----------------------------------------- DUNGEON SIEGE FAQ/Walkthrough by Tom Church Last Modified: Wednesday, June 12, 11:17 PM Version: 2.0 E-mail: tessera189@hotmail.com ----------------------------------------- Table of Contents: 1. Introduction 2. Version History 3. Game System/Rules 4. FAQs 5. Walkthrough (Single Player) 5.1 Walkthrough, Jr. 5.2 Characters 5.3 Books 5.4 Items 5.5 Bestiary 6. Walkthrough (Multiplayer) 7. Modes/Menus 8. Cheats/Tricks/Secrets 9. Disclaimer 10. Closing ----------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------- Welcome to Dungeon Siege, the new RPG from Gas Powered Games and Chris Taylor. I made this guide because I was looking around on the internet, and from what I could see, there weren't any guides for this great game anywhere. (There're a couple others up, but none of them are complete.) So, here I am, here you are, and here it is. I think you can figure out what to do. And remember, if you come to a fork in the path, take it. Also, this is by necessity a work in progress. So if I don't have the walkthrough for Chapter 8 up yet, it's not because I never will. But, this is also a FAQ for you. It's meant to help the people who need help, and that's what I've tried to do with it. But I inevitably forget things, or I missed it, or a number of other things. So, if there's something that you would like to see in the FAQ, or a question that you have, please feel free to e-mail me about it. I'll either add it in the next update, or explain to you why a list of every tree and bush in the game is impossible.... =) ----------------------------------------------------------------------- 2. Version History ----------------------------------------------------------------------- 2.0 - Wednesday, June 12 11:17 PM I've finally realized that no one cares about the version history. Including me. So it's gone. This is the final version of the walkthrough as far as I'm concerned - if I get any more reader submissions I may update it, but my work here is done. And I thank God for that. =) SEMI-IMPORTANT NOTE: As far as I know, I've gotten everything that I can, but I'm not infallible. If there's anything in the single-player campaign that I missed, email me about it. Any armor, weapons, modifiers, spells, books, quests, or characters would be a great help. Of course, I don't think I've missed any characters, but I've been wrong before, and will again. Plus, you get the satisfaction of knowing you're smarter than me. And that's something that only about 90% of the world can say.... =) 0.1 - Thursday, April 18 2:31 AM Everything has been started, got the basic setup done, plus the first few areas of the walkthrough. Future Updates: There is one quest that I still need information on, but unless someone sends me info about it, nothing will be added until this fall. (It's the guy in Chapter 5 who asks you to clear out the basement of a house in the forest.) Multiplayer also might get a walkthrough this fall. It's possible. Any reader submissions will languish on my hard drive until I get enough to warrant an update. ----------------------------------------------------------------------- 3. Game System/Rules ----------------------------------------------------------------------- Now, I bet that at first you're a bit confused by the way that leveling up works in this game. (Maybe you're not, but you have to listen anyway. ^_^) So, the first thing you need to know is that you have 4 skills and 3 stats. Melee Ranged Nature Magic Combat Magic These skills level up as you use the associated skills. Melee means attacking from close up. Swords, axes, staffs, clubs, mauls, mallets, what have you. Ranged is ranged weapons, mostly bows. (Guns, though rare, also do ranged damage.) Nature Magic and Combat Magic are pretty simple - cast a spell, gain some experience. Healing, buffs, revives, things like that do give you a bit of experience, but you'll get a lot more from attacking. Levels in Combat and Nature Magic will enable you to use more powerful spells. Strength Dexterity Intelligence Strength is the primary requirement on most melee weapons and armor. Dexterity is the primary requirement on bows and guns. Intelligence is the primary requirement of staffs and robes. The way these stats level up is slightly different. All statistics will level up at the same time, but some level up much faster than others. What this means is that if you, say, attack with a bow you will gain experience in all three skills. But, your dexterity will level up about three times as fast. (The exact percentages are below.) What this means is that if you're a melee fighter, your dex and int will level up, but never enough to do you very much good. Fortunately, you won't need them as much. For a fighter, you don't need dex and int very much if at all, and the same goes for the rest. Their most valuable roles are just to fulfill item requirements. An update, because someone was wondering - shields only give you their bonus when they're visible. This means that if you're using a two-handed weapon, (see the item list to see whether a particular item is two-handed or not) you won't get the armor bonus, or the "10% Block Melee". You will, however, receive bonuses like +1 to Strength, +12 to Health, etc...so if you've got a two-handed weapon user, or a ranged fighter, you want to look at the bonuses on shields. (MeTh0DiX, from the GameFAQs message boards, was the person who answered this question when it was asked.) >From here down, the information is less important. It's more technical, but if you like that sort of thing, read on... =) (NOTE: I was given these numbers by someone on a message board, but I have been unable to contact them. If you are the finder of these percentages, please e-mail me so that I can properly credit you.) Melee Ranged Nature Magic Combat Magic STR 64% 25% 9% 13% DEX 27% 62% 18% 17% INT 9% 13% 73% 70% For your health pool, it is proportional to your strength, dexterity, and intelligence - but by far the most important is strength. Well, they're actually proportional to your level's difference from 10, plus 1. (So that at level 10, you have a multiplier of 1, at 11, of 2, etc.) An easy way to get this number is just to subtract 9 from your level. Then we apply the proportionality constants and multiply by 14 to actually achieve the correct values. The final formula, which turns out to be equal to the one at Dungeon Siege Heaven, (thanks guys) is below. 