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Complete guide to Neverwinter Nights 2

The prologue of the game is mainly an introduction to the game interface and operations. It is recommended that novice players do not skip this part. But even if you skip the prologue directly, you can directly obtain most of the experience points in this plot.

Our protagonist grew up in West Harbor. This is a small village located deep in the Mere of Dead Man, near a dangerous swamp area. The people who come from here are called "Haborman", and they are all famous tough guys. Twenty years ago, the army of Neverwinter and the King of Shadows fought a decisive battle here, which almost destroyed the village.

This day is West Harbor’s annual harvest festival. The protagonist can participate in four competitions on this day.

The first is The Harvest Browl, a three-on-three boxing match. You should first grab the tournament stick from the barrel next to it and equip it. You have to win two games to win. The first game is very easy, but the second game is more difficult. You can do other tasks first to upgrade to level 2, then you will be much more confident.

The second competition is The Tourney Of Talent, a competition that uses magic to entertain the children in the village. After talking to Retta Starling, control Amie to play. It is impossible to lose this game. You only need to follow the prompts to cast ice ray on the barrel, cast enlargement spell on Bevil, and finally cast a colored ball spell.

The third competition is The Archery Competition. Talk to the protagonist's adoptive father Daeghun to start the archery competition. Take out the practice crossbow and arrow from the barrel, equip it and shoot at the bottle on the wooden box in the distance. This is also an unlikely game to lose, as a 2 would still count as a hit (but if you're unlucky and a 1 would be a miss). Use all ten arrows to shoot down all the bottles to win.

The last game is The Knave's Challenge. Talk to the mage Tarnas to start the game. This is a game about stealth and stealing. If the protagonist is not a thief, then talk to the kid Kipp next to him and ask him to join the team. You need to find three feathers, the first one is on a pile of wood with a trap (needs to be unlocked with a dismantling device), the second one is in a locked box, and the last one is on the man in green clothes (needs to be stolen) arrive).

Win all four games to receive the Harvest Cup (legend has it that no one has been able to win all four championships in the past few decades). The prize is an item that can be used three times a day to treat minor injuries.

ACT I

While sleeping, Bevil and Amie wake the protagonist up, and a group of monsters are besieging West Harbor. Quickly dig out the equipment from the box next to the bed, put it on, and kill the three gray dwarves who broke in. Go out and clear out the enemies on the road, come to the bridge and report to Georg. On the way, ask the monk for a blessing spell. The order given by Georg was to gather as many militiamen as possible into the farmland to prepare to resist the enemy's attack.

Go back and ask Friar Merrin for some healing distance, and start searching for the lost militiamen on the road. You need to find five militiamen to go with you, but there must be more than five in the entire village. The militiamen that can be recruited are roughly as follows:

Ward Mossfeld - Standing on the bridge and being seriously injured, you need to heal him first.

Lazlo Buckman - Near the center of town.

Wyl Mossfeld - Standing next to Tarnas.

Webb Mossfeld - Outside Tarnas' house.

Anonymous Militiaman - On the river bank, near Tarnas house.

Pitney Lannon - Near the venue where the Tour of Talents takes place during the day.

Pierson - Hiding in his own home, you can convince him to open the door, or break in and force him to go to the farm and prepare for battle.

After resisting two waves of gray dwarf attacks, he went to the Starling house to rescue the children trapped by the gray dwarves. He went out just in time to catch the last wave of enemy attacks.

After the enemy retreated, his adoptive father Daughun seemed to have guessed why they came. He sends you to the nearby ruins to retrieve a silver shard that he hid there many years ago, which may be the reason for the monster attack. Take Bevil with you and set out together. There are now many lizardmen gathering in the swamps and ruins. The secret to defeating the Lizardmen is to save multiple times. Press F12 to save quickly.

Enter the depths of the ruins. If you have high enough Bluff or Diplomacy skills, you may be able to avoid fighting, but these lizardmen are not difficult to deal with. After retrieving the silver fragment, Daughun is very sure that this is the target of the monster attack, although he can't tell you other secrets about this fragment. Daughun asked the protagonist to take the fragment to Neverwinter to find his brother Duncan, who also had another fragment there.

