, and thats it. The other doors are still off limits until you fix upmore of the interior. So lets head back outside and talk to Veedle again. Getthe merchant's shop or smithy rebuilt, whichever one you didnt last time, andnow its time to recruit people for the keep. Remember those I told you to lookfor earlier in Act 1? They are the ones.

    WHO: OrlenWHERE: West HarborKEEP: Outside next to farm house.JOB: Farmer efficiency, lets you know farm status.

    WHO: JacobyWHERE: Fort LockeKEEP: In front of Blacksmith shop, right side.TASK: Keep weaponsmith.

    WHO: EdarioWHERE: Highcliff

    KEEP: In front of Blacksmith shop, left side.TASK: Keep armorsmith.

    WHO: KatrionaWHERE: Old Owl WellKEEP: Main Hall, next to Kana.TASK: First Sergeant

    WHO: PentinWHERE: Old Owl WellKEEP: Outside, near the big rocks and carts.TASK: Keep miner. (mining personell)NOTE: If you have high appraise skill, you can demand 'rent' from Pentin.

    WHO: DeekinWHERE: Neverwinter Merchant QuarterKEEP: Merchant's ShopTASK: First Keep merchant.

    WHO: CalindraWHERE: Port LlastKEEP: Outside, near the big rocks and carts.TASK: Keep miner. (mining economics)

    Upon your return to Crossroad Keep, you will notice there still isn't anyoneoutside. Time passes for the keep when you move from one zone to another withinthe keep. So if you move from Outside to the Courtyard, time will pass for theKeep, with the only exception being Kana and Veedle. They will only progress asyou talk to them. So it would be wise to upgrade everything else before talkingwith them.

    Calindra will mention she has come to an agreement with Pentin, she does theeconomics and he will supply the manpower. With both of them together, you willget both money and samples for any ore you find. If you only get Pentin, youonly get samples. Likewise if you only grab Calindra, you only get money. It'sbest to grab them both, to get both rewards. Also... you cannot upgrade yourgreycloaks arms and armor unless you have at least one miner.

    Move inside, talk to the weaponsmith and armorsmith, upgrade both. Go talk toVeedle, choose to upgrade something else (I chose roads), then move inside andtalk to Kana.

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    Organize the men with training one more time, then pass time.

    When I say 'pass time' I mean exit the keep to the courtyard then enter again.It passes time inside the keep. You can keep buying parts of the Keep fromVeedle in the meantime, or save up some money first. Just make sure you haveenough to finish by Act 3. Go back inside if you havent already.

    KANA: Greycloak report - competent soldiers. As good as regular training canget them.

    Set them to training again, then pass time.

    KANA: Message from Daerred. They managed to stay alive and provide news.

    You'll have a note that you can read in your inventory... its humorous.

    KANA: Greycloak report - competent soldiers. As good as regular training canget them.

    Organize them for training again, then pass time.

    When you enter, Daerred and is travelling troupe are back. You can set themout on another assignment looking for clues about the King of Shadows, or tellthem to get lost. Up to you.

    KANA: Special mission available: Doman the Ogre

    Go ahead and take care of the mission, then pass time.

    KANA: Elite soldiers have been trained. Katriona wants to talk to you.

    Katriona will inform you about the Captain's Company, your new elite squad of

    soldiers. You can let the company be formed or not, its your choice. Then youget to chose a goal for them. Each of the options does pretty much just what itsays... one will make you good, the next lawful... next evil, etc. It will alsomost likely have an impact on the civility rating of your soldiers, but I dontknow if I can prove that.

    When you talk to Kana again, she will give you another Greycloak report, thesame as before. Ask for a report and look at it... it should be something likethe following:

    Time Passed: 25%Merchants: 18 (this may vary)Peasants: 18 (this may vary)Peasant Civility: AverageMorale: Very High

    Greycloaks: 50Training: Best of the BestGreycloak Civility: AverageUnit Strength: LowArmor: DecentWeapons: Good

    Land Security: Very LowRoad Security: Very Low

    Talk to Kana again, and she will tell you the men are tasked to capacity andyou should check back later. This means you hit one of the checkpoints in the

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    game where you have to complete a storyline quest before you can pass any moretime at the Keep. When you organize the men this time, have them recruit moregreycloaks this time. Kana will ask you to make sure of the quality of men youwish to recruit... keep it at the best men only for now. Set Katriona torecruitment as well if you havent already, then head on out and take care ofyour next storyline quest. When you come back, you should have some more menand we'll make some more progress with the Keep. On your way out, you may

    notice an extra worker or two wandering around inside the courtyard, and a fewfarmers in the fields outside. Its starting!

    ~~~~~

    Upon your return, talk to Kana as per usual. You'll have another note fromyour good adventuring pal Daerred. More comedy. Talk to Kana again.

    KANA: It's time to send out the tax collectors.

    If you're like me and dont have any taxes set to get people to come to theland, then you have nothing to worry about, and collectors wont be sent. You

    can raise the tax rate once the lands are more secure... if you're a nice guy.Pass the time. A few more turns of recruitment and you'll get another specialmission - bugbears. Go ahead and take care of them.

    When you can, continue to organize the men to go out recruiting. Kana will letyou know when they cant find any more men. At that point, stop recruitmentefforts and start sending patrols to protect the land. Reassign Katriona tohelp with the patrols as well. Ask Kana about the recruitment standards, andbump it all the way down to the last option - offer criminals amnesty if theywill take up the 'cloak. Once the security of the land reaches 'average',feel free to bump up tithing a bit if you havent already.

    At another point you should be approached by the leader of the Raven's Allies

    Mercenaries when you go to talk to Kana. Go ahead and accept them if you want.Your civility rating might take a hit, but you can work it back up without toomuch work. You need the men to increase your Unit Strength.

    Continuing on, you will get the mission results from a special mission thatwas started a while back: Doman the Ogre. It was a success... you get 300 goldand Doman's club as winnings.

    Another event will happen once you have secured the lands quite a bit... you'llmeet Ziffer, a bailiff, and he wants you to sign a village charter so that hecan form a new village on the keep's lands. Its a win-win situation, especiallysince if you have a high appraise skill you can get them to pay quite a bit intaxes - assuming you keep the lands safe. If the land security stays at averageor lower for too long, they'll leave... so dont let that happen.

