Legend of Zataroth, Part VIII

Part VIII of the Swordflight Walkthrough. Continuing from Part VII: Calimport. Swordflight (2008-2022) is a NWN Module for Neverwinter Nights 1 (2002).


As stated in the previous post (click to enlarge):


So let's give an example of a rewarding quest that I found difficult because I undertook it at just 6th level.

First, though, some background. One of the initial quests offered in the Shifting Sands inn (the beginning of Chapter I) involves the recovery of a stolen tome: the Tome of Zataroth. The quest is given to us by the apprentice mage, Haldin Khadash.


Having done some detective work in the inn, slayed the thief that stole the tome, and recovered the tome...


... we are intercepted by a hostile, hooded mage whose corpse we loot for a note:


The tome is delivered to Haldin Khadash for a small reward, but the lore and questing in regard to the legend of Zataroth continues in Chapter II.

First, the note may be delivered to the Lieutenant of the City Watch:


While nothing much comes out of that investigation, there is a continuation under one of two class-specific quests open to me: the one for arcane spellcasters.

I actually couldn't remember how to fast-track to the Docks district, the unlocking of which is a requirement to beginning this quest, but, as I explored the Scholar's Corner, I bumped into an unrelated quest-giver whose quest unlocked the Docks. That was most fortunate.

The class-specific quest-giver, a wizard called Ynal Mekazhan, is found in the Kraken's Belly Tavern in the Docks:


Ynal magically transports us to the hidden subterranean refuge of Zataroth, located down in Dark Calimport. Along with arcane skill checks, there are a few challenging traps, locks and puzzles encounterd en route to Zataroth's laboratory-sanctum.

Optional Chess puzzle!

(The ornate chess pieces yielded from completing the Chess puzzle can be sold off for a pretty penny.)

As well, the combat encounters can be challenging (at 6th level). Basically, there are six minogons and four helmed horrors guarding the laboratory. It's possible to employ Invisibility to bypass the minogons and Haste potions to run past the horrors (the latter sport True Sight), but, while certainly viable, we miss out on 1,928 XP by doing so. Thus, it's probably better to employ Haste and kite the aggro with the Wand of Fire itemized in the dungeon. Potions of Clarity may also be quaffed in order to ward against the fear inflicted by the howling of the minogons. 

  
Once we reach the laboratory, all this work pays off. Amidst the many treasures...


... we find the Tome of Magical Knowledge which grants us 552 XP when read...


... Zataroth's Notes on Magical Research which grants us 616 XP when read...


... and custom crafting components along with Zataroth's notes on making a mighty magical ring:


Along with the ring, the crafting components are assembled in proper configuration on the table. Then, the required spell is cast on the table:


Lastly, a configurable three-part enchantment is applied by manipulating the nearby magical device:


The resultant enchanted ring is an artifact to be treasured. I call it "My Precious..."


This ring is further enhanced by a magical device on the third level of the Hidden Fortress [pic].

We also find an excellent robe among other arcane items (such as 7th circle spell scrolls):


Ynal Mekazhan, the wizard for whom we undertook the quest, is found waiting for us at the entrance to the dungeon. Being a wizard in search of Realmslore and artifacts, his betrayal was not too surprising:


Since he and his minions sport elemental immunities, the Wand of Lightning and Wand of Fire are ineffective. Thus, I found it easier to simply melee the wizard (sneak attack AoOs) and then mop up his minions.


So this is an example of a comparitively difficult quest (relative to our level) paying off. How does it pay off? Most notably, through key items that grant +spellslots.

Ring and Robe equipped, here are the spellslots for my Illusionist (6):


Combined with wands, rods, staffs and scrolls (most of them found during this quest), we've now got a fair bit of spellcasting power at our disposal. And we'll need it.


Above:

  • The Sweeper (Cone of Cold, Mestil's Acid Breath, Burning Hands),
  • Staff of Power (Fireball, Magic Missile, Ray of Enfeeblement),
  • Rod of Beguiling (Charm Person, Dominate Person) and
  • Rod of Thunder & Lightning (Chain Lightning, Great Thunderclap, Lightning Bolt, Sound Burst, Horizikaul's Boom).

Now, that's what I'm talking about!

***

The freedom to choose from an array of quests, and undertake them in any order, is one of my favorite features in RPGs. Especially when the quests vary in terms of difficulty and rewards. I think Chapter II delivers on this front.

Next up: Rajar's Thieves' Guild!

Neverwinter Nights Swordflight Chapter 3 Buried Ruins 2 Thieves' Guild Mazar's Golems
Swordflight Swordflight Alignment Buried Ruins 3 Goblinoid Army Precious Metals
Rogueknight Interview Swordflight Walkthrough Buried Ruins 4 Orc Army Hammer & Anvil
Swordflight Chapter 1 Shifting Sands Inn Calimport Dragon Cult Bloody Blades
Swordflight Chapter 2 Buried Ruins 1 Zataroth Aranea Base Zagash the Terrible

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