Neverwinter Nights 2 logo

Obsidian Entertainment

Neverwinter Nights 2 Online Walkthrough by David Milward

PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ
About the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
Disable all ads!

Act I:   West Harbor  |  Swamp Ruins  |  Weeping Willow Inn  |  Fort Locke  |  Toll Road  |  Graveyard  |  Bandit Camp  |  Maiden's Glade  |  Highcliff  |  Docks District  |  Skymirror  |  Merchant Quarter  |  Back Alley  |  Warehouse  |  Old Owl Well  |  Ironfist Hold  |  Bonegnasher Clan  |  Eyegouger Clan  |  Neverwinter Continued  |  Githyanki

Graveyard: Graveyard  |  Large Crypt  |  Small Crypt

Large Crypt

Large Crypt map

  1. Exit to the Graveyard at #1.

  2. There are a few traps and undead leading to this sarcophagus. It holds a Ring of Insight and a Falchion +1. The nearby Sarcophagus has minor treasure.

  3. This room is loaded with zombies, and has a trap leading in. There’s also a sarcophagus with some gold.

  4. The door leading into this room is trapped. Plenty of skeletons are waiting for you inside.

  5. This hallway has plenty of traps along its breadth, and skeletons as well.

  6. These rooms both have trapped doors, some undead, and sarcophagi with minor treasure.

  7. The door to this room is trapped. Inside are Skeletons, Zombies, and a Ghoul capable of paralyzing party members.

  8. More undead, and 2 sarcophagi with gold.

  9. Commander TannIn this room, you’ll find Commander Tann being held hostage by a Shadow Priest. The priest will then raise the dead in the room to attack you. This battle can be won by simple divide and conquer. The Shadow Priest won’t follow you out the room, but the undead will. Once they’re dispatched, simply gang up on the Shadow Priest. Loot his corpse for a Headband of Intellect +2 and a Heavy Shield +1. Commander will join your party temporarily, and you must find his three comrades before heading back to Fort Locke. The nearby lever opens up the gates marked by #10.

  10. Gates that can only be opened by using the lever in the room at #9.

  11. One of the three soldiers, Bruneil, is here. You’ll have to fight your way through plenty of undead, both in the room itself and in the hallway leading up to it.

  12. Plenty of undead here as well. One of the three soldiers, Garrett, lies dead here.

  13. This room has a lot of undead as well.

  14. This hallway has a few traps. At the end of it is the last of the three soldiers, Blaine.

  15. Exit to the Graveyard.

When you return to Fort Locke, Vallis will try to usurp command from Commander Tann with the help of two soldiers. Your available dialogue options present you with choices between earning a Lawful point, a Good point, or Evil points. Straight melee combat is effective although Vallis takes a fair bit of persistence due to his high hit points and tendency to quaff healing potions. Take out the other two soldiers first. Vallis leaves behind a Chainmail +1.

When that is finished, speak to Marshall Cormick for 75xp and a discount at Jacoby's. Speak again to Commander Tann where Vallis once stood, and he'll ask for your help in clearing out the bandits. Patrols will resume again.
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Disable all ads!