    Not long after you sign the charter, Ziffer will come back with men who want tovolunteer for your service. Its up to you to accept or deny them.

    If at any point your Land Security hits Very High, go ahead and start patrolson the roads. You might get an opportunity to do one or two road patrols beforeKana wont let you do anymore.

    KANA: Lord Nasher will want to see you soon.

    That marks the end of your fun with the Keep for the time being. As for the

    report, you should be at 62% right about now. The following numbers may varya little bit, depending on how you've been playing your game, but this is anoverall view on what it should be close to looking like:

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    Time Passed: 62%Merchants: 21Peasants: 40Peasant Civility: HighMorale: Very High

    Greycloaks: 223Recruits: 53Volunteers: 70Greycloak Civility: AverageTraining: Best of the BestUnit Strength: AverageArmor: DecentWeapons: Good

    Fortifications: Reinforced TowersLand Security: HighRoad Security: Low

    Road Condition: Renovated with Watch Towers and New Bridges

    When leaving the area to go questing again, make note once again at the numberof people around. There should be a few more workers wandering around, and ifyou explore the courtyard, you should notice a couple greycloaks standingoff to the east side of the courtyard near where the chapel will be. Guardposts! On top of that, there should be two soldiers at every entrance now, andeven one down at the world travel marker. You may also notice some cats runningaround outside now too.

    If you have some items you want to hold onto but dont feel like leaving in yourbags... there are 24 spots of storage in a footlocker in the merchant's shop,behind the counter where Deekin is. Also, inside the keep - in the War Room in

    the West Wing there is a desk at the back of the room. Grab the Crossroad KeepKey from inside that desk. Go over to your Captain's Suite and now you can openthe cabinet near your bed that you couldn't before. More storage there, plusa bag that will reduce the weight of everything that you carry.

    That will be it for this act. Once we return to the Keep, it will be Act 3!-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-ACT 3 -=- JGQ3

    Welcome back for Act 3... hope you had fun in Castle Never. To get started,lets take a look and see whats changed so far. First, when you enter the KeepCourtyard (you go there directly from Castle Never) you'll have anothercutscene where all of your companions talk to you briefly. After that... offto the east side of the courtyard near the entrance you may notice Nevallestanding there. If you wish you can turn the tower into the headquarters of theNeverwinter Nine at the keep for him. More on that later though. He will behanging out here to talk to you when you complete quests, so update him on yourstatus from time to time.

    Next to Nevalle, you've probably noticed Bevil by now. He's back and has cometo join you. Chat with him for a bit, he's going to be one of your sergeants.When you talk to Kana you can assign him to patrolling the roads... he can do

    other things but the Roads are where he really shines. Go ahead and talk to himfor a while, talk to him as much as you can, and compliment him. It increaseshis performance when he gets assigned.

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    Head up the path and chat with Veedle... he can make two new things for you inthe Courtyard - the Church and the Tower. But you have to decide who you wantto build both of them for.

    Ivarr the Blessed, of Tyr, wants the church for his own purposes. He has aquest if you have levels as a Paladin, Cleric, or other good/holy PC. If you

    play an 'evil' character, he will want to help you repent from your evil ways.

    Rolan of the Sun Soul wants to pass on his knowledge before he dies, and wouldlike the Monastery rebuilt for himself. He is good if you have a monk PC.

    Sir Nevalle wants the Tower built for the purposes of the Neverwinter Nine.You'll want this if you have a strong melee PC, like a fighter, or barbariansince the quartermaster there sells some rather rare armors, including RedDragon armor.

    Once you talk to Torio and have her agent look for someone interested in a magetower, Startear will appear and stand next to the ruined tower. Talk to him,

    and you can then build a tower for him. He is good for caster classes, wizards,sorcerers, and the like, since he sells all manner of magical goods. (As ofpatch 1.03, Startear appears automatically in Act III if Torio has beenexecuted.)

    ::UPDATE 1/2/07:: The Gambling Den did not make it into the final cut of thegame. Sorry, thieves.

    You'll be pulled into the library with Sand before you can enter the keep, soyou'll be starting from there. Get your quest stuff taken care of with Aldanonthen head to talk to Kana. Your friend Daerred and his travelling troupe willbe back for the third and final time... they've done good so far, might as wellsend them out again.

    You'll have to start a new conversation with Kana a few times to get througheverything she has to say. One thing you will come across in your conversationswith her is that Lord Nasher is collecting a War Levy to pay for the troops.Half of the levy will go to you, and the other half will go to Lord Nasher.Whatever you want to do here is your choice. The top choice, sparing thefarmers from the levy and paying 6,000 to Lord Nasher will shift you towardsgood, the middle two options have no shift, and the last one will shift youtoward evil. Do as you will. I play a 'good' evil toon, so I spared them thelevy... I want to build up my lands before I tax them big time.

    KANA: Greycloak report - roads are becoming safer in many places.

    You'll get that if you sent them to patrol the road a few times before the endof Act 2. Anyway... start talking about your Sergeants. Leave Katriona aspatrolling, and assign Bevil to patrolling roads as well. Then organize yourmen to patrol the roads again too. A note about Bevil... once he has beenassigned, he cannot be reassigned. So choose wisely.

    If you're following the Shadow Thief path, you'll talk to Uncus a little bit,find out whats going through Axle's head. Do what you will with the visitor.Talk to Guyven too... tell him about Jerro's Haven, and about Lord Never'sTomb. He'll tell you to find the spot outside where the old Captain of theKeep buried something long ago.

    After that, head outside. You can build your Neverwinter Nine Tower now if youwish. If you want the mage tower, you'll have to wait for Torio's agent to findStartear... if you want the Gambling Den you'll have to wait even longer. You

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    can go check out the church or the monastery now if you wish, assuming you havebuilt one of them.

    Also, you'll encounter Daeghun. He will give you a quest that you have to takecare of, but he will sign on as a scout for the Keep.