Keeping this debris away from West Harbor is clearly the best way to protect the village. But Bevil won't be able to help you on the rest of the journey.

Before setting off, talk to the people in the village one by one. They will give you some useful equipment and props, and then set off for the Weeping Willow Hotel. Meet Khelgar Ironfist who is in trouble in front of the inn (you will find later that it is difficult to tell whether it is trouble looking for him or he is looking for trouble), help him get rid of the thugs, and then go in for a drink. He will become the protagonist's first companion. The enemies that attacked West Harbor before appear again. After dealing with them, head to Fort Locke with Khelgar.

Locke Fortress

Fort Locke is a major stronghold guarded by the Neverwinter City garrison in this area. Patrols usually set out from here to patrol along the road to ensure that caravans pass through the swamp. safety. But patrols at Fort Locke have ceased altogether in recent weeks. Rescued the Tiefling thief Neeshka on the way near the fortress. Tieflings are a race with demonic blood. Because their appearance usually retains some traces of the demonic race, such as the horns on their heads and the tail behind them, they are often Other racial discrimination.

After arriving at the fortress, it was discovered that the former commander Tann set out to find a missing patrol, but he himself failed to return. The current acting commander Vallis is a very conservative man, and he has decided not to send any more patrols until reinforcements from Neverwinter arrive. In Fort Locke, the protagonist also meets Marshal Cormick, the first Neverwinter officer from Haborman.

There are some other tasks you can take in Fort Locke, and the Craft Master here will teach you how to make equipment and enchant it. However, there is only one main task that the protagonist must complete here. Set off to the Graveyard to find the missing Captain Tann. After clearing away the skeletons and zombies on the cemetery floor, go down from the first tomb on the right to find a Shadow Priest who controls these undead. From the conversation, it seems that his master ordered him to gather the undead and prepare to attack Fort Locke. It is impossible to capture the well-defended Fort Locke relying on these undead. They either have other reinforcements or have found a weakness in Fort Locke. Kill Shadow Priest to rescue Commander Tann, then go to the nearby prison to find three members of the patrol (two are still alive, one has died), and then escort Tann back to the fortress. However, it seems that the acting commander Vallis planned to rebel, and Tann hanged him. Tann re-sent patrols to protect refugees and caravans heading to the seaport of Highcliff, from where ships can be taken to Neverwinter.

Highcliff

On the way to Highcliff, we once again encountered enemies who came to snatch "that thing". This time, a mysterious ally appeared and used entanglement to help the protagonist escape from danger. The druid named Elanee is a member of the Circle of Mere. She joins the party and plans to lead them from Maiden's Glen, the Druid Council's retreat. But when they arrived at the shelter, they found that the animals here had gone crazy, and all the other druids were missing, leaving only Kaleil, who had transformed into a ferocious bear and was dying. Circle of Mere no longer exists.

Depart for Highcliff, where Daughun arranged for an old friend to send the protagonist to Neverwinter. But when I arrived here, I found that the lizardmen had blocked the entrance to the sea. Due to some strange power appearing from the Mere of Dead Man, the lizardmen were driven out of the swamp. I went to Shandra's farm in the north of Highcliff to investigate the activities of the lizardmen, and found that they did not kill anyone, but only burned down the farm and granaries. They looked more like terrorists than bandits.

Go to the nearby abandoned castle to investigate. This was once a large battlefield against the King of Shadows twenty years ago. There are countless corpses of demons and Neverwinter soldiers buried underground here, so from there After the war, no one came here anymore. At the gate of the castle, I met Slaan, a lizard man. Its soldiers were trapped in the castle by a group of undead. It agreed to take the protagonist to see the leader of the lizard men as long as it helped rescue its soldiers.

Enter the castle and find another Shadow Priest among a pile of ruins and undead. He is controlling the resurrected undead in this large cemetery. After killing it and rescuing the lizardman reconnaissance team, Slaan will take the protagonist's team to the cave where the lizardmen are hiding (if you need to rest, you can choose not to go there first. After you have rested, right-click Slaan and select dialogue before going to the cave).

You can talk to the lizardman leader as you promised and persuade it to stop its destructive actions and live in peace with humans (this does not require diplomacy or other persuasion skills), or you can find an opportunity to kill them all. It will make your camp move significantly towards the evil direction.

