Githyanki Base, Level 2
|The stairs back to the first level.
|Here youll find three Succubi pondering what kind of fun to have with a trapped Devil. They then attack you when they notice you. After you kill them, you can safely reach a bargain with the Devil to release him by speaking his true name, Mephasm, in return for him undoing the dimensional barrier ahead of you. Youll also get the Interdimensional Sphere which youll need later.
|Here is where youll find Zaxis, and Hezrou, and two Succubi. Buff yourself up as much as you can, with Haste an earnest recommendation. Kill off the two Succubi first, since theyre easier to kill and can charm party members. Melee combat is a necessary yet trying option, because Zaxis emits a stench cloud that reduces your physical attributes, and is pretty damn tough. Hence the need for buffs. Once he dies, hell leave behind an Amulet of Will +3. You can also convince him to abandon his task through a successful Intimidate check, though your skill in it needs to be in the neighbourhood of 10 to 15 if I remember correctly.
|This is where youll fight the leader of the Githyanki, Zeeaire. A lengthy conversation ensues where she has plenty of venom to spit in all kinds of directions. One thing is inevitable though, combat.
|Catch as many of the Githyanki as you can with area effect spells. Keep in mind that Zeearie is invulnerable and will rain the party with spells so long as her dimensional barriers remain intact around her. Activate/Use the Interdimensional Sphere on one of the support pillars of the barrier. They should say portal when you hold your mouse pointer over them. Zeeaire is then forced to come out and fight. If you cause enough damage to her, the combat ends then and there. Zeeaire will then hint at the danger posed by the King of Shadows.
Zeearie leaves behind a Greatsword +2, Enkidus Armor, and Gauntlets of Ogre Power. She also now has all of the Silver Shards you carried, as well as two new ones, the Silver Shard: Mental Immunity and the Silver Shard: Paralysis Immunity. One of her guards will leave behind the Bracers of Armor +4. Among nearby chests youll find a Brazier of Command and a Cloak of Elvenkind.
Now speak to Shandra. Everybody is now back at the Sunken Flagon. To make things short, youve been framed for the slaughter of the entire village of Ember, and Luskan wants your head for it. The only way to put this off is to speak to Lord Grayson if youre with the City Watch, or Sir Edmund Cabari if youre with the Thieves, in order to obtain certain perks that coming with being a Squire of Neverwinter. You also now have two new companions available to you. Shandra will stay with you as a free and fifth party member for the duration of Act II. Youll also get Sand, who takes an interest in your affairs since its a chance to stick his boot to Luskan. Now its on to Act II, starting with the Docks District.