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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 III:   Castle Never and Neverneath  |  Crossroad Keep  |  Gathering Allies  |  Silver Sword  |  The War  |  King of Shadows

Crossroad Keep:   Crossroad Keep  |  Crossroad Keep Interior  |  Crossroad Keep Basement  |  Crossroad Keep Church  |  Merchant Quarter

Crossroad Keep, Managing It

Crossroad Keep Map

Same as before, but with some minor differences. As always, it helps to check out this guide from xInfInIty

  1. The World Map Transition for when you want to go elsewhere.

  2. Here you’ll find Pentin and Calindra if you’ve recruited them.

  3. The transit point between the outlying farms and the courtyard of the Keep.

  4. Here is where you’ll find Master Veedle, who is the man to talk to for rebuilding various portions of the Keep and outlying areas, as per xInfInIty’s guide. 

  5. Here is the Merchant Shop that can be built if you instruct Master Veedle to and pay out the necessary gold. To get it up and running in Act, speak to Deekin in the Merchant Quarter and you’ll be able to convince him to set up shop here. He’ll sell the same wares as he did before. If you rescue Caelryna Seerar from the Seat of the Mountain and extend her the invitation she will also set up shop here. Her wares include:

    Belt of Agility +2
    Boots of Reflexes +4
    Boots of Striding +2
    Boots of the Shifting Sands
    Bracers of Armor +5
    Bracers of Dexterity +2
    Cloak of Fortification +2
    Cloak of Resistance +2
    Gauntlets of Fury
    Gauntlets of Ogre Power
    Gloves of the Long Death +4
    Greater Cloak of Protection vs. Good
    Headband of Intellect +2
    Helm of Darkness
    Nymph Cloak +3
    Courtesan Blade
    Death’s Handmaiden
    Amulet of Natural Armor +2
    Amulet of Vitality +2
    Amulet of Will +3
    Bone Wand
    Ring of Clear Thought +2
    Ring of Fortitude +4
    Ring of Resistance +2
    Wand of Fear
    Wand of Stinking Cloud
    Chime of Opening
    Mortar and Pestle
    Smith Hammer

  6. Here is a vanact tower for which you have two options. Waiting outside of it will be Sir Nevalle and an Archmage named Startear, each of which has his own ideas about what use to put the tower to. Sir Nevalle wants it to become a guard tower. Startear would like it to become his own wizard’s sanctum.  It’s your call depending on what instruction you give to Master Veedle.

    If you go with the Guard’s Tower, there will be a merchant here who can sell:

    Balduran’s Armor
    Hastsezini’s Shield
    Red Dragon Armor
    Arrows +3
    Arrows of the Vampire
    Arrows of Petrification
    Axe of the Broken Plains
    Axes of the Coming Storm
    Bolts +3
    Bolts of Fire
    Bolts of Frostbite
    Bolts of Lightning
    Bolts of Piercing
    Bullets +3
    Bullets +4
    Bullets of Screaming
    Bullets of Smiting
    Composite Longbow +3
    Composite Shortbow +3
    Crossbow of the High Forest
    Giant’s Bane
    Heavy Crossbow +3
    Ice Arrows
    Ice Bullets
    Kukri of the Eclipse
    Light Crossbow +4
    Lightning Arrows
    Lightning Bullets
    Paralytic Bolts
    Phantom Bow
    Piercing Arrows
    Poison Arrows
    Poison Bolts
    Short Sword of Quickness
    Sling +4

    If you go with the Wizard’s Tower, Startear will be able to sell you:

    Greater Mantle of Spell Resistance
    White Robe of the Archmage
    Staff of Valmaxian
    Wizard’s Ally
    Bone Wand
    Ring of Clear Thought +3
    Ring of Fortitude +5
    Ring of Wizardry (4)
    Ring of Wizardry (5)
    Wand of Fire
    Wand of Lesser Summoning
    Wand of Missiles
    Wand of Paralyzation

    If you strike the right dialogue threads with him, you’ll also be able to score scrolls of Summon Creature VIII and Control Undead from him.

  7. Here is a smithy that can be rebuilt if you instruct Master Veedle to do so and pay out the necessary gold. To truly have it running, if haven’t yet by Act III that is, go to Port Llast. On the west side of town, you’ll find Jacoby, who’s fled from recent troubles. Talk to him and he’ll now run the smithy for you. He becomes the man to talk to if you want to upgrade the weapons for your soldiers. For armor upgrades, if you haven’t got him yet, find Edario in Highcliff.

  8. Here are church grounds that you now have 2 options with depending on what instructions you give to Master Veedle. 

    Rolan is a Monk who’d like to run a monastery. He’d also like to pass on his knowledge before he passes away. This option is really helpful only if your PC is a monk. It represents an opportunity to earn bonuses and characteristics associated with the four elements.

    Ivarr the Blessed, whom you may remember from the attack on Castle Never, would like to build a church here. If you take him up on his offer, you’ll gain entrance to his newly church.

  9. Here you’ll find Wolf. His minions are scattered around various points of the Keep grounds. They can ‘teleport’ you between various locations within the grounds.

  10. The entrance to the Interior of the Keep.

  11. Here is the Phoenix Tail Inn. You can recruit Joy from the Moonstone Mask in the Merchant Quarter to be a dancer for it. You’ll also find Bishop and Khelgar here if they aren’t in your party.

  12. Here you’ll run into Daeghun, and he’ll alert you to the possible survival of the Druids of the Mere. This ends up peaking the interest of Elanee and Bishop. You can now journey to the Circle of the Mere to find out what’s going on there. Elanee’s presence will be obligatory. Bishop will show up there even if you go there with a full party.

  13. Here you’ll find Khralver Irlingstar, who has a message for you from the Luskan mage, Sydney Natale. Sydney has discovered the weakness of the Shadow Reavers, but she’s only willing to share it if you meet her with in a secluded spot. Her other condition is that Qara and Zhjaeve must accompany you and no others.

You now have a number of priorities to address. One of them is to recruit possible allies, which includes the Ironfist clan, the Druids of the Mere, the mysterious Wendersnaven, and the Lizardfolk who have established themselves in Highcliff. Adressing the situation with the druids first is obligatory since Elanee will insist on it once you arrive in the Keep from Castle Never.
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