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    Dungeon Siege II Walkthrough Share Boards

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    Dungeon Siege II DeluxeFAQ/Walkthroughv1.00 2006-10-17

    Copyright 2005, 2006 by Barry Scott "PapaGamer" Will

    A premium version of this guide is available. The premium version is in AdobePDF format and has maps, screenshots, bookmarks and lots more to make it theonly definitive reference for both Dungeon Siege II and DS2 Broken World.

    http://www.papagamer.com/

    This guide covers both Dungeon Siege II (DS2) and its expansion, Broken World(BW). All information is presented as though you are running DS2 through theBW interface; this means you can use the classes, races, skills, powers, etc.as updated in BW even though you are playing DS2. If you are playing DS2alone, without BW installed or without playing through the BW interface, youshould use the original DS2 FAQ found at:

    http://www.papagamer.com/faqs/ds2.txt

    __ ___________________________________________________'-,__________/____/ \@_/_/_/_/_ ____ CONTACT INFORMATION )

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    \__ \___________________________________________________ /,-'

    To contact me about the guide, send email to:

    [email protected]

    Please include "Dungeon Siege 2 FAQ" in your subject line so I do not auto-discard the message. Also, please read the FAQ carefully prior to asking forhelp on any part of the game. If you send me additional suggestions or hintsfor the game and I find them useful, you will be acknowledged in the Credits.If you find this guide useful and would like to contribute a small token formy efforts, you may send money through PayPal to:

    [email protected]

    Or use the Donate link found on my Web site:

    http://www.papagamer.com/

    Thank you, and enjoy the guide!

    __ ___________________________________________________'-,__________/____/ \@_/_/_/_/_ ____ TABLE OF CONTENTS )

    \__ \___________________________________________________ /,-'

    [1] GAME OVERVIEW[1.1] How to Start DS2 and DS2 Broken World

    [1.2] Glossary[1.3] Controls[1.4] Party-a-go-go[1.5] Spell Casting[1.6] Tips to Get You Started[1.7] Frequently Asked Questions[1.8] More Math (for the Geeks)

    [2] CHAPTER WALKTHROUGH[2.1] DS2 Act I: Greilyn Isle and the Azunite Desert

    [2.1.1] Chapter 1: The Siege of Greilyn Beach[2.1.2] Chapter 2: Prisoner of War[2.1.3] Chapter 3: The Morden Towers[2.1.4] Chapter 4: The Plague[2.1.5] Chapter 5: The Dryad Exile Colony[2.1.6] Chapter 6: Leaving Greilyn Isle[2.1.7] Chapter 7: Secret of the Azunite Desert[2.1.8] Chapter 8: The Lost Azunite Artifact[2.1.9] Chapter 9: Windstone Fortress[2.1.10] Chapter 10: The Temple of Xeria

    [2.2] DS2 Act II: The Northern Reaches[2.2.1] Chapter 1: The Town of Aman'lu[2.2.2] Chapter 2: Finala and the Broken Bridge[2.2.3] Chapter 3: The Elen'lu Isles[2.2.4] Chapter 4: The Royal Caravan

    [2.2.5] Chapter 5: The Vai'kesh and the Aegis of Death[2.2.6] Chapter 6: Princess Evangeline[2.2.7] Chapter 7: The Siege of Snowbrook Haven

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    [2.2.8] Chapter 8: The Siege of Snowbrook Haven, Part II[2.3] DS2 Act III: The Plain of Tears

    [2.3.1] Chapter 1: Restore Kalrathia's Water[2.3.2] Chapter 2: The Morden Chief[2.3.3] Chapter 3: The Kalrathian Rebellion[2.3.4] Chapter 4: The Mines of Kaderak[2.3.5] Chapter 5: The Mines of Kaderak, Part II

    [2.3.6] Chapter 6: The Agallan Trial[2.3.7] Chapter 7: The Agallan Giants[2.3.8] Chapter 8: Zaramoth's Horns[2.3.9] Chapter 9: The Final Ascent

    [2.4] Broken World Part 1[2.4.1] Chapter 1: Kanred the Mage[2.4.2] Chapter 2: The Mage's Tutor[2.4.3]Chapter 3: In Search of Celia

    [2.5] Broken World Part 2[2.5.1] Chapter 1: Elves Under Siege[2.5.2] Chapter 2: The Familiars[2.5.3] Chapter 3: The Second Familiar Surgeon

    [2.5.4] Chapter 4: Solanum[2.6] Broken World Part 3[2.6.1] Chapter 1: The Dwarves of Glorydeep[2.6.2] Chapter 2: The Overmage of the Cinbri

    [3] QUEST WALKTHROUGH[3.1] DS2 Act I Primary Quests[3.2] DS2 Act I Secondary Quests[3.3] DS2 Act II Primary Quests[3.4] DS2 Act II Secondary Quests[3.5] DS2 Act III Primary Quests[3.6] DS2 Act III Secondary Quests[3.7] Broken World Part 1 Primary Quests

    [3.8] Broken World Part 1 Secondary Quests[3.9] Broken World Part 2 Primary Quests[3.10] Broken World Part 2 Secondary Quests[3.11] Broken World Part 3 Primary Quests[3.12] Broken World Part 3 Secondary Quests[3.13] The Mysterious Mystery Quest

    [4] LORE[4.1] Potions[4.2] Quest Items[4.3] Books[4.4] Chants[4.5] Reagent Recipes[4.6] Unique Items[4.7] Item Sets[4.8] Weapon Suffixes and Prefixes

    [5] CHARACTERS[5.1] Character Races[5.2] Classes, Skills & Powers

    [5.2.1] Fighter[5.2.2] Ranger[5.2.3] Combat Mage[5.2.4] Nature Mage[5.2.5] Blood Assassin

    [5.2.6] Fist of Stone[5.2.7] How to Buy Skills

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    [6] COMPANIONS[6.1] Henchmen[6.2] Pets

    [7] VERSION HISTORY & CREDITS

    [8] LEGAL

    To jump to a specific topic, open the Edit menu and choose Find in this Page(or just press Control-F) and enter the bracketed number, including thebrackets. For example, enter [2.2.5] as the search text to jump straight tothe walkthrough for DS2 Act II, Chapter 5.

    __ ___________________________________________________'-,__________/____/ \@_/_/_/_/_ ____ [1] GAME OVERVIEW )

    \__ \___________________________________________________ /

    ,-'=============================================[1.1] How to Start DS2 and DS2 Broken World=============================================

    Dungeon Siege 2 uses a special CRC check to verify saved games. The primaryresult is corrupted saved games, due to the use of mods or NoCD cracks. Tocombat the problem, Elys released a DS2 All*Saves loader that would allow youto load up any saved game. You can download this program here:

    http://www.papagamer.com/files/DS2BW_AllSaves_v2.msi

    Install Elys's All*Saves and use it to launch the program.

    -> From the main menu, choose "Continue" if you want to load the mostrecently saved single player game. If you want to load another saved game orstart a new game, click "Single Player".

    -> If you want to use an existing hero (PC), select the hero and click"Next". (Broken World has six pre-generated heroes--one from each class--thatyou can use to play BW at Mercenary level.) If you want to convert a savedgame from original DS2, click "Convert Hero". You can also "Create New Hero"or "Delete Hero".

    -> If you choose to Create New Hero screen, select your hero's race, gender,appearance and type in a name; then, click "Next".

    -> If you choose to Convert Hero, select the hero from your list of originalDS2 characters and click "Convert". If your hero doesn't show up in thislist, use the All*Saves mod mentioned above.

    -> Once you've chosen, created or converted a hero, select the map you wouldlike to play: Dungeon Siege II or Broken World. Regardless of which map youselect, you'll be able to use all features of both DS2 and BW.

    -> Select the difficulty level. To play...* DS2 Mercenary: no requirement, recommended levels 0 - 39

    * BW Mercenary: you must complete DS2 Merc, recommended levels 39 - 47* DS2 Veteran: you must complete BW Merc, recommended levels 47 - 68* BW Veteran: you must complete DS2 Vet, recommended levels 68 - 74

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    * DS2 Elite: you must complete BW Vet, recommended levels 74 - 94* BW Elite: you must complete DS2 Elite, recommended levels 94 - 100

    -> When you click the difficulty level, the game will begin. If you had asaved game at that difficulty level with your chosen hero, you will load thesaved game. If you had no saved game at that difficulty level, you will begina new game.

    *MAJOR BUG WARNING!*The party-save system is seriously messed up when converting a DS2 save(either original or patch 2.2) to Broken World. Any characters saved at theInn cannot be removed from the Inn. Any characters converted in your activeparty may be lost forever if you disband them. You are advised to do one oftwo things:

    1) Play through DS2 again using the Broken World interface. A partytransferred from DS2 to BW (not converted) works just fine.

    2) Remove all your characters and pets from the Inn in DS2 before conversion.

    After conversion, do not disband anyone from your active party. To use newhenchmen in BW, you can either release everyone from your active party priorto conversion, or use a mod that allows you to buy extra party slots at Merclevel in Broken World. Such a mod is available at:

    http://www.papagamer.com/content/view/60/56/

    ================[1.2] Glossary================Aggro: Aggression--refers to the focus of a monster's ire

    AoE: Area of Effect--spells or powers that affect more than one monster,typically all within a radius of the target point

    Buff: A magical enhancement to skills, powers, damage, ability scores, etc.

    Curse: Combat magic spell that debuffs your enemy

    Debuff: A magical effect that reduces your opponent's health, armor, abilityscores, resistances, etc.