    Once you take care of that... we will want to build up our forces to give them

    the best arms and armor. To do that we need more ore. So as a first stop I'drecommend talking to the Dwarves in the Ironfist Stronghold. You'll go to MountGalardrym from there, pick up 3 more ore veins, almost 200,000 gold, tons ofother items, and a Drow Merchant for your merchant shop... who you also need tobe able to get the gambling den.

    ~Mount Galardrym~--9th ore-- (mithril) Upon arriving at the mountain, take the path, and when itsplits into 2 paths, take the one that continues west. There is a smallencampment at the end of the path, and there will be an ore vein against thewall on the right side.

    --10th ore-- (darksteel) While following the path, when you get to the maincamp, this ore vein will be against the back wall of the camp. Hard to miss.

    ~Seat of the Mountain~Its a small area. After you complete the quest and get the belt, get all thereally good loot and check out the prisoner area as marked on your map. ItsCaelryna, a drow merchant from Luskan. Send her to Crossroad Keep and haveher talk to Uncus. He'll get her set up. Not to mention she's another merchantto peddle your items to... namely the ones you picked up on this mountain.

    ~Fiery Canyon~--11th ore-- (darksteel) This is against the wall at the back of Tholapsyx'sLair. Go visit Tholaspyx before you visit the fire giant king... you can come

    back and drool over her hoard later when she is dead. If she's already dead,what are you waiting for? When you approach her hoard, remark about how you'llsend the greycloaks to get it, if you want a decent amount of coin to be in thekeep's coffers when you get back. Otherwise, you can loot individual chests andother storage containers in the hoard. Quite the haul too... you should haveno more money problems at all after this.

    After you're done on the Mountain, go to Port Llast.

    ~Port Llast~As soon as you enter the area, you'll see Light of Heavens. Talk to her,engage her in combat, and beat her. If you win, she'll meet you later atanother undisclosed location.

    ~Neverwinter Merchant Quarter~As soon as you enter you will see people walking past you, evacuating. And alsonot to far into the Quarter is Light of Heavens again. Engage and beat her incombat once more, and she says she will meet you again later for the finaltest... but again not where. Don't worry, you'll see her again soon. Before weleave here, you can dump any of the loot you picked up on the two traders inthe area. And also, near the park... be sure to talk to Joy. She is the dancerthat you need for the Phoenix Tail Inn back at the keep. Recruit her, thenhead back towards the Keep.

    A few things when you get back to the keep.

    - Light of Heavens is waiting for you outside. Talk to her, engage her incombat for the third time. Defeat her again, and she will join you as on of

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    your sergeants. Remember to assign her when we talk to Kana.

    - Give the locations of ore you found on Mt. Galardrym to Calindra.

    - Talk to Pentin. He wants to leave. If you have high diplomacy or intimidate,you can get him to remain on board. If not, it was nice knowing him... I guess.

    Go to the Courtyard. You can enter the merchant shop and talk to Caelryna, shehas set up shop next to Deekin. Ask her about Underdark or just browse herwares. Talk to both the weaponsmith and armorsmith, you have more ore so youcan upgrade again. You should be able to go all the way to best with both ofthem at this point. Go inside the Inn after you finish chatting with them.

    ~Phoenix Tail Inn~Its definitely a lot more busy than it used to be, thats for sure. There arepeasants inside now, and Joy the dancer is there to. She's also got a Bard anda Minstrel that are playing while she dances. You can talk to Sal (you mighthave to talk to him a few times, he has a lot to say if you havent been talkingto him regularly) and find out about business... its hopping, literally.

    When you exit, you can talk to Light of Heavens, she's over next to the Churchor Monastery, depending on which one you got. On the way you should talk toEdario the Armorsmith, and upgrade the armor one last time. If you need moneyand have to wait till after you talk to Kana, thats fine.

    When you're all done exploring the courtyard, head inside. Talk to Kana andshe will tell you about the Dragon's Hoard you found on the mountain. Shedispatched some men to go retrieve it. And now you have a fun amount of170,000 gold in the Keeps coffers. Nice stuff. Talk to her again.

    KANA: Greycloak report - the roads are extremely safe.

    Organize the men and set them back to patrolling lands, as they have gotten abit worse in our absence. Set Light of Heavens to recruiting efforts. Afterthats done, head back outside, talk to Khravler and take his assignment. Itstime to grab another ore (the rest of the ore will not be used, but might aswell get for exp and money) and our 4th sergeant.

    ~Forest~--12th ore-- (adamantine) As soon as you zone in, before talking to Khravleragain, look to your left. The ore will be right there.

    When it comes to getting Jalboun, when the appropriate moment arrives in yourconversation with Sydney and Jalboun, offer him double whatever she was payingto him. After that, you have to make sure he stays alive... he will help youbut he doesnt have a lot of health. When the fighting is done, he will ask forpayment, instead of paying him offer him a job to work at Crossroad Keep. Hewill accept and meet you there.

    Back at the Keep, talk to Ammon, then go outside, turn in your ore, then goback into the courtyard and talk to Jalboun. He is located next to the Inn.After that, go inside the keep and chat with Kana.

    Kana will have a note and a package for you from Daerred... the Ring ofPositive thinking I mentioned way back. This will be the last time you hearfrom him, so enjoy his last note. Organize the men to patrol the lands, to getit secure again, and put Jalboun on Special Assignments. After thats done, go

    ahead and pass time.

    When you enter the keep again, if you followed the thief path, you'll have to

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    fight assassins disguised as Greycloaks. If you followed the good path, thenyou can ignore this and read on...

    KANA: Set up dealings with merchant caravans.

    If you have a high appraise skill, you'll know what all three caravans deal in.Its up to you to choose. Good, nuetral, or evil, all in a row. Of course the

    evil choice gives the greatest profit. Other than the caravans, keep your menpatrolling roads or lands, whichever needs it most, until both are at Very Highstatus.

    After another pass time, Kana will stop you from doing anything else, statingthat the Shadow Reaver is causing too much havoc, and you need to take care ofit. Another checkpoint. At this point, tie up any loose ends, finish upalliances, and then take care of the shadow reaver. That means investigatingthe Wendersnaven, finishing up your business with the Dwarves, visitingHighcliff to talk to the Lizardmen, and returning to the Merchant Quarter todeal with Axle if you are following the thief path. After you finish those,take care of the Shadow Reaver, then head back to the Keep.