1.4 * ((STR-9) * 21) + ((DEX-9) * 7) + ((INT-9) * 7) For mana points, it seems to go along the same lines, but with different numbers.... (STR-9) + ((DEX-9) * 4) + ((INT-9) * 25) Formulas like these aren't really all that hard to figure out, if you're interested in this sort of thing. For these, I just created new characters, checked their HP and MP, leveled them up once and wrote it down again, and then just figured it out from there. When you figure out that each point of INT always gives you 25 more mana, you're already halfway there. Here's a list of the experience that you need for every single level in the game, all ripped directly out of the game's code. Thanks to Csimbi for getting me hooked on hacking the code. 0 - 0 76 - 805297430 1 - 70 77 - 983791930 2 - 650 78 - 1202447693 3 - 1450 79 - 1470301002 4 - 2350 80 - 1798421306 5 - 3350 81 - 2200368678 6 - 4650 82 - 2692754209 7 - 6650 83 - 3295926485 8 - 9450 84 - 4034812522 9 - 12950 85 - 4939947918 10 - 17100 86 - 6048738778 11 - 22000 87 - 7407007581 12 - 27800 88 - 9070886865 13 - 34300 89 - 11109138988 14 - 41300 90 - 13605997839 15 - 49191 91 - 16664649931 16 - 58327 92 - 20411498744 17 - 68882 93 - 25001388540 18 - 81054 94 - 30624003540 19 - 95071 95 - 37511706915 20 - 111190 96 - 45949143550 21 - 129706 97 - 56285003427 22 - 150954 98 - 68946431776 23 - 175317 99 - 84456681504 24 - 203567 100 - 103456737421 25 - 236338 101 - 126731805919 26 - 274352 102 - 155243764829 27 - 318449 103 - 190170914494 28 - 369600 104 - 232956672834 29 - 428936 105 - 285369226800 30 - 497766 106 - 349574605408 31 - 577609 107 - 428226194203 32 - 670226 108 - 524574390477 33 - 777662 109 - 642600930913 34 - 902288 110 - 787183442946 35 - 1046855 111 - 964297020188 36 - 1214551 112 - 1181261152309 37 - 1409080 113 - 1447042214156 38 - 1634732 114 - 1772624014920 39 - 1896489 115 - 2171461720855 40 - 2200128 116 - 2660037910626 41 - 2552348 117 - 3258543743095 42 - 2960924 118 - 3991713387870 43 - 3434872 119 - 4889846202719 44 - 3984651 120 - 5990058900910 45 - 4622395 121 - 7337819456193 46 - 5362179 122 - 8988826136414 47 - 6220327 123 - 11011309319686 48 - 7215779 124 - 13488851219194 49 - 8370504 125 - 16523840046091 50 - 9709985 126 - 20241701359039 51 - 11263782 127 - 24796081467402 52 - 13066188 128 - 30375197100145 53 - 15156978 129 - 37209613750256 54 - 17582294 130 - 45581774146643 55 - 20395661 131 - 55837670632215 56 - 23659167 132 - 68401143827042 57 - 27444833 133 - 83791398490705 58 - 31836207 134 - 102644460453692 59 - 36930200 135 - 125739461358351 60 - 42839232 136 - 154030837466559 61 - 49780637 137 - 188687773199113 62 - 58283859 138 - 231142519471492 63 - 68700306 139 - 283149583655156 64 - 81460453 140 - 346858237280144 65 - 97091634 141 - 424901337970755 66 - 116239830 142 - 520504136316754 67 - 139696370 143 - 637617564290602 68 - 168430631 144 - 781081513558566 69 - 203630102 145 - 956824851411821 70 - 246749453 146 - 1172110440282060 71 - 299570658 147 - 1435835286648100 72 - 364276635 148 - 1758898223446500 73 - 443541456 149 - 2154650321024540 74 - 540640862 150 - 2639446640557650 75 - 659587634 For stats, it starts at 10, of course, so you'd need 70 exp to get to STR 11. For skills, each has its own counter, and they all level up separately. For stats, though, there is an "uber-level" counter. Your uber-level is simply the level of the sum of all your experience. If you're at 30 in both Melee and Ranged, your uber-level would be 35. (See above chart.) To get one point to your stats, you have to level up your _uber level_ by one level. So if you're only leveling up one skill, you need one level in that skill to get one level to your stats. (That one level is then split up among the different stats.) But if you're at level 50 in melee, say, you'd need to get to level 37 in ranged before you would get even a single point to your stats. This is why a lot of people have been complaining that they can't level up secondary stats. The only solution is to level all areas up equally from the beginning, really, because if you don't have the str/dex to equip something, of the mana (from int) to cast a spell, being Level 50 in it's pretty worthless. I know it sucks, but what can you do? (Except hack the code and recompile it - but I don't think I'm supposed to endorse that... ^_^) ----------------------------------------------------------------------- 4. FAQs ----------------------------------------------------------------------- Q) What should I focus on? Q) I'm inand I can't find Merik's Warding Staff/Fortress Kroth! Where is it? Q) What's the deal with those shrines in the Alpine Caverns? Q) How does the Transmute spell work? Q) How do I disband characters from my party? Q) Are my guys dead? Or unconscious? What's the difference? Q) Did I just beat the game? Was that it? Q) Where are the save files located? Q) What do I do with the Fury's Eye? Q) How do the titles of the characters work? Q) What should I focus on? A) Really, it doesn't matter. You can beat the game easily with any character, and the rest of your party should compliment you no matter which path you take. Just one warning, though - if you plan to "multi-class', or focus on more than one statistic, you must do it at the beginning. The problem is that if your strength, say, is very high, your intelligence isn't going to increase very much at all _even when casting spells_. This is a function of the way that the game works, but it means that you need to start focusing on both equally from the beginning. Otherwise, your Level 60 Melee fighter can get Combat Magic to 50 pretty easily, but he may have only 13 or 14 int. So he'll be unable to cast any spells; the same goes for other classes. The only multiclass (and I do use the term lightly) that you can do this in without worrying is Nature/Combat Mage, because they both use the same stat, int, so this problem doesn't arise. Q) I'm in and I can't find Merik's Warding Staff/Fortress Kroth! Where is it? A) Don't worry about either of these. For