    DPS: Damage per Second--the amount of damage a character can inflict persecond of fighting

    Embrace: Nature magic spells that buff allies' defensive stats; such asarmor, resistances, health, etc.

    Mark: A special type of weapon enchant spell used by Blood Assassins

    Mob: Any hostile creature, from one to many (a mob of mobs!)

    Weapon enchant spell: Spells used by Blood Assassins and Fists of Stone tobuff themselves or curse their enemies; these spells also split earnedexperience between two classes

    Wrath: Nature magic spells that buff allies' offensive stats; such as weapon

    damage, ability scores, etc.

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    ================[1.3] Controls================This is just a quick-start guide to the game interface. For more detailedinformation, refer to your game manual (available on the CDs in PDF format)and to the Handbook, which is part of your in-game Journal.

    Movement & Camera===================* Left-click accessible ground to move.* Scroll the mouse wheel to zoom the camera.* Move the mouse to the edges of the screen, or hold the mouse wheel buttonand move the mouse to rotate the camera.

    Combat & Interaction======================* Right-click an enemy to attack, hold the right mouse button down tocontinue attacking until the enemy is dead.

    * Left-click doors, gates, levers, etc. to open/activate them.* Right-click containers to open/destroy them.* Press 'L' to toggle Item Labels ON and OFF* Press 'Z' to collect all nearby loot on the ground* Left-click friendly NPCs to talk to them (if they display the talk balloonicon).

    * Right-click an ally to cast a beneficial spell on him/her/it.* Press 'H' to drink health potions (all party members who are in need,drink).

    * Press 'M' to drink mana potions (all party members who are in need, drink).* Press 'G' to set the party in Rampage mode.* Press 'F' to set party in Mirror mode.* There are two other party modes: Defend and Wait. By default they do not

    have hotkeys, so you can assign whatever you wish. (Game Options > Inputtab > Hotkeys... button to assign hotkeys).

    Character Management======================* Drag a character's portrait to re-order the party.* Double-click a character's portrait to open that character's CharacterWindow.

    * Left-click a character's portrait to set that character as the activecharacter.

    * Press 'I' to open the active character's Inventory.* Press 'B' to open the active character's Spell Book.* Press 'P' to open the active character's Specialties (skills).* Press 'V' to open all character Inventories.* Press 'K' to autosort all Inventories.* Drag an item from one character's Inventory to a character portrait to givethe item to another character.

    * CTRL-left-click while shopping to automatically buy or sell an item.* Right-click an item in Inventory to automatically equip it.

    Game Control==============* Press SPACE to pause the game.

    * Press ESC to open the game menu.* Press J to open the Journal.* Press and hold TAB to view the overhead map.

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    =====================[1.4] Party-a-go-go=====================DS2 gives you a max of four party members in Merc difficulty, five in Vet andsix in Elite. With eight henchmen in DS2 and eleven in BW--each with his or

    her own quest--and twelve different pets, choosing your companions androtating them in and out can get quite confusing.

    You begin the game with just two party slots--one of which is occupied byyour hero. To purchase additional slots, you must talk to an Innkeeper. Thefirst Innkeeper available is in Eirulan, and she will sell you additionalparty slots immediately. Thus you could, if you had enough money, buy yourthird and fourth party slots as soon as you get out of prison in Merc. But,well, you won't have enough money, so that's academic.

    The third party slot costs 500 gold; the fourth costs 1,500. Under reasonablecircumstances, you should be able to cough up the 500 gold during Act I,

    Chapter 3 and 1,500 by the time you reach Chapter 4. So you should be able toadd Deru, Taar and Lothar to your party (or a pet or two) by the time youenter the Southern Greilyn Jungle.

    The fifth slot costs 10,000, which is peanuts by the time you reach Vetdifficulty. The sixth slot costs 65,000--again, this is chump change even byVet difficulty, much more Elite.

    To take someone out of your party open that person/pet's Character Window andclick the Disband button at the top left of the CW. If you are disbanding ahenchman, it asks if you're sure and then sends the henchman to the "partyinventory" at the Inn (more about that in a moment). If you disband a pet, itasks if you want to send the pet to the Inn or release it to the wild. If you

    release the pet to the wild it drops everything in its Inventory anddisappears--for good. You can't ever get that pet back again.

    Henchmen and pets disbanded to the Inn are stored in a party inventory. Youcan view this inventory by talking to the Innkeeper and asking about oldcompanions (conversation option #1).

    On the right is your party inventory. Underneath the Innkeeper's name are thebuttons:* View: shows you a screen with the chosen companion's stats.* Release: permanently removes the selected companion from the game (onlyworks for pets, not henchmen).

    * Add: adds the companion to your party (if you have an open slot).

    Leveling Henchmen===================Henchmen do not level up when stored at the Inn (pets will always be the samelevel as your hero). When you add a henchman to your party (either for thefirst time or re-adding via the Inn), he/she will only level up if more than20 levels less than your hero. If more than 20 levels less than your hero,the henchman will level up to 2 levels below your hero.

    Of course, this isn't all that useful. A henchman 17 levels below your ownisn't going to be of much help. Not only that, but a henchman so many levels

    below your own is going to earn a lot less experience from the mobs--as muchas 95% less than you're earning. (On the flip side, the henchman will needless XP to level up; but, still...) To level up a henchman, go back to an

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    area where the mobs are roughly the same level as the henchman. Your higherlevel characters will easily blow the mobs away and your henchman will earnfull XP for all the kills and level up pretty quickly.

    Summoned Monsters===================

    Summoned monsters don't count against your party limit. You could,technically, have every character summon a monster and have up to 12"members" (6 party members in Elite + 6 summons). Practically, this isn't agood idea as any character other than a full mage is going to have anincredibly weak summons. To get rid of a summons before its time expires,open the summoner's Character Window and click the View button over the paperdoll so you see the character's portrait. Right-click the summons icon todismiss your summons.

    =====================[1.5] Spell Casting

    =====================There are two primary schools of magic in Dungeon Siege II:* Combat magic, which is almost exclusively used for damaging enemies* Nature magic, which offers buffs, healing and strong summoning, plus alittle bit of offensive magic

    For both schools, there are various levels of spells, requiring a certainlevel of combat or nature magic skill. Individual spells increase in powereither with the level of magic skill or with the Intelligence of the caster.You can see the casting requirements, the current effects and the effects atthe next level by looking at the spell description (hover your mouse over thespell icon in your inventory).

    To cast spells, you must equip a spell book on your character--the spell bookslot is at the top of the character model/gear in your Character Window. Oncea book is equipped, click the Spell Book tab and you'll see your availablespell slots on the left side of the window.

    You have four active spell slots, four auto-cast slots and two reserve slots.Drag spell icons from your inventory to a slot in your book to equip thespell. Active slots are used for spells that you will select for casting.They show next to the character portrait and can be selected in place of aweapon. When selected, the mage will use the spell whenever you right-clickon a suitable target; or, if you are in Rampage mode and an offensive spellis selected, whenever an enemy is nearby.

    Spells in the autocast slots are cast whenever needed:* Curses are automatically cast at nearby enemies* Embrace and Wrath spells are automatically cast on all allies and recastwhen the effects wear off

    * Summoning spells are automatically cast and recast when the summons iskilled or its time expires

    * Healing spells are automatically cast whenever allies are in need ofhealing

    * Weapon enchant spells are automatically cast and recast when the effectwears off

    Spells in the reserve slots can be moved to an active spot without opening

    the spell book. Left-click-and-hold any active spell slot next to yourcharacter's portrait. A list of all spells--active, autocast and reserve--pops up and you can select a spell from that list to put into the active

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    slot.

    Types of Spells=================* Offensive: spells that damage an enemy. Some of these spells also buff themage; such as, Leech Life, which damages the enemy and transfers the damage

    to the mage. Combat mages can choose from fire, lightning and death damagespells. Nature mages can choose from ice and physical damage spells.

    * Summoning: summons a monster to fight for the caster for a limited time.Summons cannot be controlled, do not travel with you through teleporters andcost a lot of mana. Nature mages specializing in summons can have verypowerful creatures that are of great use; otherwise, summons are more troublethan they are worth.

    * Healing: heals party members. Healing spells can be single-target ormultiple-target spells. Combat mages have "heal" spells that damage an enemyat the same time.

    * Embrace (nature magic): spells that increase defensive stats; such as,health, resistances, armor, etc. Any single character can only have twoEmbrace or Wrath spells (or combination) active at any one time.

    * Wrath (nature magic): spells that increase offensive stats; such as, weapondamage, ability scores, etc. Any single character can only have two Embraceor Wrath spells (or combination) active at any one time.

    * Curse (combat magic): spells that decrease stats. Curses generally weakenyour opponent to a specific type of damage; some also damage the enemyconstantly while in effect. Enemies can only be cursed with one effect at atime.

    * Weapon Enchant: embrace, wrath or curse spells that affect only the casterand only while wielding a melee or ranged weapon. Weapon enchant spells alsosplit earned experience between a primary (ranged or melee) class and asecondary (combat or nature magic) class. These spells are used by BloodAssassins and Fists of Stone. Weapon Enchant spells can be used in additionto two Embrace/Wrath spells.

    ===============================[1.6] Tips to Get You Started===============================1) Explore the whole map

    There are lots of little cul-de-sacs branching off from the main path. Thesecul-de-sacs usually contain treasure, so it's worth the time to make sureyou're clearing the whole map to the edges.