    ~Road to Highcliff~--13th ore-- (adamantine) After you have dealt with the Lizardmen, turn aroundand look behind you, near some rocks where you arrived into the area. There issome ore hidden under the rocks, behind a small hill.

    When you return to the Keep, your tasks for the greycloaks are now ratherstraightforward. You'll keep repeating 2 things, then after a while, just one.

    - Recruit until you cant anymore. Light of Heavens will keep volunteers comingto the Keep.

    - Set the men to patrol the lands, or the roads if one of them is below Very

    High in security.

    - If lands and roads are Very High with security, and you cant recruit anymore Greycloaks, then organize the men to patrol the roads and lands at thesame time until the Time Passed reaches 100%. Patrolling both at the same timewont make either of them better, but it will keep them the same way they are.

    At around 92%, Kana will tell you that you need to reform your sword beforeyou can progress any more. So you might as well get started.

    ~Ancient Valley~--14th ore-- (adamantine) As soon as you enter the valley, turn immediately toyour right. The ore will be there, perhaps a little bit behind you.

    --15th ore-- (adamantine) This one is in the center area, near the crystalheart. It should be off to the left, underneath one of the black dragons whichis perched on the cliff.

    ~Wendersnaven Glade~--16th ore-- (adamantine) Assuming you go to take care of the Wendersnavenbefore you continue on to reform the sword, the last ore vein in the game canbe found here. When you approach the middle of the area, look to the right andyou'll see the last ore vein in the game.

    When you get back to the Keep, continue doing as you had been doing before.

    Recruit, if available, patrol individually if needed, and patrol both tomaintain Very High Security on both roads and land if there is nothing elseto do.

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    You will hit 100% at some point. However, before then... if you have Ammon inyour party and go into the basement, he will make some comments regarding thesummoning circle you have there. He will give you this recipe:

    Gold Filigree Charm: Used for summoning Mephasm in Crossroad KeepIngredients: Faint Power Essence, Glowing Fire Essence, Star Sapphire, and a

    Gold NecklaceSpell: Darkness

    Create that, and summon Mephasm.

    Infernal Focus 1: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1, Mephasm Quest Ingredients: Glowing Power Essence + Ruby + Darksteel Ingot Spell: Darkness

    Infernal Focus 2: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1, Mephasm Quest

    Ingredients: Glowing Fire Essence + Sapphire + Mithral Ingot Spell: Darkness

    Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1, Mephasm Quest Ingredients: 1 Faint Power Essence + Faint Fire Essence + Blue Diamond + Iron Ingot Spell: Darkness

    All these do is give your character stat bonuses, gold, and the like. Nothingspectacular, but hey, feel free to do this if you want to. Remember that youneed to have craft wonderous arms and armor feat in order to be able to makethem, and have the spell Darkness available.

    And that is pretty much the end of the guide. You can continue forward now,and progress to the battle for the Keep. It should be fairly straightforwardsince from this point forward the game gets linear and takes you towards theend. I hope you had fun building your keep!-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-KEEP CONVERSATIONS -=- TVN0

    As a foreward - I take no credit for this section of the guide. I didn't gointo that much detail other than covering the basics, revealing locations, andgiving you a basic walkthrough for building your Keep up.

    Credit for this section goes to Dexter111, a poster on the official NWN2boards, who compiled this list. I'm merely formatting it for FAQ postingpurposes. What follows below is a list of all the conversation topicsregarding Crossroad Keep, or while you are in the keep. You know what I mean.His guide is much more in depth if you check out the boards there. Searchthe forums there for "Companion Influence / Nasher / Keep Guide" and it shouldbring up his topic. It covers conversations for the rest of the game as well,

    I only pulled topics relevant to the keep.

    I added this section if people want more control over the various aspects of

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    the Keep, more than what I've already explained to this point. As you comeacross conversations in the game, check here to see if any responses willaffect the status of your keep.

    Keep specific influence changes are at the end.

    I believe that each rating is based on a scale of 0 to 100, 50 being 'Average'

    though I'm probably wrong. Most of the values listed below are eitherimmediate bonuses or status modifiers which impact the values as you passtime. You can interpret the values as you wish, this is how the game scriptlists them.

    This is how I understand the values:Road Security - Changes the Road Security Value listed in the report.Land Security - Changes the Land Security value listed in the report.Civility - Changes the Peasant Civlity listed in the report.Greycloak Civility - Changes the Greycloak Civility listed in the report.Growth Modifier - Merchant or Peasant, increases the 'maximum' amount ofpeasants or merchants you can have come to your keep per turn.

    Unit Strength - Changes the Unit Strength value listed in the report.Greycloak Elite Modifier - I have no clue on this one, but I assume itadjusts how well they do all their tasks?Tax Adjustment - Merchant or Peasant, modifies amount of taxes you recievebased upon what your tax settings currently are. For example, if you haveit set so you arent taxing anyone, this value wont change anything. But ifyou have it set to light taxes and the modifier decreases, you will recieveless taxes than what you currently have them set at.Greycloak Unit Count - When recruiting or getting volunteers, you recievefewer.

    ~~~~~

    - Arrival of Halfling Village Sherriff. (Land Security Rating >= 10)

    Choices:"Send half of our ready men to Leeves. Have them wait until the bandits showup."-4 Road Security, -4 Land Security, +1 Civility, +1 Greycloak Civility

    "Station one patrol to their village to assist them."-4 Road Security, -4 Land Security, +1 Civility, +1 Greycloak Civility

    "This isn't my problem."-1 Greycloak Civility

    Results:"Just a few days ago the Cloaks station at Leeves intercepted the bandits."+1 Greycloak Morale, +1 Peasant Growth Modifier, +1 Land Security

    "Our Cloaks stationed at Leeves fought the bandits a few days ago. It was...a bloody fight."+1 Greycloak Morale, +1 Peasant Growth Modifier, +1 Land Security

    "Our men fought the bandits a couple days ago. Few survived - they wereoutmatched, Captain."-1 Greycloak Morale

    ~~~~~

    - When Daerred and his Travelling Troupe arrive.

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    "Kana, is there anything these adventurers can help us with?"+1 Unit Strength

    or

    "Keep them out of trouble."

