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*spoiler* Crossroad Keep

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
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Lord Potsmasher
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*spoiler* Crossroad Keep

Post by Lord Potsmasher »

Hey.
I'm having a problem with the recruiting standards at Crossroad Keep. I set it to the lowest - allow even criminals to join, to see if the hit to civility would be worth the extra soldier. Well, my civility has gone down, but I've gotten no new recruits. So I want to change it. However, there is no dialogue option that allows me to change it anymore. I've tried reloading and talking to her again, but the same thing occurs.
I was past this part in an earlier game before my old computer fried, and I remember being able to change it.
Anyone know why this could be happening?
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swcarter
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Post by swcarter »

It might be that time has stopped at the keep, and so you can't make any changes. Keep advancing the main plotline, and see if that opens up the dialogue.

SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
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GoldDragon
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Post by GoldDragon »

No, SWCarter. Or at least, not entirely.


Piece of advice: Don't do that. Once you open that door (allowing amnesty to criminals), it can't be closed again. My brother never could fix that, even after starting Act III......

I set it to the Highest, and left it there. Supposedly, you get to form some Captains Guards (I don't remember what they are actually called) If enough time passes at that setting, but I never got that....
-- GD
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Lord Potsmasher
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Post by Lord Potsmasher »

Thanks for the reply's.

I'm in Act III now, and nothing has changed. Time passes and everything is normal.

I guess GoldDragon is right, and it can't be changed once set to the lowest. Ah well, next run through I won't make the same mistake.
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Cyrinn
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Post by Cyrinn »

IMO the keep "quest" is not the most logical or smoothly running part of the game.

I have fiddled with the settings and have seen no change after furthering the main plot far enough and waiting ample time (zoning several times or more). It also mentions this in the GB walkthrough.
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Loki[D.d.G]
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Post by Loki[D.d.G] »

In my opinion, the number of 'Cloak recruits doesn't really matter to the main plotline. It just benefits your ability to keep the lands and roads around the keep safe and this in turn will attract peasants and merchants who generate revenue.

But by the time you are able to actually withdraw money from the keep, there is usually nothing more to buy of note. Maybe it is just useful in upgrading your keep.

If your characters are built well enough the final two battles at the keep would be a peice of cake. Just get a spellcaster with Undeath to Death and Mass Heal, the githzerai, and things should go smoothly.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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