    2) Pay attention to creature stats

    Many mobs have resistances. If you attack a creature resistant to fire withfire-based attacks, you won't do much damage. At high difficulty levels, youmay even heal the creature rather than damage it. Stay on your toes; if yourparty is diverse (as it should be) you won't have much of a problem.

    Use Mirror party orders and take out enemies one at a time

    The most effective combat tactic is to focus all your party's attacks on one

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    enemy at a time using the Mirror party orders. Rampage only works if you'rebeing swarmed by very weak creatures, which doesn't really happen that often.Rather than disperse your attacks, and possibly end up with one characterbeing ineffectual (such as your fighter running after a melee resistant mob),keep all characters on one mob until it's dead (which shouldn't take morethan a few seconds) and then move on to the next.

    3) Use Powers to take out swarms or boss mobs

    Use area-of-effect (AoE) powers (such as Whirling Strike, Corrosive Eruptionor Aether Blast) to handle swarms of enemies. When you encounter a boss-levelmob (distinguished by the glowing ring surrounding it), use a high-damagesingle-target power (such as Brutal Strike or Take Aim) to quickly down theboss mob.

    4) If you encounter orange-colored mobs, back off

    Enemy stats in DS2 are color-coded based on your active character's level:* Green--the mob is five or more levels lower* Blue--the mob is two to four levels lower* Yellow--the mob is from one level lower to one level higher* Orange--the mob is two to four levels higher* Red--the mob is five or more levels higher

    Red mobs, while not unbeatable, will give you heaps of problems individually.If you encounter red mobs, you're in way over your head. Orange mobs meanyou're in a little deep. While you might be able to fight your way through;in large numbers, orange mobs will be the death of you.

    Anytime the mobs start getting into orange, back off and find an area where

    the mobs are blue or yellow and keep coming back (the monsters respawn) untilyou've gained some levels. Green level mobs don't provide enough experiencefor power leveling.

    5) Learn to calculate your Damage Per Second (DPS)

    In order to truly understand how much damage you are doing, you must learn tocalculate DPS (damage per second). Since weapon damage is dependant on yourability stats and class levels, it will vary from person to person. However,you can compare two different weapons for your character by equipping eachand calculating DPS for each.

    DPS can be calculated with this formula:

    (MAX DMG + MIN DMG) / (2 SPEED)

    WhereMAX DMG = Maximum damage of the weaponMIN DMG = Minimum damage of the weaponSPEED = Speed factor of the weapon according to the following table:

    Speed Factor------ ------Slow 0.9

    Normal 0.73Fast 0.67Faster 0.625

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    For example, you want to calculate DPS between a bow and crossbow. Bows areFaster weapons while crossbows are Slow; but crossbows do more damage. Your34th level ranger has a crossbow with a damage range of 97 to 165 and a bowwith a damage range of 78 - 134 (damage ranges are from equipped weapons).The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of eachweapon is:

    Crossbow: (165 + 97) / (2 0.9) = 145.5Bow: (134 + 78) / (2 0.625) = 169.6

    As you can see, the bow in this case is clearly superior under normalcircumstances.

    Now let's consider a 34th level fighter choosing between a one-handed andtwo-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:

    2h: (143 + 90) / (2 0.9) = 129.4

    1h: (105 + 67) / (2 0.67) = 128.6The DPS of the weapons are almost identical. However, the 1h weapon allowsthe fighter to use a shield, thus drastically increasing armor ratings. Onthe other hand, the 2h weapon can stun enemies and would be greatly superiorused with Brutal Strike.

    The upshot of all this: when choosing among several weapons, equip each oneand run the formula. Take the one with the higher DPS or one with onlyslightly less DPS but more bonus enhancements. In the long run, the fasteryour enemies die, the better off you'll be.

    6) Pause the game. Frequently.

    Don't try to play this as an action/combat game, relying on the twitchinessof your trigger finger to win the day. The combat in DS2 is very tactical,and pausing regularly during combat will help you assess your characters'positions, their health and mana status and the best available targets.

    You should also pause every time you stop to manage inventory or add skillpoints--especially if you are in hostile territory where a monster couldwander up and start beating on you while you're absorbed in whether or notyou should equip the Sword of Uberness or the Axe of Leetness.

    7) Don't be afraid to use potions. And carry plenty around with you

    Whether you choose to invest in Natural Bond and Survival so you can harvestpotions, or you just buy some from the friendly neighborhood potion pusherwhenever you're in town; always keep plenty of health and mana potions inyour Inventory.

    8) Versatility is a good thing

    Monsters are resistant--or flat out invulnerable--to different types ofdamage, especially as you get deeper into the game. You must have a variety

    of damage types available to you. If you've got a party of two fighters and aranger and you run into a mob that's resistant to melee and ranged damage,you're in trouble.

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    The best way to handle versatility is to have one of each class in yourparty: fighter, ranger, combat mage and nature mage. Of the four, the combatmage is inherently the most versatile as she can fling death, fire orlightning damage as needed; and, she can curse enemies to make them weak toher favored attacks. Add a shield tank or mythrilhorn pet to Provoke mobsaway from the caster and you've got all you really need. You can then add in

    ranged or healing/buffing/summoning support as suits your playing style.

    9) Assign hotkeys to Defend and Wait

    The game basically assumes the Rampage and Mirror party orders are goodenough. However, you may also want to use Defend and Wait. Defend causes allnon-active characters to attack whatever is attacking the active character.Wait essentially puts the active character into solo mode--the non-activecharacters will hold their ground while the active character explores.

    There are some specific situations where these party orders come in handy,

    but, by default, there is no way to issue the commands. You'll have to go inand assign hotkeys to these two party orders yourself. Open the game menu,choose Options, select the Input tab and click the Hotkeys... button. FindParty Orders: Defend and Party Orders: Wait in the list and assign keys tothem. Write these down somewhere so you know what key to press to choose theDefend and Wait orders.

    10) Don't forget the Summon Teleporter spell

    Summon Teleporter is a level-0 nature magic spell. Level 0 means anycharacter can cast it to open a town portal for a quick rest and refit. Thestandard teleporters are rather thick throughout Aranna, but it never hurts

    to have a quick escape method at hand. Make sure every one of your charactershas a spell book with Summon Teleporter in it, even if they never cast anyother spell throughout the entire game. Just remember that town portals donot last through a save/reload and are single-use only.

    11) You've got to know when to walk away, know when to run

    Sometimes, when you're being overwhelmed, a "tactical realignment" is inorder. In other words: run away, run away! This is especially important ifyou have casters. If they get surrounded by brutish thugs, they'll end upunconscious pretty quickly. Since your mages are generally your highest-damage dealers, any time mobs gang up on them, running to a clear area andregrouping your party is a good idea.

    12) Protect your combat mage

    What do you do when you're in the middle of a mob and you notice some freakis drawing the blood right out of your veins? You identify the little git andgive him what for! Well, your enemies do the same to you. Combat mages drawaggro like flowers draw bees. Even the stupid dogs will run right past yourdual-flashy-pointy-thing-wielding monster of a tank and take nips at theheals of your CM.

    Since your CM, like any other mage, is a 90-pound weakling, he or she windsup unconscious and you are deprived of the hundreds of points of damage he orshe can dish out every cast. What do you do?

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    First, consider not putting curses in the autocast slot. Yes, curses areincredibly useful, but monsters don't like being cursed any more than you, sothey go for the curser. Let your fighter(s) get the mobs attention--thencurse them. They might still turn away from the fighter, but they'll likelynot survive to run to the CM.

    Second, use Drown or Infect as both do a certain amount of DPS. Yes, your CMwill draw aggro from using them, but low-level monsters will be dead beforereaching the mage and blue and yellow mobs won't last much longer.

    Third, use a weapon + shield fighter and the Provoke power--or, better, amythrilhorn pet--to keep enemies' focus away from your mage.Fourth, have a nature mage with a good insta-heal spell in the autocast slotand plenty of mana potions to keep casting the spell. Your CM may still fallunconscious once in a while, but your NM will get him or her back up in notime.

    13) Backup your savesBy default, your saved games are stored in

    My Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer

    The game keeps your most recent save and five backups*. This doesn't allow alot of leeway if you get stuck, hit a glitch, etc. Every time you start a newchapter, ALT-TAB out of the game, ZIP up your character's save game folderand archive it somewhere. If you hit a showstopper bug, replace your currentsave folder with the most recent archived save folder.

    * You can increase the number of backups kept by the game. Find the file

    My Documents\My Games\Dungeon Siege 2 BrokenWorld\DungeonSiege2BrokenWorld.ini

    Open the file in Notepad and add this line to the end:

    max_save_backups=x

    where 'x' is the number of backups you want the game to keep; for example, 10or 20.

    14) The toughest enemy isn't always the biggest enemy

    When in combat, try to identify the mobs that are hurting you the most. Itmight be the boss, or it might be the boss' minions. You can even getseriously injured by green-level mobs if you are especially vulnerable totheir attack. In boss fights, it is generally advisable to draw minions awayfrom the boss and destroy them piecemeal before confronting the boss party-a-mano.

    You also need to be aware of any mobs that are hanging back casting nastyspells or summoning critters. Destroying a summoner also rids you of theirsummons, which is a good thing. Again, use the PAUSE key a lot to keep an eyeon the ebb and flow of battle. Figure out which mobs pose the gravest danger

    to your health and focus your attacks on them.

