Take all the keys. The door opens onto 6 other area. Each has a riddle door just like this one. The seventh riddle and key lead back to this door. Each riddle, when matched with the correct key, leads to a different area. The riddles and keys are matched in the following fashion: 1. Number 6 leads to the mage and number 7 leads back here. The other 5 lead to islands with enemies to be fought.
I suggest you do so before you tackle the mage. Returning to this antechamber with key 7 permits you to exit and rest if necessary -- I suggest you do so before going against the mage. You will probably want to tell your companions NOT to help you open doors. The 4th key leads to a succubus, initially "near death. When you come to the mage, he will summon a huge fire elemental. I found that I needed a party of at least 2: one to fight the elemental, and one to distract the mage otherwise he killed me.
While the mage was distracted, I could hit him with fireballs and magic missiles. I invariably lost the weaker member of my party and had to resuscitate her with the aid of my magic weapon.
It turned out that my familiar could also provide adequate distraction and the XP total was exactly the same XP. In wandering the countryside you discover a "door" where a stream enters the forest just above the lake in the extreme SE corner. YOu enter a beautiful grove and find a spot of dirt where you can plant the acorn. This does not seem to provide any XP but may possibly make Kaidala stronger. In the Empty Battlefield panel, there is a door to the Hermit's Grove.
You can enter and talk to the Hermit. Kaidala plays a role in advising you and reassuring the Hermit -- I'm not sure how this would play if she wasn't in the party. The bottom line is that somebody has put an assassin's dagger in one of his bee-hives.
This must tie in with the "cows" quest where a kobold runs up to you asking for honey when you enter the cave , but I did not pursue this possibility. You, of course, agree to take care of the job. Enter the Prison Dungeon and go for it: enter every open cell door and deal with the attackers. The locked door you immediately encounter on your right is your return door -- you will open it from the other side when you are done.
Killing the invaders will gain you about XP. You get another from Dylan when you report back to him. Miscellaneous notes: A vote but not a named quest: See the discussion of Thadeus Squilt and Gelani Jathorn in the above section listing the stores and other vendors.
The election may be called before you are really ready. Try to insure that quests with substantial XP results are completed.
It may be possible to defer the election by deliberately NOT getting the minimum 5 votes. For example, don't report back to Levio'Sa or bribe the priest. The election itself, by the way, gives you XP. I have managed to win the election with as many as 7 votes. It ought to be possible to win with 8, but I haven't managed it.
There is an advantage to returning to town across country from a quest -- namely, various enemies to be killed. I cannot say for sure the enemies respawn indefinately, thus permitting an unlimited XP gain, but there are certain spots where they do recur several times. I have managed to gain over XP by fooling around in the countryside long enough.
After the election your character may be anything from level 7 to 9, perhaps within striking distance of The final battle consists of one of the usual collections of rooms and passages to be negotiated, killing opponents along the way, followed by the illithid's tunnel, ending in the illithid's own chamber.
In that chamber, which you cannot exit once entered, you face the illithid and two mind devourers. They have strong mind attacks. After you beat the illithid, you can exit the room and immediately find yourself in the throneroom being hailed by a crowd.
That's it. There is literally nothing after it. Therefore, you may as well spend any money you have accumulated on whatever may be useful, keeping in mind that the real crux is the illithid himself. More on that below. After election, you must designate the Banner and Hand. I promoted Enivid to Banner and got things going by talking to her and saying I was ready to take action. I told her to keep all the soldiers to guard the keep, and that I alone would deal with the invaders.
Alias then took me to the caves. The appropriate building's door can now be opened and a pin designating it appears on the map. After a psionic communication with the illithid, a system of bouncing energy balls is set in motion that have to be dodged as you go down the hallways.
Make your way via the east hallway to the device that generates them -- a large mirror, fighting off the Duerger and Drow who are defending it. Interact with the mirror to turn it counter-clockwise so the balls shoot off in a harmless direction. At this point you are in a center-north area.
A bridge leads to a further area due north. If you explore it, you will find a barrier. Clicking on the barrier reveals that 5 keys are needed to open it. Getting the keys is your next task. Go south to what is apparently a blank wall. A hidden door will be found. Two chests are immediately to its east. The room reached by it defended by Drow has the controller for the energy balls. Turn them off. Now explore all the rooms you can reach and collect 4 keys. There are some pretty serious fights along the way.
The fifth key is behind a hidden door in the middle of the long east corridor, opposite the "mysterious bracket. In one run, I had to blast a doorway there with the energy balls. Lift and move one of the mirrors other than the one in the NE corner and put it in the "mysterious bracket.
Turn on the control for the energy balls. In another run, the mirror I wanted to move was immovable but the one I needed to leave in place NE corner could be lifted.
The door then appeared without further effort. Once you have all 5 keys, you can pass through the door on the north bridge. You will pass through a series of tunnels and chambers. You encounter the dead members of your former group of 4, now hostile until they are beaten down a bit.
Next you enter a chamber with 3 Intellect Devourers. Review the log to get an idea what works or doesnt work with these opponents, because they are the illithid's support team in the final battle.
They are vulnerable to cold and physical but not to fire. They cast dominate person. The door at the end of the tunnel in the "Illithid Temple" leads to the final battle. Once through it there is no return, so it is very advisable to do a save and buff up just before passing through it.
You now face the illithid and two Intellect Devourers. The illithid may urge you to attack himself rather than his allies. This is a pretty clear indication that you should do the reverse.
There are many ways to win this battle. A fighter type might simply respawn as many times as needed or as many as the remaining charges on his magic weapon permit. Remove Move to wishlist Wishlisted Owned. Try adjusting the terms of your search, you can search by game titles, publishers, and developers. TBA Owned Free. Menu Store New releases. Sign in Create account Sign in.
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You can't invite this user because you have blocked him. Posted November 03, Neverwinter Nights: Kingmaker expansion pack. View source. History Talk 0. Neverwinter Nights Neverwinter Nights 2. Shadows of Undrentide Hordes of the Underdark Kingmaker. Mask of the Betrayer Mysteries of Westgate.
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RPG Search. Latest Viewer Comments. Well, the first step to fixing a problem is recognizing there is one, so good for Bioware. That's good, I was worried about the new people getting into the game, I guess it only helps PC users though.
Very recently, an Ending Mod got released. There's also a mod. Which removes the Starchild.
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