NW2 - STORM OF ZEHIR
RPG by Atari
Guide by Lu
Though a devoted fan of the Neverwinter series, Storm of Zehir was a huge disappointment to me. The previous extension to NW2, Mask of the Betrayer, was a complete, exciting game: there was a plot, there was a smooth progression to an end, there was interaction with the other members of the party. SoZ has departed from this winning formula and the feeble main quest, if you can call it that, gets buried under a mountain of boring, senseless tasks.
In this series I came to hate the word "*miss*" in combat - where everyone misses time and again a close enemy while getting whacked. Presumably this was to prolong play time; and now, to prolong it further, the enemy runs away from you just as it is about to die.
In SoZ you are going to hate even more the words "Loading area...". The game gets interrupted time and again every time you move into a location. Each takes forever to load and it really becomes dreadfully tedious.
Amongst other annoying things, I got lumbered with recipe books which could not be put away in a magic bag nor dropped - even though I had no intention of crafting anything. They are forced on you without giving you a choice.
What a pity. I do hope this is the last of the "open ended" type of game in the series!
First, this is only a guide because you can do things in any way you like; you must take your own decisions. This is only the way I did it, I hope it helps.
Because you cannot survive the boredom of this game without high scores in the skills Hide, Listen, Move Silently, Search, Spot and Survival, I replayed Mask of the Betrayer making sure I allocated sufficient points to these skills. I then exported the character and used it when starting SoZ.
Try and get the feat Leadership as soon as you can so that your party can consist of six people.
When talking to NPCs in the game try always Diplomacy (if you are able and your leader is not Evil), trying to say the decent thing at all times. Don't miss any opportunities to ask for work or a task.
When I say "save a game" I mean keep it and don't overwrite it because it is a crucial point and you might need to come back to it if things don't work out.
Finally, I've played this game twice and things don't always happen as I describe them. Apart from the main quest, there will be countless other tasks which you can carry out in any order you like - since most of them consist of finding something or killing somebody there is no need for me to describe them all.
As soon as the game begins you have to create a party of four; make sure you have a Cleric who memorizes Darkness and as many healing spells as you can manage. Go down below when you are ready.
At the Beach, talk to Volo, save a game, search the debris, collect the two shiny objects. There will be three attacks, just wait doing nothing in between while Volo fails spectacularly to pacify the Batiri. Finally you get arrested for landing illegally in Samarach. If you have done all you need to do here, talk to the patrol and you will find yourself in...
After the talk, go to your left, listen to the ravings of the Doomsayer and enter Leira's Trick. Talk to the Innkeeper and have a rest. Before you leave, in the room to the right of the exit door there is a Party Armoire where you might like to leave items you aren't sure about.
Once outside, go around to your left and you'll find a Bounty Hunter who will give you a handy bag to collect animal parts [if later you want to sell them to him, indicate so, open the bag and drag the parts to his blank inventory page].
are a couple of characters you could recruit near here. [A word about this: later on an elf will insist on joining you,
so bear this in mind. The best thing to
do is to recruit everyone you meet and Talk to them to send them to the nearest
There is a Merchant with whom you can trade and behind him you will find SaSani and a group of people. Approach them and listen, then talk to her: you get your fist job. Before you leave, talk to all the people in her group.
If you've finished exploring around here, go out the way you came into town and head S for the...
[An important piece of advice before we go any further: unless you particularly want to, don't fight the creatures you will see roaming around nor get involved in getting animal parts for bounties. This will prolong the game forever and bore you to death. The only exceptions to this is that at times you will be asked to tangle with certain creatures and that you should attack every single Batiri group you meet (mostly at night). Sometimes they carry cargo (particularly near the Shipwreck) and they always carry gold, so it is worth the trouble.]
OK, at the wreck, press Z to see the cargo so that you can pick it up. There are four pieces of evidence you need (let the Cleric examine them): the hull, a corpse, the rigging and, at the end of the ship and round the hills, a broken spear.
you look at the map you will spot a
When you've done, leave, head for town and talk to SaSani at the Bazaar. Talk to Volo. Go once more to the Shipwreck. Outside town you might spot a Charm Peddlar (blue circle around his feet). Talk to him and you will realize he's selling rubbish, but that gets rid of him. You will see other NPCs marked in blue and I'll leave it to you to interact with them or not.
Go past the Shipwreck and you will see the...
a fight you will get into a conversation with the pitiful creatures and you can
choose to let them go or kill them. It
is up to you. If you kill them, search
their belongings for the key to the cage.
Talk to Lastri and free her.