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    15) Use the map

    If, for some strange reason, this guide alone isn't helping you find yourway, keep an eye on your map. It is full of helpful icons:* Green dots point out friendly NPCs* Blue dots point out interactive items (buttons, levers, doors, etc.) ortreasure that's lying on the ground (including reagents and recipes)

    * Gold stars mark primary quest objectives* White stars mark secondary quest objectives* The compass map always shows a gold arrow pointing you in the direction youneed to go to complete your current primary quest task

    You can zoom the maps (both small and large) using the slider under thecompass map. Use it to search for secret switches and get your bearings.

    ==================================[1.7] Frequently Asked Questions==================================

    Q. How do I unlock the higher difficulty levels?A. To play...

    * DS2 Mercenary: no requirement, recommended levels 0 - 39* BW Mercenary: you must complete DS2 Merc, recommended levels 39 - 47* DS2 Veteran: you must complete BW Merc, recommended levels 47 - 68* BW Veteran: you must complete DS2 Vet, recommended levels 68 - 74* DS2 Elite: you must complete BW Vet, recommended levels 74 - 94* BW Elite: you must complete DS2 Elite, recommended levels 94 - 100

    Q. How do I add more than four characters to my party?

    A. Four characters is the limit for Merc difficulty. At Vet difficulty youcan add a fifth party member. At Elite difficulty, you can add a sixth partymember. To add party member slots, speak to an innkeeper.

    Q. What are the item codes from the PSP?

    A. As codes are discovered and circulated, they'll be added to this guide.However, it should be noted there are no unique items in the PSP DS2: Throneof Agony. The F&K codes are, essentially, "cheat codes" that give you a freeitem in one game when you get that same item in the other. Magic items thatcan be transferred are listed as "Crossover" items in their description andthey can only be purchased, using Agallan Tablets, from the F&K Societymerchant; i.e. they do not drop as random loot.

    Q. I'm at the Elven Shrine (Act I, Chapter 4) and I can't get through thedoor because I need a level 6 ranger!

    A. That's just a sanctuary door. (See Handbook Lesson #37) There's a bit oftreasure behind that door, nothing more. The door to take deeper into theElven Shrine is to the right of that door.

    Q. Where are the set items?

    A. Set items are random drops based on your character level. While certaintreasure chests and foes have a higher probability of dropping a set item, no

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    two people will find the same item in the same place. You can even findmultiples of set items (and other unique items). The items drop according toyour character level, so if you get past the intended level withoutcompleting a set, you'll probably never complete it.

    The exceptions are the set items that are part of a specific quest. Theseinclude the Secrets of the Forgotten (Lost Jewels of Soranith quest), the

    Ghostly Visions (Spirits of Aranna quest) and Luun's Deathblades (Mark of theAssassin quest). Also, the Nature's Vigilance set items are placed inspecific treasure chests in Act I. These are mentioned in the ChapterWalkthrough and under the Nature's Vigilance set description. There are alsocertain set items that can only be made using a reagent recipe, and a handfulthat are "Crossover" items and must be purchased from the F&K Societymerchant in the Broken World Dryad Outpost.

    Q. Where's the best place to XP/item farm?

    A. There's no really good place to farm for XP as power leveling is kind of a

    useless activity. The best place to item farm is anywhere in a town or near ateleporter so you can reload and quickly return to try again. Probably thebest place to item farm is the Aman'lu Arena. Don't open the treasure roomsuntil after you've completed all ten matches. Then save your game beforeexamining your filthy lucre. If you don't like what you're given, reload andgo open the treasure rooms again. You can often get a lot of set items thisway.

    Q. What's with the ??? guy?

    A. This treasure thief shows up whenever you get a lot of magic item drops(from chests or mobs). He'll try to steal the loot and run away. He only

    hangs around for ten seconds and he has a large amount of health. If you can"kill" him within the ten seconds, he'll drop a Mysterious TeleporterActivation Stone. In the DS2 maps, this is a quest item and is part of theMysterious Mystery quest. In BW, the stone is just an inventory item anddoesn't have any purpose.

    Q. Can you earn any bonus skill points?

    A. Yes, but only in the DS2 maps. The following quests earn one (1) bonusskill point:

    * Act I, Chapter 5: The Dryad Exile Colony* Act I, Chapter 8: The Lost Azunite Artifact* Act III, Chapter 6: The Agallan Trial* Act I, Secondary Quest #7: The Hak'u, Part II* Act II, Secondary Quest #13: A Servant's Haunt

    You receive two (2) bonus skill points for completing these quests:* Act II, Secondary Quest #6: Arinth the Mad* Act II, Secondary Quest #12: The Aman'lu Arena

    =================================

    [1.8] More Math (for the Geeks)=================================

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    Talkin' 'bout Regeneration!=============================Health and mana regenerate at a relative rate roughly equal to Max (Health orMana) / 100 per second. I.e., base regeneration is scaled so the charactercan fully recover health or mana in 100 seconds. Thus, the actual amount ofhealth or mana makes no difference. A fighter with 1,000 health who hassuffered 50% damage (500 points) and a mage with 500 health who has suffered

    50% damage (250 points) will recover full health in the same amount of time(assuming their regeneration bonuses are the same).

    All potions restore health and mana at a rate that would restore the maxhealth/mana of the potion in 12 seconds. So a small health potion (125 maxhealth restored) restores at a rate of about 10.4 points per second (125 /12) while a colossal health potion (1,100 max health restored) restores at arate of about 91.6 points per second. The practical effect is the largerpotions seem to take as much time as the smaller potions since, by the timeyou get the larger potions, your characters have much more health. Forexample:

    5th level character with 100 health drinks small potion and regenerates 10%health per second (10.4 of 100)

    40th level character with 900 health drinks colossal potion and regenerates10% health per second (91.6 of 900).

    And, for the truly obsessed:Max health is ((str * 0.6) + (dex * 0.25) + (int * 0.15)) * 5.0Max mana is ((str * 0.02) + (dex * 0.08) + (int * 0.53)) * 5.0

    XP (Not the Windows Kind)===========================

    For mobs that are more than four (4) levels above or below a character,earned experience is reduced by 20% per level to a minimum of 5% XP. Forexample, if a character is level 15 fighting a level 10 or level 20 mob, thecharacter will receive only 80% XP; 60% XP for a level 9 or level 21 mob; 40%XP for a level 8 or level 22 mob; 20% XP for a level 7 or level 23 mob and 5%XP for mobs level 6 and under or level 24 and over.

    This means two things:

    1) XP farming has a rapidly diminishing rate of return. Once you get 9 ormore levels over the mobs you face, you earn virtually no experience.

    2) To level up a low-level party member, you need to fight mobs near the samelevel as the character. Taking a 20th level companion into a 30ish level mobarea will hardly level the 20th level companion at all. Take that companion toan area with level 18 to 22 mobs and level him or her up a bit. Then go tolevel 24 mobs, etc. until the companion catches up.

    Experience is divided amongst non-pet party members. However, mobs scalebased on party size, so you end up coming out about even. If you want tolevel up faster, take just your PC and a party full of pets. You'll facestronger mobs and get all the XP yourself. Of course, it won't take long forthe law of diminishing returns to slow your level advancement to a crawl.Conclusion: in DS2, there's no way to power level short of using a trainer.

    And the XP table:+------------+-----------+-----------+-----------+------------+ 0 300 900 2000 4000

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    the weapon when equipped will be modified by Strength or Dexterity as well asskills, other equipment, etc.

    __ ___________________________________________________'-,

    __________/____/ \@_/_/_/_/_ ____ [2] CHAPTER WALKTHROUGH )

    \__ \___________________________________________________ /,-'

    This is a step-by-step, linear walkthrough of the main quest and allsecondary quests. For breakdowns of the individual quests, see the nextsection of this guide.

    ======================================================[2.1] DS2 Act I: Greilyn Isle and the Azunite Desert

    ======================================================[2.1.1] Chapter 1: The Siege of Greilyn Beach===============================================

    Having left your hometown to find fortune and glory and to seethe world, you and your best friend Drevin have been fighting asmercenaries in Valdis' army for the last few years.

    You have been transported to Greilyn beach via Dragon flight, andordered to travel through the trenches the landing force has preparedto help Valdis secure a powerful artifact. Not much is known about theartifact other than that it lies within a temple nearby called theTemple of the Coast and that the island's Dryad inhabitants currently

    protect it.

    Primary Tasks* Get your orders from Morden Lieutenant Jerind* Destroy the training dummy using a melee weapon* Destroy the training dummy using a ranged weapon* Destroy the training dummy using a Nature Magic or a Combat Magic spell* Get your orders from Morden Lieutenant Kargack* Destroy the bracken shell* Make your way to the front lines* Reinforce the troops on the other side of the tunnel

    Secondary Quests* None

    Not much to talk about here. This is the main tutorial stage and the primarypurpose is to get you used to the game interface and controls. Most of thecreatures you will encounter during this chapter are weak to fire, so youshould either use a fire spell yourself or have Drevin use it. Follow thetrenches and the instructions given by the game. Don't spend too much timelooting, you lose everything at the end of the chapter anyway.

    Once you start encountering ketril, you can switch away from the fire spelland concentrate on whatever class you want to be. When you finally reach thetunnel entrance, you'll want to have a hero power or two available to use on

    the Infused Ketril that's right inside. He's pretty tough. When you reach theend of the tunnel, there will be an extended cutscene and Chapter 2 willbegin.

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    *NOTE* When playing DS2 at Veteran and Elite levels, you will not play Act I,Chapter 1 again.

