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Video-Based Walkthrough for NWN2: Storm of Zehir by David Milward


INTRODUCTION  |  USING YOUR CHARACTERS  |  EQUIPPING YOUR CHARACTERS  |  EPIC BUILDS  |  CAST OF CHARACTERS  | 
PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ  |  MoW  | 
About the Walkthrough  |  Future Updates  |  About the Maps  |  About the Author  | 
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STORM OF ZEHIR  |  EPIC BUILDS   |  CHARACTER DEVELOPMENT FOR SOZ   |  CHARACTER ROSTER   |  ITEM CRAFTING IN SOZ  
Prologue  |  Act 1  |  Act 2  |  Act 3  

Act II:   Crossroad Keep  |  Neverwinter  |  Phandalin  |  Thundertree  |  Conyberry  |  New Leaf  |  Leilon  |  West Harbor  |  Epic Levels  |  Return to Neverwinter  |  Port Llast  |  North Sword Coast  |  Thayan Enclave  |  Khelgar's Quests  |  Volo's Quests  |  Missing Associates  | 

North Sword Coast

Sword Coast Overland Map

Steadfast Resolve

I want to do another teamwork quest in order to lead off my foray into the northern parts of the Sword Coast. The quest in question has a leader requirement of Iron Will and Concentration +8, and party members' requirements of +2 will saving throws. Septimund is perfect for fulfilling the leader requirement, so I replace Umoja with him.

I make my way to the Adventurer's Guild. I have Finch speak with Daerred in order to pay gold and catch up on the xp he missed out on while I was doing the Army of the Dead quest.

I then have Septimund speak to Maxil, and pay 1,000gp to pick up the Steadfast Resolve quest. Maxil informs me that completing it requires killing a young Red Dragon named Sintalpandax in its lair. I switch out Septimund after that, and bring Umoja back into the party.

I make my way to Sintalpandax's Lair, which is at #43 on the Overland Map. Sintalpandax himself is easy enough to kill, especially since his fire breath doesn't inflict anywhere near the kind of damage that Tholapsyx's breath ever did.

Everyone gets the Steadfast Resolve feat, which adds a +2 saving throw bonus vs. fear spells and effects.

Onyx Cave

The next dungeon I have in mind requires the Darkness spell to make progress. Problem is, none of my characters have it. The solution is simple. I travel to Neverwinter, enter the Thayan Enclave, and then buy a scroll of Darkness from the Gnoll Merchant who is near the front door. Vandala keeps the scroll in her inventory.

I then travel to the Onyx Cave, which is at #28 on the Overland Map.

Onyx Cave

I start off at #1 on the Onyx Cave map, whereupon I buff up to the max.

At #2 is a locked door. Using the Darkness spell is the only way to open it. I have Vandala click on the door, and use the option that involves using the scroll of Darkness on the door. It then opens.

At #3 are a few Dark Moon Acolytes (Monks), a Dark Moon Superior (a somewhat more powerful Monk), and two Clerics of Shar. I have little trouble cutting them down in physical combat.

The tunnels at the right have prisoners cells. The one at #6 holds a Monk named Ribsmasher, whom I have little trouble convincing to join my roster of joinable cohorts.

The cave at #4 has some treasure chests. They contain:

At #5 are a Dark Moon Master (Monk) and a Divine Champion of Shar. I have little trouble cutting them down. The Dark Moon Master leaves behind the Thundering Wraps (Monk gauntlets, +2 enhancement bonus to both attack bonus and damage, +1d6 sonic damage), which may make good gloves for Ribsmasher if you include him in your party. The Divine Champion leaves behind a Morningstar +2.

Gnoll Caves

I travel to the entrance to the Gnoll Caves, which is at #36 on the Overland Map. The Gnolls are easy enough to slaughter, and their leader leaves behind a Flail +2.

Malarite Hermit's Cave

I travel westward. Gallard's Search skill uncovers for Cold Irons, and some trap kits. The entrance to the Malarite Hermit's Cave is at #35 on the Overland Map.

A Malarite Hermit and two Dire Bears are found within the cave, and they're easy enough to cut down. The Malarite Hermit leaves behind a Greataxe +3 and a Scale Mail +3.

A chest towards the right and back contains some gemstones and a Delicate Totem that can be sold for gold.

Forgotten Ruin

I travel north to the Forgotten Ruin, which is at #34 on the Overland Map.

Forgotten Ruin

I start off at #1 on the Forgotten Ruin map. There is an Iron Golem just ahead at #2. I manage to bring it down easy enough. If you're having trouble, you may want to make use of Adamantine weapons or the Crumble spell.

The chest at #5 holds some random potions and scrolls.

The chests at #4 have some random gemstones.

The chest at #2 has all the recipes for all the greater rings of elemental resistances, as well as the Forgetful Robes (bonus 2nd level arcane spell, +4 Concentration). I have no use for the Robes though.

Arcane Brother Hood Outpost

I continue north and enter the Arcane Brotherhood Outpost, which is at #33 on the Overland Map.

Arcane Brotherhood Outpost, Level 1

I start off at #1 on the Arcane Brotherhood Outpost Level 1 map. I have to kill off a few Luskan Pirates and Hosttower Apprentices.

A chest at #3 has a Bowl of Commanding Water Elementals (10 charges, Summon Water Elemental / 1 charge). A chest at #4 has a Ring of Wizardry (1).

The stairs at #5 lead to the next level.

Arcane Brotherhood Outpost, Level 2

I start off at #1 on the Level 2 map. I kill off a few Luskan Berserkers and Hosttower Mages. Umoja even gets in a safely aimed Hellball. One of the Mages leaves behind a Luskan Battlemage's Rapier (Rapier +3).

The room at #3 has piles of gold, as well as chests with random gems and potions. One of the chests holds the Enduring Vestments (+1 armor class, spell resistance 14, False Life 1 / day).

Now it's time to do a prolonged quest for the Thayan Enclave.



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