Follow her to town and talk to SaSani, then go to the
In town, check with Lastri and talk once more to SaSani, who will give you your orders. You are to go to the Lumber Camp. Save a game.
town and look at your map to see where it is located. First of all, follow the road N and, without
entering the town of
As you advance in the direction of the Camp, don't be afraid to explore around: only don't enter any caves, ruins, etc., since you might be sent to them later and it would spoil things. You will also find lots of cargo; keep trading with Tanuir to make room for more.
Once inside, talk to Dall and to the rest of the available people. Talk to Dall again and he will tell you about the dinos and about his problems. His problems can only be resolved at night, so if it is daytime go outside and find yourself some dinos. At night, go to the right of the camp, near where the guys are chopping a tree and talk to the ghost (you fight it first). Find the tomb W of here (press Z to spot it) and get the remains, then go to Dall and explain. Hand him the dino claws and he will send you outside to kill the Sickly dino (you can't miss it!) and get the part he needs. Return to Dall with it.
and proceed to explore the whole map very thoroughly, interacting with
everything you find. Click on Taurin and
enter the common room in the
[In every town, talk to the Innkeeper asking about rumours, see if there is anybody wanting something in the common room and also visit the local shrine to be healed or to trade.]
In Torich, Essien wants you to clear the Salt Mine just SE of town, so do just that (keep the Greataxe of Flame, you'll need it later) and come back to him.
You can visit Nimbre; I couldn't make out quite what this was all about. Talk to the Samarachan Captain and then to the Loremaster. In his house there is a chest and a false wall to a hidden room.
Rassatan, Redfeyer wants you to fetch him something from the
When you have explored all the map, return to Samargol and talk to SaSani.
to Vadinya and she will send you to
Don't go back to SaSani yet; speak instead to Volo and tell him about your discoveries (always do this, you get some nice Feats) and ask him about work. If you have found a corollax egg in your travels (just S of the Lumber Camp, other side of the lake), Vadinya will give you the parrot in trade - if not, you'll have to go to the Black Market but either way you have to speak to her, ask her about tasks. If you traded the egg for the parrot, give it to Volo and ask for more work.
When you go outside you will see that the Black Market has appeared on the map; if not, find it yourself to the SE of town down a little gully. Talk to Zhiir, get the bottle of wine (take it to Tanuir for your reward) and you will find that if you want to get on his list of special clients you'll have to go to...
Inside, talk to the sylph and start exploring. Note the blue Arcane Nexus on the left wall at the entrance. As you come into the first door on your left you will see a locked door which needs three keys, so get searching and fighting. Examine the contents of the three chests you'll find. Save. One option is to wear the Empty Ring for now. When you have the three keys, open the door, empty the chest and rush outside - go into your inventory and use the ring on the Djinn to capture it. You can now summon him if you want to by wearing and using the ring.
Back to the Black Market. Speak to Zhiir and trade with him. If you didn't find the corollax egg to trade for the parrot speak to Xirrol, trade with him, ask about the prisoners and decide to set them free. After the fight, you'll find that Xirrol was carrying a snake you can trade for the parrot. Free the prisoners; the one left behind is a potential recruit.
If you've finished looting, go to Samargol. Find the boar just N of town, slaughter it and take the tusks to Vadinya. Talk to her again and ask about tasks - this is where you give her the Greataxe of Flame. Ask again and she will send you to the...
to the leader and you will be sent S to the
you think you've done all you could here, go outside and look at the map. There are still some unexplored sites. Logically, places with generic names such as
"Cave", "Ruins", "Crypt" and so on are just there
for exploration, experience and loot.
Also logically, you'd expect to be sent to named places such as "
When you have finished, speak to SaSani and listen to the conversation that ensues. Get yourself to the Lumber Camp. Talk to everyone and do (or not) what they ask then go through the Portal.
You get diverted to a crypt, but after you sort it and exit you will be in the...
Save a game. Follow the road N to...
Move forward and listen to the conversation then follow SaSani into the Merchant Headquarters. Speak to SaSani and to the others here, getting all the info. Note the Portal. Explore all the rooms: Volo will want your help. Although right now the two priorities are to trade with other towns and to go to Neverwinter, first it would be a good idea to explore the Keep.
Step out of HQ, go left and talk to everyone you meet. In the Keep's Interior, move forward to hear a conversation and an elf insists on joining you - might as well let her, you need extra hands. Talk to Khelgar.
the Tavern and talk to everyone. Ulweth will tell you about the worgs and
leave: when you get around to it, visit
Go to the Adventurer's Guild and talk to Daerred, Maxil, Juan and Candril. If you have the necessary requirements (change the leader if it helps), they will train you and set you tasks. Take them from the top, if you are able, and do them when it is convenient.
When you've done, leave the Keep.