    [2.1.2] Chapter 2: Prisoner of War

    ====================================After securing the Temple of the Coast at Greilyn beach, Valdis,rather than giving a reward for his success, savagely attacked allof the mercenaries.

    You were knocked unconscious and, had it not been for your bestfriend Drevin stepping in front of you at the last moment, youprobably wouldn't even be alive.

    You were discovered by the Dryads who took you back to the treetopvillage of Eirulan as a prisoner where you overheard an Elf knownas Amren asking your warden to treat you kindly, but you do not

    know why.Primary Tasks* Go to the merchant shops and ask for the basket of sharpening stones* Bring the sharpening stones to the Dryad outpost

    Secondary Quests* Armorer's Apprentice* Lumilla's Salve

    Once you are free, take the lift across to the merchant platform. If you wantto take a little break, you can wander around and talk to everyone. The mainperson you need to see is Telinu, the armorer's apprentice. She has the

    sharpening stones, and a secondary quest for you. Choose the #1 conversationoptions to get her quest, which is to find the recipe for Dryad armor in abook that is in the great hall.

    You can also get a quest from Lumilla, the enchantress. She wants four nettleclusters to make some of her famous salve. You can't do anything about eitherof these quests now, so note them and continue on your way. You can't goanywhere in town except the Inn, but there's really nothing you can do thereyet (unless you have somehow made 500 gold, in which case you could add athird party member slot).

    You can have one companion with you, and there are two hanging around justinside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryadranger. If you take one at this early stage of the game, you can switch theirclass focus; and, in fact, Lothar already has one level of combat mage andDeru one of nature mage. Pick one up depending on your needs. Talk to theDryad guard to open the gate and take the lift to the Northern GreilynJungle.

    Once down on the ground you'll find out about health and mana bushes. If yourcharacter is a Dryad, or you brought Deru with you, you'll get some manapotions from the mana bush. You won't be able to harvest health potions untilsomeone in your party reaches level 5 ranged and takes the Survival skill.You'll also learn about incantation shrines because there's one right here.The Dryad who teaches you about shrines will also teach you a chant, the

    Lesser Chant of Fortification.

    Due north of the shrine is a tower. Enter it and throw the lever to ride a

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    lift down to the basement where you will learn all about sanctuary doors andfind four sanctuary doors (one for each class). You'll need a character withat least level 3 in a class to open these doors. There's also a lectern withanother chant on it (Lesser Chant of Dexterity).

    Take what you can and ride the lift back up and head west for a littlelooting side trip through some Hak'u caves. Once you've cleaned them out,

    follow the Dryad guard a short distance east of the shrine to the Dryadoutpost. Dispose of the Morden, free the Dryads and start the next chapter.

    [2.1.3] Chapter 3: The Morden Towers======================================

    Freeing the captured Dryads has gained you more respect than isusually given to a prisoner, but to earn full trust and freedomyou must burn down the four known Morden watchtowers in the junglessurrounding Eirulan.

    Primary Tasks

    * Find the first Morden tower.* Burn down the first Morden tower.* Find and burn down the second Morden tower.* Find and burn down the third Morden tower.* Find and burn down the fourth Morden tower.* Return to Warden Celia in the Eirulan prisoner's terrace.* Speak with Taar in the Eirulan great hall.

    Secondary Quests* Lumilla's Salve* The Hak'u

    Now would be a good time to head back to Eirulan and sell some of your excess

    loot. Check the reagent merchant near the North Gate (he has an emeraldfloating over his head) to see if he has any nettle clusters you can buy andbuy whatever you can afford. Head back to the Dryad outpost and continuethrough the gate to the north.

    After you cross the bridge, you'll see some Hak'u fighting a boarbeast.Interrupt their hunt and dispose of the Hak'u, then follow the boarbeastwest. After everything's dead, LEFT-CLICK the statue to reveal a hiddentreasure chest. You should receive the Vigilant Gloves, part of the Nature'sVigilance set.

    Continue north. When you reach the stairs, head west to find another statueand another hidden chest, though with less treasure. Then go up the stairs toa gate guarded by some Morden. You can choose to lie about rejoining thearmy, which will get you a pass through this gate, or you can be belligerentand kill all the Morden and still get through the gate.

    Before passing through the gate, go east and up to a series of plateaus whereyou can find some more Hak'u and loot. Continue through the gate, then headwest to another plateau and a Hak'u encampment with some nice loot. Then backto the main path and north a little more to the first Morden tower.Regardless of which conversation path you followed before, this time you endup in a fight.

    Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT-

    CLICK the wreckage of the cage, which should produce a cage fragment. Pick itup (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfireand then LEFT-CLICK the tower. You get a satisfying explosion and you now

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    know how to take out the other three Morden towers.

    Continue northward, through the wreckage of the tower, and you'll soon cometo a teleporter. Across the path from the teleporter is a platform with twobooks that will teach you the Lesser Chant of Strength and Lesser Chant ofIntelligence.

    Just north of the teleporter the path branches west and east. You can't goeast now because the way is blocked by a wall you cannot pass, so follow thepath west. At the top of the first ridge, enter the tower and find theinteractive brick on the east wall. Left-click it to raise the treasurechest.

    Continue following the path west and up until you see a cutscene of a Dryadfighting a Hak'u. Afterwards, make sure the area is clear of hostiles andthen talk to the Dryad, Morain, to get the first Hak'u quest: you must rescueMorain's niece, Tanzi. After talking to Morain, head back the way you cameand go north, past the health shrine and over a bridge. You'll find a Hak'uritual camp. Try to take out the shamans first, to keep them from summoning

    lots of other beasties.Now would probably be a good time to use the Summon Teleporter spell (or walkback to the teleporter you recently passed) and head back to Eirulan to selloff some loot. You should have enough gold to buy as many nettle clusters asyou need from the reagent merchant.

    Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla'sSalve, which is a pretty good reagent. Hang on to it until you get anenchantable item. (You might want to stick it in the storage vault, forsafekeeping.)

    Return to the main path and continue west. Soon the path will turn south and

    you will find the second Morden tower. Burn it down as you did the first andcontinue south.

    Look for a small Hak'u camp to your left (east) just past the tower. Afterclearing it, go the opposite direction (west) to a waterfall and walk throughthe falls into a small cave. There's nothing to fight in here, and you can'ttalk to the ghost (yet); but you can pick up a Mysterious Chant from thelectern and some high-quality swag from the treasure chest--including theVigilant Hauberk, armor from the Nature's Vigilance set.

    Head back to the main path and continue south. The path will turn east andyou will soon come to the third Morden tower. This one is guarded by aMorden-Viir Grunt Captain, who is pretty tough, but weak to ranged attacks.Take him out first before dealing with the peons. Then burn down the tower.If you go north from the tower, you'll complete the circuit, arriving back atthe broken bridge where you met Morain. There's some looting opportunitiesaround the bridge, then continue through the ruined tower.

    The path turns south. Just past the tower is a path leading east that takesyou to a small plateau with a little loot. Continue on the main path until itheads up and you enter the Western Greilyn Jungle. Soon after you reach thetop of the ramp, there will be a place to turn west and venture into thejungle.

    Here you will find the back entrance to the Hak'u caves and Tanzi held

    prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of freesherself and runs back to Eirulan. If you explore the cave, you'll find apartial bridge you may have noticed earlier when you were in the Hak'u caves

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    near the North Gate. Pull the lever to open a shortcut between the WesternGreilyn Jungle and Eirulan's North Gate.

    You can't complete the Hak'u quest until you've finished with the Mordentowers, of which you have one more to burn. Leave the cave and continue southalong the main path.

    There's nothing particularly exciting until you reach the fourth Mordentower, which is guarded by a Morden-Viir Recruit Captain, who is a very toughranger, but weak to melee. After the fourth tower is burned, continue westuntil you reach the teleporter.

    Teleport back to Eirulan and take the lift over to the prison. Speak toWarden Celia and she will tell you to go to the great hall and Taar willremove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3quests will end and Chapter 4 begins.

    [2.1.4] Chapter 4: The Plague

    ===============================Burning down the Morden watchtowers has gained you the respectof the Dryads.

    Taar removed the prisoner's Ring of Submission from your neck,but the Dryads believe that you were infected with a deadlyplague. From what you've been told, your only hope for a cureis to reach the Elven Shrine at the top of the ridge in thewestern Greilyn jungle and drink from the fountain there.

    Primary Tasks* Find the ancient Elven shrine.* Locate the Elven fountain.

    * Fill the empty vial with water from the Elven fountain.* Report back to Taar in the Eirulan great hall.

    Secondary Quests* The Hak'u* The Hak'u Part II* The Armorer's Apprentice* Lelani's Sorrow* Secrets of the Elven Shrine* Kithraya Hive* Secrets of Xeria's Temple

    Across the room from Taar is the elf, Tellendril. He can tell you all aboutwar pedestals (and the entry will be added to your Handbook). Nearby, on ashelf, is the Tome of Smithing that will tell you how to make Dryad armor.Near the ramp to the lower level is Anerith, an elf who will instruct you inhow to obtain quests.

    In the lower level you can pick up a book called "The Mothers of Eirulan".Historian Arisu can tell you many tales of the history of Greilyn Island andAranna. Leave the hall and go to the infirmary next door. Speak to Hesla,Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest.Take the lift back to the merchant's area and talk to Telinu. Give her thecorrect formula for making Dryad armor (conversation option #3). You'llcomplete the Armorer's Apprentice quest and get a suit of magical Dryad armor

    and another magic item.

