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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 I:   Samargol  |  Omgar's Teeth  |  Lastri's Quests  |  Kwesi's Bounties  |  Taruin  |  Rassatan  |  Nimbre  |  Mines  |  Shattered Spear  |  Volo's Quests  |  Tempest's Fury  |  Lumber Camp  |  Chokemist Cave  | 

Tempest's Fury

Samarach Overland Map

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I travel to the Underdark Black Market at #3 on the world map.

Underdark Black Market

I start off at #1 on the Black Market Map. At #2 is a Mind Flayer who has gone insane after contacting the mind of the God named Cyric.

At #3 is a Mind Flayer named Zhiir. He has a quest for me, to retrieve some research from a keep called Tempest's Fury.

To Tempest's Fury

And here I make my way to Tempest's Fury, which is at #12 on the World Map.

I start off at #1 on the Tempest's Fury map, where a Sylph warns me to leave lest somebody really nasty named Shamal returns.

Tempest's Fury

Ice Mephits and Water Elemental

I continue on to the summoning circle at #2. A skeleton there has a Scarab of Protection +1, a Quarterstaff +1, and Bracers of Armor +1.

There will be several Ice Mephits and a Water Elemental in the adjoining rooms. I open two of the doors, thereby encouraging the whole lot of them to come out. The Ice Mephits aren't much trouble, and neither is the Water Elemental who arrives soon thereafter. The Mephits leave behind Ice Mephit corpses, while the Water Elemental leaves behind a Glowing Water Essence.

Vault Keys

A scroll case in the room at #3 holds several spell scrolls, which Vandala collects. Gallard disarms and unlocks a chest at the north end of the room. It holds:

A trapped chest in the room at #4 holds: A chest at #5 holds: Now I'm ready to open the vault at #6.

Shamal

First, I buff up to the max. I then position everybody right at the summoning circle itself. There's a specific reason for that.

I then have Gallard issue a 'stand your ground' command. He goes on ahead and uses the three Vault Keys to open the door at #6.

At #7 is a trapped and locked chest. Inside the chest will be several items that I'll grab later, plus the Tempest's Fury Research. For now, I grab only the Research.

Shamal and four Large Air Elementals appear right at the summoning circle. Shamal can be dangerous, because he can make repeated use of spells like Chain Lightning and Ice Storm. If you find yourself having trouble with this battle, an easy solution is to simply activate the Empty Ring of Djinni Summoning on Shamal. It will trap him inside the ring, resulting in a new Ring of Djinni Summoning. The ring can then be used to summon Shamal once a day. But I don't feel I need it though. I would rather have everyone wear rings that confer constant defensive benefits than rings with activated powers that I'll probably use only rarely if at all.

However, my reason for positioning everybody at the circle itself now becomes clear. Gallard issues an 'attack nearest' command. Shamal is within hand's reach of the party. Logan himself cuts down Shamal in very short order. The Elementals soon follow as a matter of course. Shamal will leave behind a few gemstones. The Elementals each leave behind a Glowing Air Essence, which could conceivably be used to take advantage of crafting recipes from the OC item enchantment system.

Tempest's Fury Research

The chest also contains:

I bring the Tempest's Fury Research back to the black market and get 700xp for my trouble.

Shopping the Underdark

I now have access to Zhiir's wares. Well, it's a lot of +1 armor and weapons, and potions, and the like. Really, nothing that I can't get on my own through crafting.

Xorill also sells some items of his own, pretty much more of the same. However, he also sells creature parts. In fact, Xorill is the only unlimited source of Drider Silk available during Storm of Zehir. Drider Silk can be used in the crafting of Dexterity-enhancing items, like Belts of Agility and Gloves of Dexterity. I buy 30 from him, just to be sure that I can craft enough interim items that raise Dexterity by 4 and my final items that raise Dexterity by 6.

If you want to kill off the Mind Flayers and their bodyguards, it's easy enough to start the fight by telling Xorill you're going to shut his operation down. Finishing it is a whole other matter. Mind Flayers can use their stun cones to both damage and stun any characters caught within, unless a saving throw is made. A stunned character is vulnerable to an instant death attack by a Mind Flayer. The battle can be difficult even for high level parties, and for not much xp in return. Then again, Chir the Svirfneblin Wizard may become a joinable companion for you if she survives.

If you are bound and determined to kill the Mind Flayers, be sure to have done the Tempest's Fury quest beforehand, and make sure you've acquired enough Drider Silks for your needs. Once the Mind Flayers are gone, the unlimited source of Drider Silk is gone as well.

The video ends with me remembering to add +1d6 electrical damage to Umoja's longbow.

Wanderer

First, I buy a Stag Beetle Shell from Kwesi. This will help with a bounty quest later on.

Now that I've visited Tempest's Fury, I am able to describe five more locations to Volo. All party members get the Wanderer (+1 Search, +1 Spot) feat, which replaces the Tourist feat.

My next destination is the Lumber Camp.



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