some reason, the game tells you about these two quests 2 or 3 chapters before you ever get there. Trust me, you won't miss either of them, they're both right in your way. Q) What's the deal with those shrines in the Alpine Caverns? A) Well, the short answer is that there are three of them, and if you use the first two in order, you'll have access to the third. If you're one of those picky people who actually wants to know how to get there, directions are in the walkthrough for Chapter 3. =) Q) How does the Transmute spell work? A) Well, the first thing that you need to do is DROP THE ITEM ON THE GROUND. Now, select the character with the spell, and make sure it's on the right spell slot. Now, just put your mouse over the item and press the Cast Spell button. (The default is C.) Now, either repeat for all the other items, or just pick up your newly-minted gold. Q) How do I disband characters from my party? A) While the character is selected, either hit the Disband button on the Field Commands menu in the bottom right corner (pull it up with F) or use CTRL+D. It should give you a window asking to confirm, and if you do so they'll be out of your party. They'll stand there until you come back. Q) Are my guys dead? Or unconscious? What's the difference? A) If their portrait is simply red, they're just unconscious. They need to have all of their health healed, though. If you cast healing spells you can quicken the progress, or if you wait long enough the small natural healing will bring them back to life. If their picture has a tombstone and it looks like an enemy just exploded like a pinata full of items, then they're dead. For this, you need either a Resurrect scroll, usable by anyone, or the Nature spell, Resurrect, the Combat spell, Revive, or any of the higher-level versions. (Sharg's Revive, Full Resurrect, etc.) Q) Did I just beat the game? Was that it? A) I've seen two people asking this so far, and as I won't be at the end of the walkthrough for a little while, I thought I'd add it here for the meantime. And the answer is yes and no. If you saw the (admittedly crappy) ending, then you're done with the Castle of Ehb campaign. You can run around the word some more if you're really bored, or you can import your character to multiplayer. (Or start over, of course.) You can replay the single-player campaign with only one character if you want, though in my experience it's not really all that fun. My advice would be to check out the Utrean Peninsula campaign, specially designed for multiplayer. You can easily double your time with this game if you want, and I've kept going past there.... Q) Where are the save files located? A) For some strange reason, the save files for Dungeon Siege are located in your My Documents folder. For Windows XP, it's at: C:Documents and SettingsYOUR NAMEMy DocumentsDungeon SiegeSave For other operating systems, I don't know the exact location, but I would assume that it's: *My DocumentsDungeon SiegeSave Ali Tayyab sent me an email explaining why, exactly, the save files are in such a strange location. It turns out it's in case people with more than one account play. That way, they'll each have their own save files in their own My Documents folder, and not have access to those of the other users. Seems a bit too much trouble for me, but maybe that's why I'm not Bill Gates. =) Anyway, it's nice to have that cleared up. Thanks for sending that it. Q) What do I do with the Fury's Eye? A) See Michael Wu's great Chicken Level FAQ on GameFAQs for more information. http://db.gamefaqs.com/computer/doswin/ file/dungeon_siege_chicken_level.txt (REMOVE SPACE) Q) How do the titles of the characters work? A) There's a great guide for this up at GameFAQs, check out Heat's FAQ: http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_titles.txt It has all of the titles that are possible for any character in it. If you have any questions, feel free to e-mail me. I'll do my best to answer it, and I'll add it to this section if it's something that a lot of people might ask. ----------------------------------------------------------------------- 5. Walkthrough (Single Player) ----------------------------------------------------------------------- ~={| C A S T L E E H B |}=~ This is the walkthrough for the Castle of Ehb campaign. While it is available for play in multiplayer, I will refer to it as the single-player campaign to avoid confusion with the Utrean Peninsula campaign. A note for experienced players - I'm trying to start this out as simply as possible, for people who may have never played an RPG before. Just skim over the sections on HP, for example, and trust me that I'll be picking up the pace pretty soon. Writing may be fun, (debatable) but that doesn't mean that I can't get bored explaining how to pick up items... =) "A long time ago, on the continent of Aranna, the once-magnificent Empire of Stars had crumbled into oblivion...paralyzed by its own power-hungry Legions, and torn asunder by an ancient and merciless evil. But the 10th Legion, the dying Empire's most valiant soldiers, and most trusted, withdrew far to the west to a land called Ehb, seeking to preserve what their Empire had lost. Here, in the rugged mountains and rich valleys of their new home, they founded the Kingdom of Ehb, a Kingdom that has embraced peace and freedom for 300 years. But... there was a price. Few now remember the evil that opposed them. Fewer still recall the dark sorceries cast to save them. And who could predict that one humble farmer would stand between a vengeance from the past, and the survival of the Kingdom?" Watch the intro, then listen as the man whom you rush to says his piece. "The Krug are attacking! I couldn't hold them back... You have long been my friend, but... you can do nothing more for old Norick. Go to Stonebridge. Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be needed by the King. Go now!" -{ CHAPTER 1: STONEBRIDGE }- So, you start out at the very, very beginning as a humble farmer. You can pick up the tools around this area if you want, but they're not very powerful at all. Your best bet is the knife you start out with. Now, first familiarize yourself with the controls. Click on the ground to move there. Move your mouse to the edge of the screen to rotate, to the top and bottom to pitch. Click on items to pick them up, on barrels and chests to open them. As a test, pick up the hoe by the field. Now, walk over to the house and kick open the barrels. (Your cursor will turn to a hammer.) You may find some gold in one, so just click on it and it will be added to your inventory. Now, open the door to the house. (Your cursor turns to a hand.) Click on the door to the house, and walk inside by clicking on the ground on the inside. Immediately, you'll notice that the roof becomes transparent so that you can still see what you're doing. Now, let's see if we can find someone to fight. Walk over to the bridge that Norick died on. It's to the west. (By the way, throughout this walkthrough I'll make reference to the compass directions. Your compass can be found in the top right corner of your screen.) But wait! What's that item there, in orange lettering? Fireshot is a spell. To use this spell, click on the item to pick it up. Then open your inventory (default: I) and move it from your inventory to your Spell Book. (default: B) You want to put it into the slot marked Active Spell 1. When you do this, notice that on the left hand side, the picture of the knife changes to a red spiral drawing. (GPG says it looks like fire. I disagree. ^_^) This means that your active "weapon" is Fireshot. So, if you were to attack, you would use Fireshot. To change this, exit by pressing I again, and look at the top left corner of your screen. There should be four slots, the first and third of which are filled - and look, there's the knife and Fireshot! If you want to use the knife, click on it. If you want to use Fireshot, leave it the way it is. Now, you should see some zombie-looking things shambling around. Pause the game by hitting the spacebar. You can still change your inventories, weapons, spells, the camera, etc. while the game is paused - time just doesn't pass. This gives us a little while to peruse the situation. When you put your mouse over one of the "zombies", at the bottom or your screen, you should see: "Krug Scavenger: Health 8/8" This is pretty simple. The enemy is a Krug Scavenger, and its health is 8. (Also referred to as HP.) For those who haven't played RPGs before, I'll explain. Everything has a base health value. They will usually start out full. As you do damage, the enemy loses health. You do 2 damage to something with 10 health, now it has 8. When their health reaches 0, they die. Be aware that this applies to you as well. If you open your inventory, you can see that you currently have 49 health yourself. The same rules apply to you; damage done subtracts from this, if you reach 0 you'll die. I wouldn't recommend that. =) Underneath that message, it will either say "Left-click to attack" if you have the knife selected, or "Fireshot, Mana Cost: 2" if you have Fireshot selected. This is just to tell you what attack you will use if you click on the enemy. At this point, it's just preference, so use whichever attack you want. Unpause the game, then click on an enemy to attack them. I'd go for one that's alone, because you'll be safer, but you're probably not going to die right now anyway. I want to make a recommendation now that will serve you very, very well in the future. _RIGHT_ click on enemies to attack them. It works exactly as left clicking, with just one difference - you can't select characters with the right click. In battle, if you use left click, I promise you that at some point you will try to attack, but instead you'll select your own guy and not notice. Then, when you attack the next group, he's left all alone to die. This is not a good thing. To avoid it, simply right-click when you attack, and you'll never have this problem. You don't know what you're missing. Once you've clicked on it, you'll keep attacking until it's dead or you click on something else. Just wait while you attack until it finally dies. Now, look at all of the loot that it dropped! Gold is most likely, but also weapons, spells, potions, armor, jewelry...the enemies in this game drop a wide variety of items. Of course, from this one all you'll probably get is some gold and perhaps a spell, but have patience. You could pick it all up by clicking on it, or you could take a shortcut. The "Collect Loot" command tells your characters to pick up anything that isn't nailed down, so let's try it. The default button is Z, so hit Z and watch your character pick up everything. Learn to love this command. Now, let's walk along the path to the west and see if we can kill anything else. One of these enemies may have dropped another spell, whose name would be written in green - Zap. Zap is also a spell, like Fireshot, but there is an important difference. While Fireshot is Combat Magic, Zap is Nature Magic; two different schools of learning. Proficiency in one doesn't imply proficiency in the other. So, while it is entirely possible to use both Nature and Combat, just be wary that you don't confuse them. Anyway, for now just stick Zap into the slot, Active Spell 2. If you've found a bow (it'd be a Peasant Shot Bow) it should already be equipped, as you weren't carrying a bow before. If you were to find a hat now, for instance, it would equip automatically. But boots wouldn't, since you're already wearing a pair. Don't rely on items to equip themselves, and you should be fine. Look around, and you should see a few more Krug Scavengers. Kill them, and see what they drop. One will probably drop a Spiked Club, which is more powerful than the Knife you're using. Click on the Spiked Club in your inventory, drag it over the knife, and click. Now they're switched; just place the knife somewhere in your inventory. Run down the hill to the west, and take out the two Scavengers there. They should drop some potions, so pick them up. Potions in Dungeon Siege work slightly differently from in other games, so you may need a quick primer. Basically, each potion heals a set amount of health or mana. (Red potions heal health, blue potions heal mana.) But, and this is the key difference, you don't use the whole thing. If you take a Small Health Potion, which heals 200 health, and use it when you're at 10/50 