    You may be infected with plague, but all areas of Eirulan are now open to

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    you.

    Go to the pet shop and walk counter-clockwise around behind the pet shop tofind a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphireof the Elves" hidden in the Elven Shrine. Since you're going thereanyway...You might want to buy a pet: the local pet store currently has apack mule (300 gold), ice elemental (500 gold) and scorpion queen (350 gold).

    Next to the pet shop is a house where you meet Lelani. Talk to her to beginthe Lelani's Sorrow trading quest. This quest will span much of the game, butyou can make the first trade now. Take the child's doll Lelani gives you andhead for the Falls, which you can reach using a lift from the Inn.

    In the first house, talk to Fenella and give her the doll. She'll give you aflask of Elven ale in return. Walk through the back door of Fenella's houseand take the elevator down. Follow the path to another elevator, go up andenter the house to talk to Tamari. She'll give you the Kithraya Hive quest.

    Outside Tamari's house, activate the lever to lower the bridge for a shortcut

    back. Head to the Inn and stop inside for a chat with the grizzled barpatron, who is sitting, amazingly, at the bar. Keep choosing conversationoption #1 to get a quest for the future, Secrets of Xeria's Temple.

    If you want to add another companion slot to your party, speak to theInnkeeper. Adding a companion slot costs 500 gold. While at the Inn, go intothe room behind the bar to pick up a book, The Hak'u.

    Once you're done in town, teleport back to the Western Greilyn Jungle. Fromthe teleporter, head west, off the path, to find an incantation shrine and alectern with the Lesser Chant of Mage Health. Continue exploring westward tofind a Hak'u encampment that includes the house of the Hak'u usurper. Youcan't do anything about him now, but you can loot the environs, picking up

    some good magical items, the Lesser Chant of Casting and the Lesser Chant ofRanger Health.

    At the far west end of the map, you'll find a ghost (part of a later quest)and the Vigilant Boots, part of the Nature's Vigilance set. Make your wayback to the main path and continue south. You'll come to a Dryad outpost.They give you permission to loot them, so do so--don't miss the armor standin the corner or the Lesser Chant of Fighter Health on the lectern. Now allyou have left to do is follow the gray dirt road to the Elven Shrine.

    In the first level of the shrine, you can find a sanctuary door that requiresranged level 6 or better to open. Clear out a couple of rooms to find thelift down to level 2. At the bottom of the lift, search for a button on thewest wall, near the lift, to open a secret room and begin your search for theLost Sapphire of the Elves.

    Loot the room, then left-click the Green Life Cube pile to pick up a cube,then left-click the Green Life Cube Socket to place the cube in the socket. Alever is revealed. Activate the lever to be taken down a level. Find thebutton on the north wall to open a secret room to the south. Get two cubesfrom the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socketin the south room.

    Grab two Red Blindness Cubes from the pile in the south room, then activatethe revealed lever in the north room to go down one more level. Activate the

    button in the east wall to open the room with the Red Blindness Cube Socket.Place one cube there, then grab two Purple Death Cubes and put one in theappropriate socket in the other room.

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    Another secret room opens. Put your remaining cubes in the appropriatesockets in this order: Yellow - Red - Purple. Activate the lever to be takento the sapphire, as well as three chant books: Lesser Chant of Fighter Power,Lesser Chant of Ranger Power and Lesser Chant of Mage Power.You'll come back out in the lift room of level 2. Make your way south,looting the side rooms. One side room has a sanctuary door that requires a

    level 6 or higher nature mage to open.

    Once you descend a flight of steps, prepare for a boss fight. There are threevery tough Hak'u in the next room, one of which keeps reviving as long as theother two are alive. Once the three boss Hak'u are dead, the door to thesouth opens and you can enter the fountain.

    There are only a few weak Hak'u in this room. Kill them, then left-click thefountain to fill your vial. Grab the Chant of Lesser Prosperity from thenorth wall. Use the teleporter to the east to return to Eirulan. Go seeLaenne above the pet shop and give her the sapphire, then return to Taar tocomplete Chapter 4.

    [2.1.5] Chapter 5: The Dryad Exile Colony===========================================

    After drinking from the fountain in the Elven Shrine, you filledyour vial with the last of the curative water. You have been askedto bring it to a colony of exiled Dryads who have the plague.

    Primary Tasks* Find the Dryad Exile Colony* Save the old man

    Secondary Quests

    * Dire Wolf* Taar's Investigation

    Add Taar to your party. If all your slots are filled, disband a henchman orgo purchase a fourth slot from the Innkeeper (cost is 1,500 gold). With Taarin your party and the active character, go to the house next to the greathall and speak to Arianne. She tells of a great beast said to be controlledby the Hak'u. Agree to track down this beast--if it exists.

    Go over to the pet shop and talk to the merchant. Select conversation option#2 about wanting something stronger. She will tell you about dire wolves.Rokhar, a mage who hangs about in the great hall, knows quite a bit aboutthem. Go back to the great hall and speak to Rokhar. Agree to meet him in theSouthern Jungle.

    Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'uritual camp you cleared out earlier? Time to visit there again. Go north andthen west from the Northern Jungle teleporter until you reach the healthshrine. Then go north over the bridge to the ritual camp.

    Clear the Hak'u, then click the carcass on the top of the altar. The Hak'uCeremonial Blade should drop on the ground. Pick it up and teleport back toEirulan. Go to the pet shop terrace and leave through the South Gate.

    When the trail turns east, go south and pass through a gap in the rocks.

    Enter a small cave and have it out with the garganturax--the "formidable"creature that scared Arianne. The garganturax can't be hurt by melee weaponsother than the Ceremonial Blade, so equip that to your fighter. However, the

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    Blade doesn't do much damage against this little monster. Pepper it withspells and ranged weapons--which do damage it--and try to keep it occupiedwith the Blade wielder.

    You can wait to finish Arianne's quest until you've finished the Dire Wolfquest, so get back on the main path and continue east. Along the way youshould find Some Abandoned Ruins (yes, that's what they're called). Find the

    interactive chalice on the north wall (it's the left of the two center cups)to open a secret room with some decent loot in it. Just east of the ruins isa cave with an elder Hak'u witch doctor. He has good loot as well.

    Continue east until you reach the Southern Greilyn Jungle teleporter and,just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-ViirSpearman Captain who is weak to ranged attacks. Clear out the monsters andcontinue east; don't go down in the ruins as you'll need a key to fullyexplore them and you won't get the key for quite some time yet. Just pastRazka's Ruins, turn north and cross the bridge and enter the cave that's toyour right as you come over the bridge.

    Fight your way through the cave to enter Rokhar's Rift Site. Talk to Rokharand he'll start summoning a dire wolf, while a horde of nawl beasts comethrough the rift. Go into Rampage Party mode and lay into the nawl beastsuntil Rokhar manages to bring the dire wolf through the rift. Then talk tohim and he will travel back to Eirulan to deliver the wolf to the petmerchant.

    Loot the rift area. About this time you can expect your first encounter with???. ??? is a mysterious, level 100 humanoid thief that teleports in randomlywhen you discover valuable loot. He steals a few items and teleports out. Youcan attack him, but, at this point in the game, you won't be able to killhim. However, attacking him will keep him from stealing your stuff and makehim drop an item or two of his own.

    You may see ??? at this point, you may not see him until later. Always keepyour eyes open for him and your weapons ready. Teleport back to town; and, gosee Arianne and complete Taar's Investigation, then head over to the pet shopand talk to the pet seller to conclude the Dire Wolf quest. Buy a puppy ifyou like.

    Teleport back to the Southern Greilyn Jungle and head east once more; you'renow entering the Eastern Greilyn Jungle. Just past the point you turned northto find Rokhar, look for a cave entrance to the south--there should be twovulk in front of it. Inside you can score the final piece of Nature'sVigilance--the Vigilant Crest (helmet). Opposite the cave, to the north, is aplateau with a circle of mushrooms on it. This is part of a later quest.

    Keep following the main path, which will soon turn south. Look for a smalltower to the east (your left) and go down into it to get some good loot. Youare now just outside the Dryad Exile Camp.

    Continue to the Dryad camp. Inside, an old man is being attacked by plaguedDryads. Kill the plagued Dryads; then talk to the old man, who turns out tobe an Azunite scholar. He will fill you in on what Valdis is up to (assumingyou haven't already figured it out).

    Thus ends Chapter 5...

    [2.1.6] Chapter 6: Leaving Greilyn Isle=========================================

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    The old man you saved is interested in all things Azunite, andcalls himself the Azunite Scholar.

    He confirmed what Taar told you: there is a portal to the mainlandon the eastern shore of Greilyn Isle that leads off the island. Healso warned you that you must pass through the Kithraya Caverns toreach it.

    Primary Tasks* Locate the Kithraya Caverns* Look for survivors from Vix's squad* Investigate Eastern Greilyn Beach* Destroy the shard* Use the portal to leave Greilyn Isle* Talk to Captain Suzor

    Secondary Quests* The Hak'u, Part II* Feldwyr the Blacksmith

    * The Kithraya HiveAfter the history lesson, talk to the Azunite scholar again and he will openthe path east. Loot the camp, then take the west path (yes, that's west, noteast). Near the incantation shrine, find a small cave where you can locateHrawn, the Hak'u. Talk to him to open the remainder of the Hak'u, Part IIquest.

    Leave Hrawn and his father and return to the Dryad camp. This time take thenewly opened east path and then turn south and find the Eastern GreilynJungle teleporter. Teleport to the Western Jungle.

