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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
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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

Ironfist Hold: Ironfist Approach  |  Ironfist Hold

Ironfist Hold

Ironfist Hold map

  1. Exit to the Ironfist Approach.

  2. GruumAs soon as your enter, co-operation between the Bugbears and some Ogres becomes apparent. Time to slaughter the Bugbears.

  3. Here you’ll fight several bugbears. A chest has a Strange Part.

  4. Here you’ll fight more bugbears. You’ll also find a vein of ore that has future repercussions for you.

  5. You’ll have to fight your way past several bugbears to get here. Waiting for you inside are two Ogre brothers, Gruum and Grishk. They’ll leave behind the Watchman’s Club +1 and a Studded Leather +2. A nearby trapped chest holds Greater Boots of Tumbling.

  6. Here you’ll find Bugbears arguing amongst themselves. You have a choice between fighting them all or making a successful Hide check and letting most of them kill each other off and leaving only two behind. Some gold lies on the floor.

  7. GateMachineHere is a machine and a gate. For the machine, you simply need the Strange Part that you found in a chest at #3.

  8. Here you’ll fight another Ogre named Grausch and two Bugbears. Grausch leaves behind a Halberd +2 and a Ring of Protection +2. A nearby chest also holds a very important item, the Gloves of Ironfist.

  9. Check this part out so that you can confirm for Khulmar that further penetration of the Hold is impossible. When you make your back to Khulmar, a cinematic ensues and this area is completed.
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