health, the potion will still have 160 left in it. They also work instantaneously, so that's another thing you don't have to worry about. To have everyone in your group drink a healing potion, hit H, and to drink a mana potion hit M. Keep walking along the path until the game says "Auto-saving" with a little progress bar. This means that it's automatically making a savegame that you could load back to this point. Don't be fooled, though, this only happens about 8 times during the entire game. For the most part, you'll need to save it yourself. For this, there are two methods. Hit Escape, then select Save Game, and hit OK. Or, to do a Quick Save, just hit F9. This one writes over itself every time, though, so you may not want to depend on it exclusively. Anyway, continue fighting the next couple Scavengers, until you encounter a new enemy - the Farm Skrubb. They also have 8 HP, but at least they make for a little variety. Kill it, and walk onto the bridge. Now, you may not know this yet, but there's a rule about this game. Put simply, it goes "Every single time you cross a bridge, you MUST look straight down and marvel at how incredible the graphics in this game are." So, do so. Right now. =) Once you've had your fill, continue across. More enemies, and one new one, the Phrak. A bit weaker at 6 HP, but they can still be really annoying. Not annoying in that they ever do any real damage to you, just...annoying. Up ahead, there's another one, the 4-HP Phrak Piercer. (From now on, I'm going to stop announcing new enemies, I think you get the point.) Kill it, and a couple scavengers in the immediate area. Now, if you've been attacking constantly with one skill, (i.e. melee or combat magic) you should be pretty close to leveling up in it. When you do, a message will be displayed at the top of your screen, and an icon will appear above your head. For magic, it's a spellbook, for melee, an axe and mace, and for ranged an arrow in a target. Also, if you open your inventory you can see that your skill in that area is now 1. Enjoy. =) Now, I think it's time for you to try out the megamap. To access it, hit TAB while paused. (You really don't have to be paused, I just wouldn't want you to die while looking at the map. ^_^) Look at it, and you can see the path as it winds through the woods. You can click on the megamap, and if you hit space to unpause it you can move around. You can even attack on the megamap, although it's harder and certainly doesn't look as cool... =) Anyway, through the forest and down to the pond we go, where we'll find some new enemies. The Snapper, 7 HP, and the Krug Dog, 12 HP, are both relatively easy to defeat, although they could be dangerous in large numbers. But you should encounter them mostly one at a time, so you should be fine. Walk to the house on the right side of the path, and start taking out Krugs. There are a lot of them, but you should come out all right. If you've taken damage, it will slowly heal with time, so don't bother with a potion. Walk upstairs, and watch as the floor fades in. Get the Magic Armor spell from the table, even though you can't use it yet. Now, if you haven't lately, you may want to save your game (Either CTRL+S or F9) so you don't have to redo this whole section. Along here, you've got a choice. If you walk off to your right through the trees, you'll see a cave. Inside is a Bear, but the big guy's got 50 HP. He's actually easier than you'd think, plus he's got some nice armor that I wouldn't say no to. Better than almost anything else you'll be seeing for a while. Make a quick bear hunting run for the Altan's Leather, then come back to the main path. Walk along the path, (I don't think I need to tell you to fight anymore) until you see a Pitchfork left on the ground. You should pick it up, but now you need to make a choice. If you've got a Spiked Club, it does 3-6 damage with a Fast attack speed. The Pitchfork will do 6-10, but it has Slower attack speed...it's up to you, although I'd take the pitchfork. The "10% Chance to Block Melee Attack" is an added bonus. Plus it looks cool to be stabbing Krug with a pitchfork. Damn cool. ^_^ In the house that you come to up ahead, talk to the man sitting on the bed. He'll give you a quest to clear out his basement in return for any supplies you find down there. Go around to the side of his house and click on the cellar doors to open them. Go forwards, killing the Krug in the first room and opening the barrels, then walk into the next room and stand on the grate. It'll move downwards, leading to a room with a boss, Brankar the Scavenger. Take down his 24 HP and complete Edgaar's quest. Now loot the dumb bastard's cellar of anything that isn't nailed down. =) You may need to drop a couple things to make room for it all, so just drop some of the weak weapons and things. Go talk to Edgaar again for another health and mana potion. Save right here. My current game time: 0:15:38. Doesn't matter if yours is higher or lower, just to serve as a reference point of sorts. (i.e. "I'm now one eightieth of the way through the campaign! Yippee-kai-yai-yay!" ^_^) Head down along that lonesome road to the southeast, murdering all the helpless Krug as you see them. One tip, though - when you hear growls, pause and look around. Especially if you're using magic or ranged weapons, the earlier you attack, the better. Sometime along here you'll notice that your strength, dexterity, or intelligence has gone up. Your health and mana will go up too, though the amount will differ. Anyway, this doesn't really affect you much yet, so let's keep going. If you're watching the megamap, look to your left and wait for the wall to disappear. If not, just wait until a path of sorts appears to your left. (It's really just an empty spot in the trees.) Walk over, and you'll see a cave in the mountain. Kill the 3 or 4 scouts around the entrance, then take out Klandank, the "boss" of this little cave. Look into the back of the cave, where you just need to kill some Farm Skrubbs and a Krug Apprentice - who uses Zap on you! Still no trouble for a farmer such as yourself...loot the cave and head back to the main road. Clearing out such hotbeds of debauchery is fun, of course, but never forget