    +1 Unit Strength

    They will visit the Keep three times. If you want them to survive and get areward called the Ring of Positive Thinking, send them to Port Llast first,then look for information regarding the King of Shadows, then info aboutthe Guardian. Your other choices are to send them away, or to get themkilled - pick either one of those and you'll never hear from them again.Kana will send them to Port Llast automatically... and accidentally... ifyou ask her if they can help with anything.

    ~~~~~

    - Katriona inquires about the 'Captain's Company'.

    Yes or no:"Then let the Captain's Company be formed."+20 Greycloak Morale, -10 Unit Strength

    "I have to refuse."-10 Greycloak Morale

    If formed:"Protect the land and its people."+2 Greycloak Civility, +1 Civility, +1 Peasant Growth Modifier

    "Preserve and uphold the laws of Neverwinter."+2 Greycloak Civility, +1 Civility

    "Strive for perfection in all things."+10 Greycloak Morale

    "Cause terror amongst our enemies, and sow fear among those that serve us."-2 Greycloak Civility, -1 Civility, -1 Peasant Growth Modifier

    ~~~~~

    - Ziffer arrives to form a new town and needs you to sign the charter.(If # of Peasants >= 30)

    "Sign the charter."+2 Civility

    If you don't sign the charter, nothing will change and Ziffer won't return.

    - Ziffer arrives for a second time, offering peasants to join theGreycloaks, if you signed the charter.

    "Any villagers that volunteer are welcome to join the Greycloaks."-2 Greycloak Elite Modifier

    If you make any other choice, these are possible answers:"I still appreciate your protection, Captain, I really do. But I think I'llkeep our unworthy lot out of your Greycloaks."

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    +1 Unrest

    "I bring you some of our most capable souls, and you insult me and them bysaying they're not good enough!"+1 Unrest

    ~~~~~

    - Kana talks to you about Dobbson and his collection practices. (random)

    "All laws must be followed. Dobbson should be disciplined."-1 Greycloak Morale, -1 Merchant Growth Modifier, +1 Greycloak Civility

    "Make an example of Sergeant Dobbson - this behavior won't be tolerated."-2 Greycloak Morale, -1 Merchant Growth Modifier, +2 Greycloak Civility

    "We shouldn't blindly follow laws. Dobbson did the right thing."+1 Greycloak Morale, +1 Merchant Growth Modifier

    "This is in the grey area - just let him go."+1 Greycloak Morale, +1 Merchant Growth Modifier

    "Let's get a cut of the gold, and see if we can make more out of this."-2 Greycloak Morale, -1 Merchant Growth Modifier, -2 Greycloak Civility

    ~~~~~

    - Tax Collectors special mission.

    "I want to spare my farmers from this levy."+2 Peasant Growth Modifier, you lose 6k

    "No taxes for the farmers."+1 Civility, +1 Peasant Growth Modifier

    "[Bluff/Lie] Ask them for donations to help with war veterans and widows."-1 Greycloak Civility

    "We should assume that generally the farmers are truthful..."+2 Peasant Growth Modifier, +2 Greycloak Civility, +1 Greycloak Morale, -2Peasant Tax Adjustment

    "Tell the men to use their best judgment, but strive to maintain good will withthe farmers."+1 Peasant Growth Modifier, +1 Greycloak Civility, -1 Peasant Tax Adjustment

    "If someone can't pay take anything that isn't nailed down."-1 Peasant Growth Modifier, -2 Greycloak Civility, +2 Peasant Tax Adjustment

    "If the men see anything valuable make the owners give it up in tribute to me."-3 Peasant Growth Modifier, -2 Greycloak Civility, +4 Peasant Tax Adjustment

    ~~~~~

    - Kana asks about the travelling merchants. (# of merchants >= 50)

    "I've heard the Circle of Friends coster is a conservative one with a long

    history of honest dealings. Accept their offer."+1 Civility

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    "The Forgotten Lords coster is knowledgeable and cunning, and they are notabove questionable trades. We will side with them." -1 Civility, +10 MerchantTax Adjustment

    "The coster of The Fated Winds is rumored to have dark dealings - some whisperthey deal with the Zhentarim. But the profit is greatest with them, so theyare my choice."

    -2 Civility, +25 Merchant Tax Adjustment

    ~~~~~

    - Results of sending the men to bring the Red Dragon's Hoard back to the Keep.

    200k - If general and greycloak civility is Very High, and road security isHigh170k - If training is Best of the Best, and road security is High.

    Unknown if you can get any less.

    ~~~~~

    - If you get the following:

    Unit Strength: Very HighWeapons: BestArmor: BestTraining: Best of the Best

    You should recieve a Short Sword +5.

    ~~~~~

    - Kana says that some local lords recruit everyone they can as conscriptsbecause of the war.

    "Recruit every able hand."+1 Unrest

    "We need everyone we can get - grab them by force if necessary."-5 Peasant Growth Modifier, +2 Unrest

    ~~~~~

    - When talking to Veedle.

    "Have the men work on making the trail to Crossroad Keep wider and easierfor merchant wagons to travel."+10 Road Security

    "Have the men cobble the trail to the Keep."+10 Road Security

    "The nearby roads need extensive work."+10 Road Security

    "The nearby roads need better bridges and watch towers for safety."+10 Road Security

    "Start repairs on the walls."+10 Land Security

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    "Go ahead and reinforce the walls."+10 Land Security

    "Start construction on the towers."+10 Land Security

    "Build a wizard's tower for Startear then."+10 Land Security

    or

    "Rebuild the guard tower for Sir Nevalle then."+10 Land Security

    ~~~~~

    - Various conversations with Uncus.

