Neverwinter Nights 2 logo

Obsidian Entertainment


Neverwinter Nights 2 Online Walkthrough by David Milward


INTRODUCTION  |  CHARACTER BUILD  |  EQUIPPING PARTY & MORE  |  NPCs  |  ITEMS   
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

Merchant Quarter: Merchant Quarter  |  Fihelis Estate 1  |  Fihelis Estate 2  |  Leldon’s Hideout  |  Temple of Tyr  |  Tomb of Betrayers

Tomb of Betrayers

Tomb of Betrayers map

  1. Exit to the Merchant Quarter.

  2. Rooms with Ghasts and Ghouls and not much else.

  3. This room is a poser. If you stand on one of the two pressure plates that span the width of the room, youÂ’ll get nailed with a Fireball. A lever in the room moves the stone block back and forth to be level with one of the two plates. You can then step on a pressure plate safely since the stone block will block the Fireballs. The procedure is simple. Pull the lever so that the block is aligned with the first pressure plate. Cross that plate and stand in between the two plates. Now send a Rogue back (e.g. Neeshka) across the first plate, pull the lever again. The Rogue can get across the first plate safely, and the party as a whole can get safely across the second plate. You can now loot the trapped chest for the Ring of Caitlyn. Getting back out should be apparent enough by now.

  4. This hall has Fireball traps that canÂ’t be disarmed. Simply have a Rogue tell everybody else to stand their ground and then run across and then open the chest that contains random items.

  5. This room is filled with arrow traps (indicated by squares on the floor) that canÂ’t be disarmed. On the other side is a chest that contains the Shield of Dawn.

  6. If you try to approach the gate on the other side while it remains closed, youÂ’ll get attacked by 2 Tomb Guardians who can be quite tough. Have a character stand on the pressure plate near the entry door. Then have your rogue pass through the gate and hit the lever to obviate the need to stand on the plate. Now you can help yourself to the random loot in the chest.

  7. More Ghouls and Ghasts in the room. A trapped sarcophagus contains random loot, usually scrolls.

  8. Here youÂ’ll find the missing priest, Onan of Tyr. He explains the situation, and the need to kill a powerful spirit that has recently arisen.

  9. FenthicHere you must do battle with the powerful spirit of an Elven archer named Renthick. HeÂ’s very fast and will constantly shy away from melee combat. This presents a problem in that the many pressure plates scattered throughout the room will unleash arrows. If you have missile weapons of your own, nowÂ’s a good time to use them. Spells like Magic Missile and Flame Arrow are also ideal. HeÂ’ll leave behind A Study of the Fantastical Vestments of the Priests of the Realms, a Shortbow +2, and 10 Arrows of the Vampire.


Go back to Onan and escort him back to Judge Olreff. YouÂ’ll get 300xp and 500gp at your option for your troubles.


Amazon.com
Amazon.ca
Amazon.co.uk
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!