that you've got a quest to complete. Go until you can see the chasm up ahead...and look! The bridge to Stonebridge! We're almost there! ... Or maybe not. Go talk to Skartis, who'll tell you that you have to take the path through the Crypts. Sounds like fun. So, check out the signpost and continue to the Crypt of the Sacred Blood. Along the way, you'll be fighting Gray Wolves, who aren't much harder than Krug Apprentices...except that they're fast and travel in packs. You can still take them down pretty easily, though. When you see the stone sign for the crypts, continue to the right just a bit. Even if you have full health, the effects of the Life Shrine are too pretty to miss. (It's the thing that looks like Stonehenge writ small.) While you're standing here, you'll probably be attacked by a pack of Gray Wolves and an Alpha Wolf. The Alpha Wolf can do some serious damage...but if you're standing on the Life Shrine, you're practically invincible! Kill 'em and take their gold - and don't bother asking how they held it; you really don't want to know. =) Down the kill, there's a Krug camp of sorts...take out all the Krug, then just for fun, free the Phrak. (Say that three times fast. ^_^) Then kill them too, just to be mean. When you see the sign that points you in the right direction, turn so you're facing it, then walk straight ahead. (You'll be going to the right of the path.) When you see a statue you can click on, do so, and then walk into the secret passageway that is opened. Turn the statue at the end, and you'll meet your first Skeletons - why do I get the feeling we'll be seeing a lot of these in the crypt? Kill them both to get the Fuller Staff, not a bad weapon on the whole. Go back out to the main path and take a right, along the direction that the sign points you. When you see a Krug Shaman shooting Fireshots at you, don't despair. That means that right up ahead is... The Crypt of Sacred Blood! *scary music plays* Now, this place may be confusing at first, so don't forget your megamap. In the first room, the wall straight ahead of you is a door. There are lots of doors throughout disguised like this, so remember what it looks like. In the next room, on the right wall is a Health Fountain, and on the left is a Mana Fountain, so drink deep. In the next couple rooms, if you're low on health, just run back to the fountain and save your potions, if you want. In the right room there's some free gold, and the top room's got some skeletons, but you need to head to the left to keep going. Up the stairs, you'll find the Skeleton Captain, who has...68 HP?!? If you're using a bow or magic, I would advise attacking as long as you can, then retreating in a straight line, then attack again. If you're using a melee weapon, just get right up there and hope your potions stand you in good stead. You may need to lead him back to the health fountains if you're not doing too well, but eventually you should beat him. Go up to the end of the hall, and if you want, turn and look at the corner you just passed. You should see a lever on the far side; pull it to lower the floor and grant access to a new area. There's nothing much in here except some enemies and a strange room at the end. In that room, there's some gold just sitting on the floor in the middle. Pick it up, and the faces in the walls start spitting fireballs at you. Make your way out of here if you even came in, back to the end of the hallway, and look to your left. There should be a brick at just above head-height in the wall next to the door. Press the brick in, and the door opens. Press the lever on the left wall to lower the stairs, then go down. At the end, turn left and GO STRAIGHT. At the end, once everything is dead, pick up the Healthy Boots, +15 to Health - they'll be better than most for a while. Now, if you want, go back and pick up the items on the squares in the last room. (If you had picked them up before, you couldn't have gotten to the Healthy Boots. If you've picked them up accidentally, just drop some gold on the squares to keep them down.) Backtrack all the way back to the hallway, and go through the door. In the next room, the faces that shoot fire aren't attackable, so just run through them all. (Pick up the Health and Mana potions if you want.) In the next room, when you pick up the empty spell book on the pedestal, some doors will open and a LOT of skeletons, gargoyles, and jade gargoyles will come out. There's a good chance you'll die if you just stand there at the beginning. I would recommend that if you want to take it, you grab the book then retreat to the back of the room. (The side you came in on.) If lucky, you'll be able to take out the skeletons and gargoyles in the left room before those in the right room even notice you. If they call come at you at once, you could be killed, so divide and conquer. Continue to the right to a long featureless hallway. Well, almost featureless. Halfway through on the left wall is a brick. You get three guesses what to do with it, and the first two...ah, whatever, just push the thing. Go to the end, grab the hammer, kill the 4 skeletons that pop up. There's nothing back here but free experience...but hey, who says no to free experience? Back out to the hall and turn left, you'll find another room with lots of enemies, but this room's easier than the earlier one. Once you're finished, the left room's got some loot, but there's a dead end. So take the right path into yet another room of skeletons. From here, you'll find a hallway into a room, and at the far end is the other side of that cave-in we saw before. So head up those stairs on your right, into a circular room with some very cool-looking candles. Through the door you'll take a right, up some stairs, through a hallway, and finally into a room where a Ruby Gargoyle awaits you. (To the layman, a "Gargoyle with a frickin' laser beam attached to its head!") If you hang back at the beginning, though, you should be able to take out a lot of the Jade Gargoyles before the big one notices you. This guy hits fast, so be prepared to use a lot of potions. Once you take him out, he'll drop the Heart Stopper, a bow that you can't use yet. But it's nice...real nice. Walk into the next room, where