    "Have Kana remove them from the Greycloaks"-2 Greycloak Unit Count, -1 Greycloak Morale

    "They've betrayed me - now they die."-2 Greycloak Unit Count, -1 Greycloak Morale, -1 Greycloak Civility

    "I don't want this tracked back to me - at any cost."-4 Greycloak Unit Count, -2 Greycloak Morale, -2 Greycloak Civility, -1Civility

    "Order them to patrol the Mere of Dead Men. Immediately."-4 Greycloak Unit Count, -1 Greycloak Morale, -1 Greycloak Civility

    "However you see fit."-4 Greycloak Unit Count, -2 Greycloak Morale, -2 Greycloak Civility, -1Civility

    "Let's carefully get our men in place and not step on too many toes."-1 Greycloak Civility

    "It's better to make a clean break - have Kana arrange the demotions andpromotions shortly."-1 Greycloak Morale, -2 Greycloak Civility

    "Purge those that pose any obstacle to my ambitions."-2 Greycloak Morale, -3 Greycloak Civility, -10 Greycloak Unit Count

    "Take care of it however you like."-1 Greycloak Morale, -2 Greycloak Civility

    ~~~~~

    - Attacking Crossroad Keep Influence checks

    +2 Bishop, -2 Shandra "It's just another corpse, we're not going to waste anytears or prayers on it."+2 Shandra -2 Bishop "Thank you - this poor man deserves as much."+1 Bishop "If you're not going to help me destroy him, then get out of my

    way."

    ~~~~~

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    - Crossroad Keep Control Influence checks

    +1 Grobnar (About Construct) "Sounds good, if we can restore him completely,he'll be an asset."-1 Grobnar if you tell him to leave the Construct alone.+1 Bishop (In party or at Inn) "Do you think I really care about nobility

    besides of the coin?"-1 Bishop if you take the "righteous path" with him.

    ~~~~~

    - Crossroad Keep General Influence Checks, Act II

    +2 Grobnar (when you give him all 3 pieces required to repair the Construct)"I'm impressed you got it working again - good job."-2 Grobnar "Proud of it? It looks like it's barely holding itself together."+1 Ammon Jerro [Bluff/Lie] (20/suc) "I only wish to protect Neverwinter, andall its people."

    -1 Ammon Jerro [Bluff/Lie] (20/fail) "I only wish to protect Neverwinter, andall its people."+1 Ammon Jerro "Fine. I agree." or "I need all the help and allies I can get,so I accept that - for now."-1 Ammon Jerro "Kill the few to save the many?" and then "An ill-thought ideafor anyone who's willing..." or "It is not acceptable to me, and furthermore...+1 Ammon Jerro (if you talk with him about Zhjaeve) "She has her uses, as doyou."-1 Ammon Jerro "Her service has earned her some respect. She deserves nothingless."+1 Ammon Jerro "If they were to enter the conflict, the Githyanki would fightthem instead of the King of Shadows."+1 Ammon Jerro "Is there wisdom in being tied to politics and laws if there is

    so much at stake?"-1 Ammon Jerro "Zhjaeve is brave in risking herself to help us..."+3 Ammon Jerro if you talk to him about his past and take the confrontationalanswers at the end and then use Diplomacy-3 Ammon Jerro if you talk to him about his past, take the confrontationalanswers at the end and fail using Diplomacy or you take any of the otheranswers

    ~~~~~

    - Crossroad Keep General Influence Checks, Act III

    +2 Grobnar if you talk to him about Shandra and you say "I am sad that welost her..."-2 Grobnar if you talk about Shandra and say that you don't care.+1 Elanee (When Daeghun shows up)"I won't have you sending her on dangerousmissions like you did with Bevil and I."-1 Elanee "You're here for her?"+1 Elanee "If these druids are as powerful as you say, they would makevaluable allies." or "They may be in danger. We should go to them immediately."+1 Elanee "He has a duty, and he takes it seriously..." or "Daeghun has a goodheart. He sacrificed much to raise me properly."-1 Elanee "As a father, he was useless to me - he'd best do a better jobserving this Keep."-1 Elanee "Is this for you or for me? I'm not going off on some fool's errand

    to give you peace of mind." or "I don't want to deal with this now."+1 Ammon Jerro (if you go near the summoning circle in the basement) "With youaround, I think I'll be in little danger."

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    -1 Ammon Jerro "Leave me be, I know what I am doing."-1 Ammon Jerro (when talking to the Mephasm) "Couldn't I just sell you..." andthen "I was just joking."+1 Ammon Jerro if you have bargained 3 times with Mephasm, you'll also get afeat "Infernal Bargaining"+1 Ammon Jerro if you say "I don't care about the price. I want to be morepowerful." and then "Thanks for your advice, but I need this power to defeat

    the King of Shadows."-1 Ammon Jerro if you instead say "I didn't ask for your advice. I'm doingthis."+1 Grobnar if you talk to him about the Wendersnaven and tell him he may havea point at the end-1 Grobnar if you tell him they don't exist and he's imagining them at the end.+3 Ammon Jerro if you talk to him about Shandra and tell him about heradventures with you.+2 Bishop -2 Casavir (if you talk to Pentin and he says that he wants to leave)and you use Diplomacy (10) "I helped to secure your fortune..." and fail you'llget the option to say "I've had enough - you'll not live to see tomorrow."+1 Bishop -1 Casavir if you use Intimidate (6) "Leave then, but be careful. The

    world is a dangerous place. Very dangerous." on him and succeed.+1 Sand "You owe me some gold, Pentin. Time to pay up." and then use Appraise(3) on him "According to trade law - I own part of your profits."+1 Bishop -1 Casavir "Simple - give me what you owe, or die." then "Get out ofhere."+1 Ammon Jerro (after you "met" the druids and Khralver appears near Wolf ifyou decline) and then you say "And that fool can afford to wait - perhaps byplaying for time..."-1 Ammon Jerro if you say "I do not wish to use him - nor anyone else." or"We'll come back for him when I've taken care of a few things." or "You followme - if you don't like it, then leave."-1 Ammon Jerro if you say "Don't contradict me again."+2 Ammon Jerro if you say "Acting impulsively is how Shandra..." or "This envoy