Neverwinter

Go back to Highcliff, convince the elders to believe in the Lizardmen's promise of truce, and then you can take a boat to Neverwinter.

Duncan's tavern is located in the dock area of ??Neverwinter, which is the poorest and most chaotic area. Duncan tells the protagonist something about the time when he and the protagonist's adoptive father went on an adventure. They found these two fragments, but didn't see any use for them. But when they are put together, they may have different reactions. Duncan asked Sand, who ran a nearby magic items shop, to identify them. Sand found that the reaction of the two fragments was very different from when he first saw them twenty years ago. He suggested that the protagonist go to the scholar Aldernon in Blacklake District for identification, but the night before, a man who lived in Blacklake A nobleman of the district had just been assassinated, so the entire neighborhood was cordoned off by City Watch, and no one was allowed in or out. To get in, you either have to find a way to join City Watch or find a gang with connections.

Marshal Cormick is the captain of the Docklands City Watch. Due to the Blacklake murder, the blockade has taken up a lot of manpower, so Cormick is happy to have new blood joining. You must complete Cormick's quest line and then enter the market area to complete the subsequent City Watch quest.

Neverwinter's Newest Watchman: Cormick's first mission is to protect Hagen, a businessman in the dock area. Go to Hagen's shop and talk to him. He refuses to pay protection money to Moire's gang. After Hagen sent his daughter away, Moire's people arrived quickly. They will try to bribe you, and you can choose to kill them, accept a bribe, or take the money and then kill them.

Taking Out Caleb: Caleb is a small boss under Moire. His arrest will severely impact the gang's activities in the dock area. This guy's brain isn't very bright, which means you can only kill him.

Enforcing Order In The Docks: The chaos in the docks is partly due to City Watch soldiers accepting bribes from gangsters. Cormick asks you to check every sentry post in the dock area at midnight. There are four sentries that need to be checked on the first floor, just talk to them one by one.

Weapon Smugglers: After completing Cormick's three missions, the City Watch headquarters in the Docklands was set on fire by Moire's men. It seems that they want to start a war, so they go to the market to pick up the mission from Captain Brelaina. Intelligence shows that Moire has ordered a batch of weapons and is preparing to transport them into the dock area from the back streets. Your mission is to intercept this batch of weapons. You need to go back to the dock area before entering Back Alley. Here you will first encounter a group of bribed City Watch. You can follow Qara's suggestion to lure them away by setting fire to them, or kill them. Continuing forward, you will encounter a group of Moire's rival gangs who plan to attack here. You can also persuade them to leave (the camp leans toward good) or leave them alone (the camp leans toward chaos). Finally kill the City Watch and Moire's men who are transporting weapons. You can choose to return these weapons to City Watch before reporting back, or have Neeshka sell them.

The Warehouse: This batch of weapons is not the only batch of goods ordered by Moire. Brelaina found out the delivery location, and there should be other weapons in stock in that warehouse. Enter the warehouse to search according to the map location marked by Brelaina. Note that the strength of Moire's men will increase significantly from this mission on. Clean up the entire warehouse, and be especially careful about the little boss next to the table with the files. He is surrounded by a circle of obstacles. You must chop the obstacles first before you can get close to attack him. When you cleaned up and left the scene, you met Sir Darmon who led the Neverwinter Nine (Neverwinter City's most elite guards) to surround the warehouse. Unexpectedly, you had already completed the mission when you arrived.

Protect The Watch's Informant: Brelaina's last mission is to protect Fihelis, a businessman who provides intelligence to City Watch. Quickly heading to his mansion (just next to the City Watch headquarters), Moire's people have arrived. Clean the first floor and search all the boxes before going upstairs. Moire and her men are on this floor. After adding various buffs, rush in and kill them all. The dock area seems to be peaceful for a while.

Moire's gang is a newly emerging force in the Docklands, taking advantage of City Watch's busy dealing with murders in Blacklake to expand rapidly. They probably wouldn't mind recruiting more goons, and if you don't mind leaning towards the Evil and Chaos alignments, this is one of the routes into Blacklake District.