you'll see...a person? In here? Go over and ask what a nice girl like her is doing in a place like this. Ulora tells you her story, and then asks you if you want her to accompany you. I think you know the answer. When she starts out, she's not much of a specialist in anything, so you can make her whatever you want. Open the last door, make your way up the stairs, and greet the light once again. (It does raise the question of why Ulora couldn't make it that far by herself, but... ^_^) First order of business - turn around. No, not back into the crypts; behind them. As you head back there, you'll first see a few more Phraks than you'd invite to a dinner party, followed by a couple Gray Wolves. Anyway, you need to get to the source of these guys, and if you walk a bit farther back towards the wall, you'll find a Black Skrubb hiding in a little nook. (It could be a cranny, I could never tell the difference... ^_^) If he focuses on one of your characters, they'll start getting hit hard and fast, but if you have your potions ready, (H) the other should be able to knock down his health while he's busy. Once dead, loot his pathetic little trove and make your way back out in front of the exit to the crypts. Watch out up here, Ulora's not as strong as you are...keep her in the back or she's got a good chance of death. Watch out for the Krug Grunts - they look like the other Krug, but they take a lot more punishment. Make your way to the Krug camp and clear it out. (Watch the Krug when you kill them; the one eating drops Meat, the one by the fire drops the Fire Poker... ^_^) The tower on your left has Huskar the Shaman guarding the top, but he's not too bad. Grab the Rough Linen before you leave. Now head on to Stonebridge. (Check the signpost in front of the Krug camp if you can't find the direction.) At the next camp, Futak the Trainer greets you, but you should still be fine. Check out that beautiful water, then head up the hill. Take out everyone along this path, until you sight the towering wooden gates up ahead. The gates of Stonebridge. ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (credited in order of appearance) Krug Scavenger HP 8 Farm Skrubb HP 8 Phrak HP 6 Phrak Piercer HP 4 Krug Scout HP 12 Snapper HP 7 Phrak Ballista HP 15 Krug Apprentice HP 12 Gray Wolf HP 18 Skeleton HP 20 Krug Shaman HP 19 Gargoyle HP 9 Jade Gargoyle HP 8 Skeleton Guard HP 28 Krug Grunt HP 28 Krug Grunt HP 11 Brankar the Scavenger HP 24 Bear HP 50 Klandank the Krug HP 28 Alpha Wolf HP 30 Skeleton Captain HP 68 Ruby Gargoyle HP 45 Black Skrubb HP 55 Huskar the Shaman HP 44 Futak the Trainer HP 56 -{ CHAPTER 2: JOURNEY TO THE OVERSEER }- "With only a name given by a dying friend, our beleaguered hero entered the battle-worn gates of Stonebridge. Who could know then that the arrival of one humble farmer from the fields would change the very course of the Kingdom?" Speak to Gyorn, the man standing next to the catapult. After all, that's what Norick wanted, right? But look, he wants to join your party! Well, as I always say, "Never let an eager old man who would like to become a melee fighter in your party and accompany you to the next town walk away empty-handed." And yes, I say that. =) Right now, you want to quicksave, just in case you need some more money after your purchases and want to try it again. But what should you buy, you ask? - A pack mule. You don't _need_ one, but you'll be glad you bought him. - A new character. Hire the mage in the inn, the archer in the temple, or the fighter on the second floor of the inn, it's up to you. But you'll want to have one of them. - New spells. If any of your characters is a mage, that is. =) - New weapons/armor. It's not as important as the spells, but it's a good idea to pick something up. ==[RESTOCK POINT]== So, first off you can anything you're not going to be using. The closest place is Blackhammer Forge, the third building you come to. Sell anything you don't need, and hope you have over 1220. If so, run to the inn and hire Zed, the nature mage. Then, if you've got over 320 left, run outside into the pasture. There, you should hire a mule if you've got the dough. A mule will really help you out with looting dungeons, but it's worth the 320 gold just for all of the "stupid ass" jokes that can be made. ^_^ (Keep going past the mule pen, and down by the beach there are two Black Skrubbs, just sitting there in the middle of town. You don't get anything for killing them, but that's never stopped us before... ^_^) Now, you've got to pick out anything else you want. I'd recommend you look at the spells first off. Having Firespray for any Combat Mages and Flash for any Nature Mages will help out...it really sucks to try to make your way through Wesrin Cross with Fireshot and Zap. Remember to get some potions for your two new party members, too. Check out the man by the burned building (to the right as you exit the temple) to get the quest, Ordus' Axe. Upstairs in the inn, you can get the quest, A Sister's Message. Talk to the soldier near the gates to get yet another one, Clear Glitterdelve Pass. Now head out through the gates, feel appropriately awed as the "Chapter 2" fades in, and then continue along your merry way. You've got an Overseer to Journey To, and only an infinite amount of time to do it! Get going! Head on along the path until you see a Krug Shaman and a Krug Raider at the top of some stairs. Be careful here, because Krug Dogs will come out from the trees and unless you're careful, you can lose a character or two. The next place that you need to watch out is at the top of a path that goes up the side of a cliff; right at the top are two Krug Raiders and two Krug Chuckers. If you run right up there, you're going to lose characters, so try to coax them down the slope where you can pick them off one by one. But watch out that you're not making yourself an easy target for the Chuckers, because when 4 of them hit you at once, you die fast. Same idea when you encounter a party near the bridge...back up and try to get out of the way of the Chuckers and Shamans so you can take out the fighters first. Before you cross the bridge, though, look to the left of the path to find the Northern Guard Tower. Get everyone