    cannot leave until we do - he will wait, and so will you." or "I have made mydecision."-2 Ammon Jerro if you say "Do not question me again."+1 Qara (if when talking to Sydney Natale, Jalboun comes up and you say)"Sydney, send your thug away before I let Qara use him for target practice."-1 Qara if you say "I think he's pretty amusing actually - let him speak."+1 Ammon Jerro -1 Zhjaeve (after returning to the Courtyard when you got theTrue Names from Sydney Natale) if you say "Zhjaeve, give the papers to AmmonJerro. He won't damage them."+1 Ammon Jerro if you say "Enough. We need to trust each other if we are tosurvive."-1 Ammon Jerro if you say "I think Zhjaeve should hold onto the True Names fornow, for safety." or "Your squabbling over pieces of paper is pathetic."+1 Ammon Jerro (after you defeated the first Shadow Reaver) if you say "Ammon,can you offer any insight?"-1 Ammon Jerro if you say "And you're telling us this now?"+1 Ammon Jerro if you say "Then let's make use of this fellow enemy of the Kingof Shadows."+1 Zhjaeve if you say "There must be something you can tell us, Zhjaeve."+1 Ammon Jerro -1 Zhjaeve if you say "I think both of you need to be moreforthcoming with information." or "Ammon did not think it could help us, thatis all."+1 Zhjaeve -1 Ammon Jerro if you say "I agree this seems... convenient."+1 Casavir -1 Bishop (when Callum fights against the Reaver) and you say"Callum delayed the Reaver, allowing us to stop that abomination. He died a

    noble death."+1 Ammon Jerro (after the battle with Koraboras when Ammon leaves the Keep andyou follow) "I can't afford to lose you and the part of the Ritual you possess."

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    -1 Ammon Jerro if you say "Calm down, I just thought you might need help." or"Me? You're the one who's caused nothing but trouble."+10 Ammon Jerro if you say anything but "Let's go" and then continue theconversation (if you had a influence of over 10 with Shandra only), it's moreof an influence transfer from daughter to father+1 Ammon Jerro (when he leaves the Keep after Lord Nasher's battle atHighcliff) "You shouldn't leave without telling us where you went." and then

    "We are both needed to defeat the King of Shadows..." or "You're here because Ineed you..."-1 Ammon Jerro if you instead say "Keep it up, and your next journey's going tobe to a grave."

    ~~~~~

    - Crossroad Keep Siege sequence general influence

    +10 Elanee (during the Romance sequence) "I thought we could get some sleep.Together."-10 Elanee "I have use for you soon, but not now. Leave me." (After you say

    "The walls await. Let's form a group and set out." during the briefing)+1 Bishop if you say "Bishop." and then "I need someone with good eyes and goodaim, Bishop, and you're one of the best."-1 Bishop if you say "Bishop." and then "Only if we're lucky."+1 Casavir if you say "Casavir." and then "As it shall be mine, Casavir. Weneed your strength on those walls both for this Keep's sake and the morale ofsoldiers."-1 Casavir if you say "Casavir." and then "You're merely a tool of convenienceagainst the undead, nothing more."+1 Grobnar if you say "Grobnar." and then "You're wrong, Bishop, I need Grobnarup there."-1 Grobnar if you say "Grobnar." and then "Bishop's right. I need someone todraw arrow fire away from the troops, and your singing might do it."

    +1 Khelgar if you say "Khelgar." and then "Good, your fighting skills are whatwe need on the walls."-1 Khelgar if you say "Khelgar." and then "I don't need you to fight, I needyou to look for a weakness in those towers."+1 Neeshka if you say "Neeshka." and then "I need someone watching my back...and putting daggers in the enemy's."-1 Neeshka if you say "Neeshka." and then "There isn't much choice. For somereason, you may be useful."+1 Qara if you say "Qara." and then "I don't want you to hold back - wipe out asmany of the enemy as possible and keep the walls clear."-1 Qara if you say "Qara." and then "Just restrain yourself and save your spellsfor the towers."+1 Zhjaeve if you say "Zhjaeve."+1 Zhjaeve -1 Ammon Jerro (if you pick Zhjaeve first, then Ammon) and say "Atleast Zhjaeve I trust."-1 Ammon Jerro if you instead say "I need both of you, so do your duty."-1 Bishop (if you picked Casavir before) and either say "We need you, Bishop...in case hard decisions need to be made." or "Both of you, quiet - Bishop, you'rewith us." or "Yes, I want you where I can see you, ranger."-1 Qara (if you picked Qara first, then Sand) and you say "Try to follow Sand'slead, Qara."-1 Sand (if you picked Qara first, then him) and you say "Actually, Sand, tryto give Qara room to cast spells... I'll only need you to cover us if shefalls."

    ~~~~~

    - Bevil Influence and Good/Evil

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    +1 "I'm sorry about your family."+1 "Are you going to be all right?"+1 "If you need time away from your duties, I can speak to Kana..."-1 "I'll send you packing if you start falling apart over this."+1 "Just call me Name - it's still just me."-2 "I'm not here to reminisce - so be silent."

    +1 "We all have to be good people first, and warriors second."(also +1 Greycloak Civility)-1 "Teach them obedience and achieving objectives at all costs. That's whatmakes an ideal soldier(also -1 Greycloak Civility)+1 "Ever consider adventuring with me again?"+1 "We're friends, you can talk to me."+2 "I should be asking your forgiveness for what you've suffered. It's becauseof me..."+1 "Many heroes have had problems - you can overcome them."+1 "You'll serve the Keep well, Bevil. Have faith."-1 "You're weak. If you fail and break, I'll find someone to replace you."

    -1 "I'm not really interested in your problems."+1 "You will know what to do when you need to. I have confidence in you."(also +10 Greycloak Morale)+0 "It's our job to make sure that if we ask them to pay in blood the price isworth it."(also +10 Greycloak Morale)-1 "Many deaths await before my tasks are done."(also -10 Greycloak Morale)

    ~~~~~

    Nevalle/Neverwinter Influence and Good/Evil

    +1 "I shall go immediately."-1 "Callum can take care of himself."-1 "I'm not facing that thing. Let it come to the Keep and we'll attack it fromthe walls."+1 "Her motives were treacherous, but the True Names we got from her could turnthe tide."+1 "We claimed the True Names of the Shadow Reavers that can be used to makethem vulnerable."-1 "What we discovered is not your concern."-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-FAQS -=- RNB3

    Q. In the Crossroad Keep Report, what does each of the listed items stand for?

    A.Time Passed - How much time has passed since you started at the keep. Atcertain %'s of Time Passed, the game will not let you proceed any further untilyou have completed a part of the main quest. Once you hit 100%, you can't doanything else, so plan accordingly.Merchants - How many merchants currently regularly visit your keep. The higherthe number, the higher your base keep income gets from them visiting your innand merchants located within the keep, as well as income from merchant tithes

    if you have them set to anything other than zero.Peasants - Like the merchants, this represents how many peasants reside on yourlands surrounding your keep. The higher this number, the higher your base

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    income gets, as well as taxes you recieve if you have them set higher thanzero.Peasant Civility - High Civility means your peasants are generally helpful andgood natured, and this will lure more peasants to your keep faster. Lowcivility means you'll have a hard time getting new peasants coming to yourland.Morale - The overall morale of your keep. The higher this is, the faster you

    will be able to get peasants, merchants, recruits, and volunteers.

