Neverwinter Nights 2 Hints

Misc. Notes

  • 1 of 5: The keep is going to be your base of operations for the rest of the game. Whenever you want to change which companions are with you from now on, go to the keep and use its world map transition point. You'll always be given the party selection screen before you get the travel screen.
  • 2 of 5: There are "Wolf's Minions" in Kana's room and in the basement who will zip you to several different places within the keep area upon request.
  • 3 of 5: The merchants at the keep are a bit different from other merchants in that the percentage figure used to determine how much they pay for stuff you sell them is randomly chosen the first time you talk to them, and then again when you talk to them after your Appraise skill goes up.
  • 4 of 5: There's a band of silly adventurers that sometimes shows up and asks for an assignment when you enter the keep and talk to Kana. If you send them out on real missions (not "lie" missions) every time, you'll eventually (in Act III) get a cool Ring of Positive Thinking from them.
  • 5 of 5: After Ammon Jerro joins you and starts hanging out in the keep's basement in Act III, enter the summoning circle near him to find out that it can be used to summon a fiend to bargain with.