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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  | 

Khelgar's Quests

Sword Coast Overland Map

A Bard's Tale

I return to Crossroad Keep. The entrance to the interior of the Keep is at #6 on the Crossroad Keep map.

Crossroad Keep

Khelgar will be just a little ahead. He wants me to look for the Gauntlets of Ironfist for him, which have been stolen from him by a trio of Bards. I make my way to a Log Cabin, which is at #15 on the Sword Coast Overland Map.

Hideout

I start off at #1 on the Hideout map. I buff up to the max beforehand.

Numerous and various Party Guests will be situated at spots marked #2. They won't attack for now. There will also be Orc Bouncers stationed in these rooms as well.

At #3 is the personal bodyguard of the Bards, Feargus Orc-Heart. If I cannot make a Bluff check with him, then the Bards, all of the Party Guests, and all of the Orc Bouncers will attack. At #4 will be the trio of Bards, Azahr, Venn and Willam. Your people skills, no matter how good they may be, cannot convince them to willingly return the Gauntlets of Ironfist. A fight is inevitable, so I just get it over with when I first run into Feargus.

The fight is easy enough. Janette finds herself stuck alone in a room with a lot of enemies swarming her, so she unleashes a Word of Faith. The battle soon resolves itself casually. Keep in mind that the Bards are capable of both Bard spells and the Curse Song, so you may need Remove Curse spells afterwards.

There will be a lot of loot, including:

I have no use for any of it though.

At #5 is a chest that holds:

It is entirely optional for you to choose to keep the Gauntlets, especially if you have a Monk character in your party. That was not my choice however.

Recruitment Drive

I speak to Khelgar again. He has a new quest for me, convince the leader of a mercenary company, named Nall, to help train the Greycloak recruits.

I speak to Khelgar again immediately thereafter, and return the Gauntlets of Ironfist to him for 1,200gp and 2,000xp.

Nall can be found inside the Phoenix Tail Inn, the entrance to which is at #4 on the Crossroad Keep Inn. Nall will be difficult during the initial portions of the dialogue, but a good enough Bluff, Diplomacy or Intimidate check will suffice to change his mind.

The video ends with me bringing the good news to Khelgar for 1,200xp.

Fading Shadows

Khelgar has a last job for me, to clear out the last remnants of the Shadow Priests left over from the war against the King of Shadows. The Shadow Cult is found at #8 on the Sword Coast Overland Map.

Shadow Cult

I start off at #1 on the Shadow Cult Map, and buff up to the max.

I move ahead to #2 and begin to fight several Shadow Mastiffs. Several Ghasts also pour in from the central room to the north. I have little trouble cutting them down in physical combat.

At #3 will be a few Fireball traps that Gallard disarms.

At #5 will be several Dire Rats that I easily slaughter.

At #6 will be a pair of Spectral Blacksmiths that won't threaten me, and pretty much ignore me in fact. There are two racks in the room, one with a Bastard Sword +2 and the other with a Tower Shield +2.

At #4 will be several Wraiths that I kill off. A scroll case holds several spell scrolls that Vandala collects.

At #7 will be several Shadow Priests, as well as a Shadow High Priest, a Vampire, and a Warlock. The warriors charge in. Vandala blasts away with Eldritch Chains. Finch unleashes his Hymn of Requiem and then goes into stealth mode. Umoja blasts the area with a Storm of Vengeance. All of that suffices to win the battle in short order.

The loot includes:

I don't really have much use for any of it though. The Journal provides clues as to the location of the Onyx Cave, but I've already dealt with that.

I bring the good news to Khelgar for 1,100xp and 1,500gp.

Awareness

Now I decide to do a couple more teamwork quests. I return to the Adventurer's Guild and speak with Juen. The Awareness quest has a leader requirement of Listen +12 and Spot +12, which Umoja fulfills, and party member requirements of Listen +2 and Spot +2, which the rest of the party members fulfill.

Juen instructs me to find a house located at #4a on the Overland Map.

House

I start off at #1 on the House map. The idea is that there are three other Halflings hiding in the house. A character needs to get close to them and make a successful spot check to reveal them, and then click on them. The three Halflings are at #2, #3, and #4 on the House map.

I get 1,100xp for completing the entire quest. Everyone in the party also gets the Awareness teamwork feat (+2 to Listen and Spot).

Improved Camp Routine

Now I have Umoja speak to Brother Maxil. The teamwork quest I have in mind is Improved Camp Routine. The leadership requirement is +12 Survival, which Umoja satisfies, and the party members' requirement is +2 Survival, which is also satisfied.

I make my way to the Circle of the Mere, which is just north of West Harbor at #5a on the Sword Cost Overland Map. I click on the campfire just ahead, and a few Ghostly Druids appear and attack. I have little trouble killing them though. Umoja threw in a Storm of Vengeance just to be sure.

Everyone in the party gets the Improved Camp Routine feat, which reduces the chance of being interrupted on resting by 50%.

Now it's time to do some of Volo's Quests.



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