    Greycloaks - The number of greycloaks you have.Recruits - How many of your current greycloaks have been recruits you triedto get.Volunteers - How many of your greycloaks volunteered to join your forces.Greycloak Civility - How civil your greycloaks are. It determines how nicethey are when it comes to collecting taxes, tithing merchants, followingorders, etc. High civility will increase the rate at which you get merchantsand peasants coming to your land, and how easily you can recruit.Training - The level of training for your greycloaks.Unit Strength - Depends on how many 'cloaks there are, how well equipped,

    trained, and led they are.Armor - How good your troops armor is, compared to the 'standard'.Weapons - How good your troops weapons are, compared to the 'standard'.

    Fortifications - Tells you how fortified your keep is.Land Security - The security level of the land, ranging from Very Low to VeryHigh.Road Security - Same as land security.Road Condition - Explains what kind of condition the roads on your lands arein.

    Q. Can I keep doing anything when my keep hits 100% Time Passed?

    A. No. Once you hit 100%, thats it.

    Q. Building up my keep is expensive, how can I get more money?

    A. If you read the beginning of this guide, you'll recall I said to grab andsell everything you can get your hands on and carry. Also in Act 3, you'll geta dragon's hoard that you can have returned to your keep and that will giveyou a nice chunk of change. Taxes at your keep won't net you much, but you cangive it a shot if you're desperate, just keep in mind that it will slow therate at which people come to your keep. If you want a really easy way to getgold and your morality permits it, cheat yourself some. (dm_givegold # whenyour PC is selected)

    Q. How does the status of my keep when it hits 100% determine anything in thegame later on?

    A. It doesn't do much, but the keep is in the game to let you have fun and feellike you are important. The status of your keep determines how hard the fightsare when you reach the point in the game where your keep comes under attack. Ifthe stats of your keep are lackluster, you'll face stronger enemies, and morewaves of them too. The difference is so minor its hard to notice, but if you'veactually tried to run your keep into the ground, you'll notice it.

    Q. What is Unit Strength, really?

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    A. Take everything added together about your greycloaks, and that determineshow strong they are. Ten greycloaks with the best training, armor, sergeants,and morale are better than 100 greycloaks with no training, armor, etc.

    If you're a person that can read scripting code, the game calculates it asfollows:

    (Unit Count * (1 + Weapon + Armor + Sergeants) * (1 + Training) * (1 + Morale)* (1 + Elite)) = Unit Strength

    All variables are given numbers in the game code. The above is just the exampleas to how the game determines the Unit Strength.

    Q. So can you get a Gambling Den or not?

    A. All signs point to... no. It seems that the gambling den did not make itinto the final cut of the game. As gamers go through the coding, it appears

    as though there were other things cut too. Naevan, a druid from the Merewas supposedly going to be able to join you at the keep and turn the Churchinto a Park. There were six options total for the Tower and Church originally,but only four made it into the final game. Bah.

    There are believers out there who are praying its just a bug. I guess we shallsee...

    Q. Why does my recruitment always suck so bad? I can never get many men!

    A. Save recruitment for later, when you have a lot of peasants. The morepeasants you have (and if you have the new town on your land - you signed that

    charter, right?) the better your chances are of getting more recruits. Ifyou can manage to hold off till Act III to do any recruitment, do that. Yourtroops will do fine on recruitment, but if you want them to have the best bonushave Light of Heavens tag along (+25% bonus). Bevil is a close 2nd, assumingyou've talked to him to make him better.

    Along the lines of recruitment, apparently its in the game now that you're notsupposed to be able to get any more than 600 troops. (No Dev comments on this,but several gamers seem to know so much about coding its hard to doubt.) Butthe bug I mentioned in the beginning of this guide allows people to get many,many more than that. I haven't managed to break 500 myself (I suck, I guess)but I'll see if I can manage to boost my numbers higher.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-CONTACT :: COPYRIGHT :: PROPS -=- SHO8

    Neverwinter Nights is copyrighted and/or the property of ObsidianEntertainment, Atari, Hasbro, Wizards of the Coast, and Bioware.

    All I can ask is that you please respect my wish to ask me before you post thisFAQ on your site before you do. If you see it on a site that is not listedbelow, I have not said they could. Not that I can do anything about it, buthey, everyone has their own moral standard.

    Though I didn't visit the official NWN2 boards until the end of December, itseems as though a Stronghold 'helper' thread formed there mid-November -

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    started by dakkonzerth. You can check it out here:http://nwn2forums.bioware.com/forums/viewtopic.html?topic=522733&forum=110

    If you've read this guide through, then you pretty much know about all thesergeants already. If you want a little more in-depth information about them,check out the NWN2 Wiki: http://wiki.elricm.com/nwn/CrossroadsKeepGreycloaks

    This FAQ was originally posted on:

    - gamefaqs.com -

    The following sites have my permission to post my FAQ:

    - 1up.com -- mycheats.com -- neoseeker.com -

    If you wish to put it on another site, or have questions/comments/updates, sendan email to [email protected].

    Any detailed information regarding an evil keep would be appreciated, and Ialways give credit where credit is due.

    Thanks for reading, and enjoy playing NWN2!

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    *Neverwinter Nights 2: Stronghold FAQ* by xInfinityVersion 1.15, Last Updated 2007-01-02 View/Download Original File

    Hosted by GameFAQs Return to *Neverwinter Nights 2 (PC) FAQs & Guides*