Go to the W to Highcliff and inquire. Trade with the town and buy what you need, then build the trade post. Go back to Merchant HQ and talk to SaSani, go outside and talk to ODell. Set up a caravan to Highcliff and, if you have the cash, upgrade it. Leave. You might see your little caravan being attacked by bandits - you can join the battle and heal whoever is left standing. Or not. Sometimes you can intercept the attackers and bribe them off. Head N for...
You have to pay to get in. Inside, enter the Thayan Enclave and talk to people. Akila will ask you to look out for Arcane Nexus and will also be the first merchant you interview for Volo. Out.
Go into the tavern and speak to Sir Nevalle, getting all the info. Talk to the Innkeeper. There is also a Paladin to recruit here, if you want.
Talk to Sir Nevalle again for a job before you leave.
Outside the city, go N to...
here because you can play this in various ways.
I went to the
Go out and have a battle. The ship cannot be boarded but the buccaneers obligingly come out. Once you've beaten everybody talk to Haeromos. He has two problems. First, the undead.
Go out and straight E into the Gothaladreum. Kill all the undead and find Nya in a round building to the NW. Talk to her and persuade her to go home. Out.
For the next trick you will need six people, so if you don't have six in your party make sure you do. Look at your map and go to...
Priory of the Depths
You'll have to swim, but once you are in look at the shrine. You can leave gold or trade bars, but you'll be needing those. Go through the door and read all the placards. Click on the Statue and answer her questions: these are Everyone, Drowning, A blue-green..., Seas and oceans. You can now go to through the next door. Pull the levers to the left and right (killing the elementals, of course), save your game and move *just* into the next room.
This is very tricky and you can't save half-way through. The first thing you do is tell everyone to stand their ground. Look at the pattern on the floor. There are semicircles with a dot inside (on which you will have to stand). Starting from the left and going clockwise we'll call the outer ones A1, A2, A3, A4, A5, A6. The inner ones, also starting from the left and going clockwise, we'll call B1, B2, B3.
Right, move your leader near A1. Swap over to the nearest character and have that character immediately issue the order "Stand your ground" to the leader. Move the character very carefully without stepping on any other semicircle and have him/her stand on A1. Switch to the leader and tell this character to "Stand your ground" immediately. I hope you can understand this because you have to do it several times and very quickly so that nobody starts running around all over the wrong semicircles.
If you have managed to get one character immobilized on A1, the next one has to go on A6 and the next one on B2. Then B1, A2 and have the leader stand on B3. At this point all the inner semicircles remain lit and you can use whoever is standing on them to go on the following: A3, A4 and A5. This opens the last door.
Go through and talk to the prioress. She'll ask for money, be diplomatic and cough up 6000 smackers. Leave, not forgetting to tell your party to follow you.
Get back to Port Llast and talk to Haeromos. Before you leave, find Nya at one of the stalls and talk to her for Volo. You can also trade with her.
Outside, you can trade with the town now, so you know the routine - get rid of what you don't want, find out what it takes to set up a trading post, buy it and set it up. While you are buying, click on Resources and buy 1 ivory, you'll find out why soon.
Go to your cartel in Neverwinter. You are told to buy a trading post from Nevalle, so do so. Enter the trading post and talk to the trader. Set up a caravan between here and Port Llast and, if you can afford it, with the other towns. Report back to your cartel and ask for work - you'll be told about Phineas.
Go outside and talk to him, give him the ivory. Right, now we are going to go all over the map to each town and set up trading posts. Let's start in the S with...
know the routine. Check out the
resources and buy 1 adamantine. Enter
the common room and talk to Finch to find out what he wants, ask the Innkeeper
for rumours. From here on you'll find
Finch in every
Enter and go to the Gate, talk to Caryl and say you are adventurers, she'll let you in and tell you to talk to the Mayor (Lazlo Buckman). Do so and see what he wants. For you to find Tarmas and deal with two dragons, no less. Talk to everyone else. The Goodwife will give you another job and you can interview Zinn for Volo. Leave, go to the...
you go in you will speak to two fellows escorting Tarmas out of the cave. Take the NW room and examine the suspicious
barrel. Go on S and you'll find the
shawl. Further S you'll come across
Tarmas who tells you to find the Chieftain's key. Carry on exploring. In the SE corner you'll find a room you
cannot enter because of a magic field, turn N and at the statue of Tyr ask for
a blessing, keep going N. In a room to
the NE with a hulk inside there is a magic jar that can be unlocked for some
guano (?!). The key (or the Chieftain)
is to be found in the large chamber in the S.
Go free Tarmas and get to
to Lazlo and agree to take on the dragons, go on S and one of them will offer
you a deal - of course, you know better than agree (don't you?) so kill both
dragons and you get a Feat. After a bit,
talk to Lazlo again (you can now go and collect the treasure from the
Move on and work your way NE up the map to...