    From the Western Greilyn Jungle teleporter, go due west to find the usurper's

    house. (You may remember having explored this area earlier, during your tripto the Elven Shrine.) Knock on the door of the house. The usurper will letyou in and try to kill you. Do unto him before he does unto you.

    Teleport to the Eastern Jungle and make your way to Hrawn's cave. Talk to hisfather to receive your reward. Now teleport back to Eirulan and visit Heslain the infirmary to receive even more reward, including a bonus skill pointfor all members of your party.

    It's about time to sell off some loot; once you've done that, teleport to theEastern Greilyn Jungle. Continue along the main path. You will soon reachsome ruins and the path will turn south, over a bridge. Enter the ruins, killsome Hak'u and find Feldwyr the blacksmith. Talk to him to initiate hisquest.

    In the room south of Feldwyr is a lift that will take you up into a lockedtower on the cliff above the ruins. You can unlock the door from the inside,creating a little shortcut back down to Feldwyr. After talking to theblacksmith, the door to the east opens and you can go down into the depths ofthe ruins.

    Before heading down the stairs, in the room just east of Feldwyr, look on thenorth side of the north, central column. Pull the lever to open a secretroom. In the secret room, find the button on the west wall to open anothersecret room. There's yet a third room (not hidden) beyond this second room.

    Once you are finished looting, go downstairs.

    At the bottom of the second stairway, you can turn either left (north) or

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    right (south). Go north and fight your way through a bunch of relatively low-level Hak'u until you find the mini-boss and get Feldwyr's anvil. In theeastern-most room of this set of rooms, look for a lever on the wall thatopens the center room and find a treasure chest.

    Back at the fork in the path, going south presents you with a level 24 mini-boss guarding a room full of level 22 mobs. Not only would it be almost

    impossible to defeat this mini-boss (your characters are probably about level14, unless you've been doing some farming); but, you won't get much XP fromthe encounters since they are so much higher in level than you. Best to waituntil you're about 20th level, then return here and clear out the southernportion of the ruins.

    Leave Feldwyr's sanctuary and continue south over the bridge. You will soonenter a narrow cavern which leads to a ridge above the path you've beentraveling. You'll find a tower here, inside of which is Vix, a human rangerwho offers to join you for your trip through the caverns. If you tell Vix totake a hike, he will--but only as far as the Eirulan Inn. Also inside thetower are two chants, the Lesser Chants of Magic Awareness and Ranged

    Awareness.After passing through Vix's tower, you'll enter the Upper Kithraya Caverns.Fight your way through them. About of the way you'll find a large chamberwith two exits: a wide one in the southeastern corner and a narrow one in thesouthwestern corner. There's also a broken elevator, but you can't fix ituntil you've got someone named Finala with you--and you won't meet her untilAct II.

    Take the narrow, southwest passage to a dead end with a mini-boss and alittle loot. Then take the wider passage to the southeast to find ateleporter and the entrance to the Lower Kithraya Caverns.

    Fight your way through the caverns until you encounter one of Vix's soldiers,who is quite possessed. Soon after leaving the zombified remains of thesoldiers behind, you'll come to a fork in the path. Take the right (south)path to find and kill the hive queen and get her head.

    Head back the other way to enter Eastern Greilyn Beach. Fight the spirits anddestroy the shard, then head down to the beach and talk to the scholar. Afteryour conversation, the portal off the island is open. Step through to a smalldesert camp and talk to Captain Suzor.

    [2.1.7] Chapter 7: Secret of the Azunite Desert=================================================

    A Human battalion from Windstone Fortress has been searchingfor a powerful Azunite weapon. They tell you that the keys tofinding the weapon are guarded by the Skath, a fierce desert race.

    Primary Tasks* Find the Stela of Blindness* Find the Stela of Life* Find the Stela of Death* Find the Stela of Sight* Place the four stelae and learn the location of the Lost Vault of theAzunites

    Secondary Quests* The Kithraya Hive* Lelani's Sorrow

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    * A Family Heirloom

    After talking to Captain Suzor, step into the house behind her and talk tosoldier Balamar. He wants something to drink and you should still have thatflask of Elven Ale you got back in Chapter 4. Trade him the Ale for someskath cat ribs. If you did a lot of talking to people in Eirulan, you mayremember someone who wants some meat...Yeah, time to make a trip to Eirulan

    and finish the Kithraya Hive quest and take another step on Lelani's Sorrow.Fortunately, there's a teleporter nearby.

    Travel back to Eirulan and go see Tamari at the falls for your reward. On theway back, stop at the Inn and go upstairs and talk to soldier Jordhan. He'scraving meat, so give him the skath cat ribs and receive a statuette of Xeriain return. Might as well put it in the storage vault, you won't find someonewho wants it until near the end of Act II.

    Sell your unwanted gear and teleport back to the Azunite Desert. Don't botherwith the stuff south of camp just yet, you'll be coming back to that arealater. Leave the camp to the northeast and go down to the first Skath

    Guardian. Kill him for the Stela of Blindness.Go west, under the bridge, to find the Skath Guardian with the Stela of Life.Go back to where you killed the first Guardian, and go north, up the slope toa tower. Enter the tower and take the elevator down to speak with MasterThestrin. Ask him about his duty and about the riddle needed to pass aguardian statue in his family's crypt. After talking to Thestrin, find thebutton in the alcove on the west wall to open a secret treasure room.

    Leave Thestrin and continue north past the tower and turn back south towardthe bridge to kill the Skath Guardian with the Stela of Death. Turn and gonorth; before you go through the archway, turn left (west) and go down thestairs to face the final Guardian and get the Stela of Sight.

    Go north into the Azunite cavern and clear it. Then head back up the stairsand through the archway you approached earlier. Clear out this main cavern,the cavern to the west and the small canyon to the north. Then take the eastpath from the cavern to the Azunite Shrine.

    In the first room of the shrine, find the interactive block on the south walland press it to open a secret room. Collect the loot, which includes theLesser Chant of Purity.

    Go through the east door and follow the hallways of the shrine. You will soonreach an octagonal treasure room with four chests in each corner and one inthe center. The chest in the southeast corner is a mimic, which is a verytough foe; but, drops a lot of loot.

    The other three corner chests open one of a set of side doors with level 16creatures. The center chest opens all four doors. It's up to you whether youwant a gang war or a little 4-on-1 monster killing. Be sure to loot the smallside rooms for more loot, including a Chant. Continue south to a series oftwo elevators that take you to the Inner chamber of the shrine.

    Right next to you is a sanctuary door that requires ranged 13 or better toopen. On the east wall is a lectern with the Lesser Chant of Melee Awareness.After taking the treasure, place the Stelae in their sockets. A Map of theLost Vault of the Azunites and a silver mirror appear on the central

    pedestal. Collect them, the door to the west opens, and Chapter 7 comes to anend.

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    [2.1.8] Chapter 8: The Lost Azunite Artifact==============================================

    Placing the four Stelae revealed the location of a lost Azunitevault. Find it and retrieve the weapon inside.

    Primary Tasks

    * Find the Lost Vault of the Azunites* Retrieve the Azunite Weapon* Talk to the Elven spirit in the Lost Vault of the Azunites

    Secondary Quests* None

    This is a fairly short and linear chapter, though it may feel long andwandering due to the amount of combat, and twists the path takes--get used toit, it only gets worse from here. When you leave the Ancient Azunite Shrine,you'll come out into the Valley of the Azunites. To the south is the Cavernof the Phoenix, but there's nothing there for you...yet. Head north. You'll

    soon come to a teleporter, which will provide a welcome respite in Eirulan--as well as a chance to unload some of your loot.

    Teleport back to the Valley. Due east of the teleporter are some ruins.Careful searching will reveal an elevator. This leads to some Lost ElvenRuins; but, you're going to have to come back here again later, so leave itfor now. Continue north, pass through another Azunite Cavern and come out onthe cliff ledges above the small canyon in the Azunite Desert.

    There's a bridge to cross to the other side and another Azunite Cavern. Fightyour way through the cavern. Take note of the "broken" bridge to thenorthwest--this is, again, part of a later quest. Continue until you come toa mirror-and-light puzzle.

    Gotta love those.

    The statue in the southeast is missing its mirror, you can use the silver oneyou got from the shrine. Starting with the mirrorless statue, turn thestatues in the numerical order listed below so the light is shining in thepattern shown:

    6---------------------7 3-----------------2 8-----------9 5------------------------4 1

    A new path will open up, so take the long and winding stair to the Lost Vaultof the Azunites. Retrieve the Azunite Artifact, which turns out to be anempty bowl.

    Yes, that's right, an empty bowl.

    Ah! But Mr. Plot Exposition Elven Spirit has popped up out of nowhere and aconversation with him will reveal--well, not all, but a good deal and set youup on your next quest.

    [2.1.9] Chapter 9: Windstone Fortress

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    =======================================The Azunite Ancestor within the Lost Vault of the Azunites hasrevealed much--evidently you are a direct descendant of the greatAzunai himself, which explains how you were able to wield theAzunite bowl without harm.

    You must now travel to Windstone Fortress to unlock the bowl's

    power and aid those stationed there.

    Primary Tasks* Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor* Take the Azunite Artifact to Windstone Fortress* Find the person in command* Enter the Windstone Fortress Outer Vault* Activate the Azunite Artifact* Enter the Temple of Xeria

    Secondary Quests* The Imprisoned Half-Giant

    * The Missing SquadronWhile it was really nice of the Elven spirit to leave you a treasure chest,it would have been nicer for him to leave you a quick exit out of the Vault.Hoof it back up the stairs to the light puzzle room and talk to the ElvenSpirit again. He'll open a path to the north that takes you to the WesternCliffs of Azunai.