No resources at the moment. Enter the common room and talk to Danley. He wants you to go to a mine to the SE which produces cold iron (another resource). Get over there and talk to the two people you'll meet. Be suspicious and say you'll look around. Cast the dispel magic spell and then it will just be a matter of clearing the mine of nasties. Go back to Danley so that production can start.
You are probably running out of trade bars so finish any non-merchant related tasks you have outstanding and go and collect your earnings at...
Crossroads Keep (again)
to SaSani to get another job. When you
are able, go to the
Collect your earnings so that you can carry on with your task of setting up trading posts. Leave.
Go to the Adventurer's Guild. Next door you'll find Jaris, who wants you to do a very difficult job. Enter his house and issue the command "Stand your ground" to everyone in the party. Get into stealth mode, turn left into the room and negotiate your way along the crates covered in potions and into the bedroom. Take everything from the desk and negotiate your way back. Go along the corridor and into the next room, click on the Alchemy table. Use the notebook, then the green and purple vials, remove the silver vials and then the blue ones. That's it. Go talk to Jaris taking your party with you.
the Keep Interior and talk to Khelgar 3 times using diplomacy to get him to
agree to the Orphanage. For his tasks,
go into the
We need to continue creating the last trading posts (don't forget to collect any resources available).
your trading stuff, then enter the common room and talk to Parr. Find Parrum's Rock and search for the
correspondence, read the letters. Go
back to the
Same again only nobody to talk to in the common room. Go on to...
Same as New Leaf, also no-one to talk to.
If you've sorted all the towns, do whatever tasks are pending (to give you an instance, if you are doing the Improved Camp Routine for Maxil, go to Circle of the Mere and light the campfire), then travel to...
Crossroads Keep (yet again)
Enter HQ, report to SaSani, Variel and Volo (tell him of your discoveries and the merchants you have interviewed; he'll want you to interview bandits next). Ask Variel about an upgrade; you'll have to donate 500 trade bars but you've got plenty. What you need to upgrade is the portal, so find out what you need for that. Before you do, though, use the portal to pop into Samarach and collect the salt resource from Torich. You might also like to pursue the Arcane Nexus thing if you don't mind coming backwards and forwards.
Go outside and check with the Caravan Master that everyone is trading with everyone else. Report to Khelgar and he'll give you another job; it's of the "Get to Shadow Cult and kill everybody" variety, so I'll leave you to it - but note that there is an Arcane Nexus in the N room there, though. Are you still training with the Adventurer's Guild? Go to them.
When you walk out, look for bandit bands, parley and bribe them, as per Volo's instructions. Now that you want them, you won't find them. However, if you bribe around 2 or 3 gangs, you'll eventually meet a bandit marked with a blue circle who will tell you someone is pulling the strings in Neverwinter.
Make time to nip into Neverwinter to give the resources to Phineas and visit your cartel - Aster Merris will send you to New Leaf.
you leave, tell Nevalle about the orphanage and about Finch; he asks you to
speak to Lady Janelle, just outside the
New Leaf (again)
Enter the common room, talk to Finch and then to the New Leaf Quartermaster. Leave. Head S and you will be hassled all the way by bandits. At the very fist fight you'll get a serpent figurine which will guide you to their den. But not without several boring fights. Inside the hideout you'll find New Leaf's stolen goods, so tell the Quartermaster.
Get 5 darksteel from Conyberry, 1 cold iron from Phalandin, 5 adamantine from Leilon and 1 mithril from Highcliff. Nip into Neverwinter, hand the resources to Phineas and go to your cartel; you'll need to go to the tavern in Conyberry.
Go first to the Keep, speak to everyone and upgrade the portal. Now you don't have to walk everywhere - alas, it only works one way. Donate a whole lot of trade bars and ask what you need for the other upgrades; get the materials and do the upgrades any time you like. Go through the portal to...
Conyberry: The Meeting
Enter the common room, take part in the conversation any way you like and watch what happens.
Because if you pursue the main plot Volo will be lost to you as a discovery collector, you might want to save a special game at this point and try to...
by going to
doubt if anybody is going to send us anywhere else, so let's do the locations
we haven't been to for Volo. All
locations are the usual except, perhaps, the
The end of the story
to SaSani and she'll send you to meet her associates. When you do, you'll discover more of the
plot. When you go back to Sasani you'll
find that there has been a murder. Talk
to everyone and follow her through the portal.
Go to a room in the NW to find the SeSehen Almanac, read it, you will need the info to go through the door to the upper level to the NE. Finally, once in the throne room you get to kill Zehir's Herald if not Zehir himself.
to the SE door and save here. You can do
whatever you like: I returned to SaSani
visited Akila and he had finished his research.
He tells you to go to a ruin in Chult.
Go to the
That's it. I'm sure you will do a lot better than I.