    There's a teleporter right here, but it's best to keep moving for now. Goeast until the path ends, then search for a cave entrance to the south. EnterIsteru's Caverns. To the southwest you can find the entrance to some ruinsthat lead to an Ancient Elven Reliquary. You can't do anything down thereright now, so ignore it. Work your way through the caverns, back out on to

    the cliffs, and back into the caverns again.

    Keep following the caverns and cliffs until you reach a bridge. Cross thebridge, and to the east you can find a mini-boss and some loot. To the west,from the bridge, is the Eastern Cliffs of Azunai teleporter. Continue westand then north to enter the Windstone Tunnels. Once you get through theWindstone Tunnels, you'll be at the entrance to Windstone Fortress, which isnot a very friendly place right now--if you haven't already figured that out.

    Continue down the path, until you get the cutscene showing that Valdis hasbeen here. Gee, that's a shock. At the locked door into the fortress, takethe entrance to your right into the Eastern Gatehouse. Clear the gatehouse,then head down the hall.

    There are three side-rooms here. The one to the north contains a little loot.The one to the southwest is where you'll meet Private Banos. Go ahead andtalk to him and agree to take him to Squadron Leader Taarth. You'll get a newquest entry, Secondary Quest #13, The Missing Squadron--even though youhaven't met Taarth yet. It's easier this way.

    The room at the southeast corner of the hall contains another mimic. Beat itdown with hero powers, then run back to the war pedestal in the gatehouse fora recharge and come back and beat on it some more. They do drop a lot ofloot, so they're worth the trouble. Continue north, then west along the hall.

    Off this northern hall are two side rooms. The one to the north has a mini-boss and a treasure room to the east. The treasure room has the Lesser Chantof Magic Skill, and, behind the statue, a button to open another treasure

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    room. The side room to the south is found by turning the statue set into anook in the wall.

    Head west again to enter Windstone Fortress proper. Before going north toactivate the teleporter, head straight across into the Western Gatehouse.Clear it out to find Private Caiden (break the pots surrounding him or hewon't follow you), the Lesser Chant of Melee Skill and a book: Vol. 7, The

    Deeds of Xeria. The book is part of a later quest.

    Head back out into Windstone Fortress and go north. Enter the next west-leading hallway to enter the barracks and work your way to the west-mostroom, where you'll find Private Nolan. Pick up the Lesser Chant of RangedSkill in the same room. Along the northern hall of the barracks, look for asecret door switch on the north wall. There's another secret room off thefirst secret room. Return to the Fortress proper and talk to Squadron LeaderTaarth, who will be delighted to see his men and will reward you with theDusty Key.

    Just west of Taarth is a half-giant in a hole. Speak to Sartan to open the

    Imprisoned Half-Giant quest and prepare the way for another possiblehenchman. Past Sartan is Captain Dathry, the man in charge. Speak to him tocontinue the main quest in this chapter.

    Enter the eastern hall and push the button on the wall to open the OuterVault. The next room contains a Yellow Sight socket and some Yellow Sightcubes. You know what to do. Beyond are two Green Life sockets; the greencubes are in the room to the right (south).

    Next are two Red Blindness sockets and the zombiefied Lieutenant Namyek, whowill cough up the Inner Vault Key if you give him a permanent Heimlich. Openthe Red Blindness door and enter the Inner Vault. After the zombies are dead(re-dead?), thoroughly loot the room and then click on the blue flame to

    activate your Azunite artifact.

    Grab four Purple Death cubes from the corner of the room and open the doorthat is just north and east of the blue flame. Inside is the White Vaultdoor, which requires the Dusty Key to open. Lucky you did that quest forTaarth, right? Open the vault, place your four purple cubes and collectcopious amounts of treasure.

    Return to Captain Dathry with your artifact. He'll blow open the waynorthward. Then talk to Soldier Orayne to free Sartan and talk to Sartan tocomplete the Imprisoned Half-Giant quest. Go north and fight your way throughthe big bugs, which shouldn't be too hard if you've been doing all thesidequests so far. Enter the Temple of Xeria...

    [2.1.10] Chapter 10: The Temple of Xeria==========================================

    Valdis and his Archmage have entered the Temple of Xeria at theheart of Windstone Fortress. Hopefully the Azunite artifact is aspowerful as they say because you're going to need all the poweryou can get to help save Windstone Fortress.

    Primary Tasks* Clear out the Temple of Xeria* Place the Azunite Artifact on the Azunite statue

    * Find the shard* Destroy the giant trilisk in the temple courtyard* Destroy the shard

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    * Go through the portal to the town of Aman'lu

    Secondary Quests* Feldwyr the Blacksmith* A Family Heirloom* The Secrets of Xeria's Temple

    Fight more bugs until you get to a large room with a pit in the center. Inthe pit are two (rapidly becoming familiar) sockets: green and yellow. Pickup three green stones from the southeast corner of the room and place one inthe green socket. This opens a door on the west wall. Go in there and getthree yellow stones. Place one on the yellow socket in the pit.

    A door on the south wall opens. Enter and place a yellow and a green stone.Two more doors open up. Go to one of those rooms and collect three redstones. Then enter the other newly opened room and place one of your redstones in the socket with one red symbol, and then a second red stone in thesocket with two red symbols. Grab three purple cubes from the one side roomand place one in the purple socket in the other side room.

    This opens another side room with another purple socket. Place your stone andthen you're back in the room with all four color sockets. Place a stone ineach. Collect your booty, including the Chant of Scholars.

    Oh, yeah! Main quest. Back to the pit room and open the north doors. Kill allthe zombies and loot the side rooms. There's a secret room on the west side,make sure you find it and take out the zombie trash. Once all the zombies areimmobile, click the big, glowing statue to blow up all the zombies in theFortress. Enter the north room and loot it thoroughly, including two books:Vol. 8, The Death of Xeria; and, Vol. 9, The War of Legions.

    In the southeast corner of the room you'll find a moveable statue on the

    stair landing. This leads to an elevator, which takes you to a little bit ofloot. To the north, next to the incantation shrine, is another moveablestatue that leads to the Cavern of Earth--but, there's nothing you can dothere now.

    Back in the large room, take the east door to find the teleporter. Now's agood time to wrap up a couple of quests. Teleport to the Eastern GreilynJungle and travel east until you reach Feldwyr's underground shelter. Headdownstairs from Feldwyr's room.

    If you haven't retrieved Feldwyr's anvil yet, head north and rampage throughthe Hak'u until you get the anvil from the level 16 mini-boss. Now go to thesouth set of rooms, which are guarded by a level 24 mini-boss and full oflevel 22 creatures (and another mini-boss with the mithril ore). You shouldnow be able to take these monsters. Once you have both the anvil and mithrilore, going up the stairs to see Feldwyr results in a cutscene in which hishammer is stolen.

    Follow the newly opened path north of Feldwyr's room and kill more level 22creatures and another level 24 mini-boss. Return to Feldwyr with his hammerand he rewards you with a fantastic weapon...Which will take a few days tomake. When you finally reach Aman'lu at the beginning of Act II, you cansearch out the blacksmith and speak to his apprentice, who happens to beFeldwyr's brother, Fyrndolf. He'll give you the reward.

    Teleport to the Azunite Desert and go southeast to find a Ruined Crypt. Talkto the statue and answer its riddle with Azunai, Xeria, Elandir and Zaramoth(conversation options 3, 3, 1 and 1). You should be able to handle the level

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    28 and 30 enemies in the treasure room; but, your main objective is theglowing sword lying on the crypt.

    Grab the sword and head back to Thestrin's tower. He'll reward you with abogus Mysterious Chant (don't ever use it). You can either give him thesword, which will net you another Chant (this one useful), or keep the swordif you find his story a bit fishy.

    Teleport to Eirulan and go talk to the grizzled bar patron to end the Secretsof Xeria's Temple quest. Refit your party as needed and teleport back toXeria's Temple. Head north for the Act I boss battle.

    The Giant Trilisk looks quite fearsome, but it's pretty easy. The middlehead, Vitalus, is the problem child--it will heal the other two, but notitself. The snake only uses area-of-effect attacks that don't seem to hurtfighters that are up close. So go beat on the middle head, use your powers(they'll recharge quickly enough whacking off 15,000 health) and killVitalus. Once it's been chunked, the other two go down quickly enough.

    Destroy the shard, talk to Captain Dathry and then enter the portal toAman'lu.

    ========================================[2.2] DS2 Act II: The Northern Reaches========================================

    [2.2.1] Chapter 1: The Town of Aman'lu========================================

    Your hometown has suffered a devastating attack. Find out whathappened.

    Primary Tasks* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu

    Secondary Quests* Mythrilhorn* Mark of the Assassin* Deru's Treasure Hunt* Arinth's Legendary Staff* Viperclaw* Tywlis' Broken Staff* Feldwyr the Blacksmith* A Family Heirloom, Part II* Aman'lu Arena* Lothar's Innocence* A Dark Ohm

    All you need do to complete this chapter is head straight for the building inthe center of town and talk to Celeb'hel; takes about a minute. However, asyou can tell from the Secondary Quests list, there's a lot of talking thatcan be done in Aman'lu.

    So, before going to see the Elder, wander about town and talk to people.Here's the brief rundown:

    In the pet shop in the southeast