on the platform in the floor, then pull the lever. Clear out the basement and get Ordus' Axe, which is better than anything you've got. If you can equip it, do. Back to the surface and to the bridge that you saw earlier. As you cross the bridge, look to the left - that's Wesrin Cross, where you need to go. When you get to the signpost, you'll see that the gate up ahead is blocked off. So take the path to the right, down the hill, to Wesrin Cross. As you walk down a steep path, you'll hear screams...look to the right of the path for two Black Skrubbs. There're more of them all over this little clearing, so watch out. Talk to Ilandro under the bridge, then walk around to the front of... Wesrin Cross Walk straight forward, and meet your new grunt enemy - the Arakun Spider. They're not too bad...unless you meet 10 of them. Watch for another to the left at the end of this room, then go on through the door. Little room on the left that has way too many Skeletons...see if you can thin them out a bit. If you wait up at this junction for a bit, you'll see Yellow Spiders running along the walls, and then down to attack you. No, you didn't read that wrong, they really only have 2 HP each. As far as I can tell, they're the weakest enemies in the game. In the room to the right, there's a couple Walking Corpses guarding the Ancient Corpse. There's also a Tortured Corpse to the right. Back out in the main hall, the door on the other side leads to a room with a LOT of enemies. If you can do anything to isolate some of them back out in the hall, do so. Clear out this whole room, then go through either door on the left wall. Hang back in this corridor and try to take out the Skeletons from the room on the left in waves. After that, take the right path, down the stairs, and finally meet some new guys - Vile Mucosas. Not exactly beauty-pageant material, but... ^_^ Clear out this whole room and find the door on the right end of the back wall. Down the stairs, and down the hall. Through here you've got to watch out on the sides, because those Yellow Spiders that are oh-so-dangerous might hit you for a whole 1 point of damage. The horror. The door at the end won't open...hmm, I wonder what the lever right next to it does? Vile Mucosas throughout here, but when the left wall ends, watch out. The Rector here uses Fireskull, and two hits'll probably kill you. Lure everyone around him back so that you can take on the Rector by himself. Just let all the Arakuns come to you one by one, they die easier that way. Take a left at the end, but watch out for the group of Vile Mucosas up here - if they focus on one character, you won't be able to heal/potion them fast enough to keep them alive. At the end of this hall, you have a gate that looks exactly like the last one you went through. The only difference is what's behind it. A Mucosa is right at the entrance, but it's not too hard; then turn your attention to the Skeleton Archers. I guess this was a library, more books here than anywhere else in this place. To the left is the passageway, but past the next door is a room where they're not content to leave you with all the enemies already there, they have to add insult to injury by sending Arakuns through the grates. Exit at the far side, then take a left. There's another Rector here, but this one isn't as difficult. Take a left and loop around near a wall backing on the room you went through earlier. Blah blah blah, kill destroy etc. Hallway on the right up here. It leads to a circular elevator with a lever. Now, since we all know that this isn't a trap designed by our enemies to kill us, let's pull the lever. VERY nice music greets our descent to the lower level. Finally, new music, new items, and most importantly a new paragraph. Take the door on the right side of this room to find a bigger room. The door at the end here leads you to a passage where you can hear the tortured screams of...spiders. They're coming from the holes in the wall; if you want to explore, feel free...but it's long, frustrating, and I've never been a fan of mazes anyway. But if that's your bag, baby, then hop on in. It's not very complicated, as mazes go, and I'm going to stick to the main path. Finally, up here we have a gate that is for once actually a gate, not this faux wooden stuff they're so fond of down here. =) Take it slow, because walking past the pedestal in the middle triggers about 10 Mucosas and what seems to be the boss, a Dark Mucosa; make sure you don't get your healer trapped in the middle of the pack. Watch out for the mule, too, it's always a bother when they die. In my experience, this'll be the hardest battle that you fight. Once you've cleared out the room, make your way to the portcullis (vocabulary word there folks) and into the passage beyond it. Absolutely humungous room here, probably the biggest that you'll see, at least for a long while. Try to clear the whole thing out for the extra experience, it's always nice. On the far side, find the huge wooden door set between two wooden pillars...outside is a new enemy, a Mucosa Brute, if that helps. Behind it is the boss of this whole place, the suitably impressive Giant Spider, "weighing in at 480 HP! And in the blue corner..." If you're good at timing hotkeys, you can attack with your healers between "waves", but if you don't want to risk it you should still be able to take it out. Once you do, it drops a very nice Brilliant Shatter Bow which will serve you very well once you can equip it. (NOTE: I have been informed that the Giant Spider doesn't always drop the Shatter Bow; he also drops some nice Staffs and other equipment.) Now run through the door behind its corpse, climb into the cage, and greet the wonderful, wonderful daylight. Then start to cry when you realize that you spent 2 hours going 50 yards. =) Climb to the top of this tower, if you want. It's my expert opinion that the Krug in here are only so that you'll realize how weak they really are. Take the path to the left, and hit the red barrel by the gate. The resulting explosion will blow away the debris blocking the way, and if you talk to the guard captain by the gate, you'll complete his quest. You can also run back to Stonebridge if you want; I'd recommend it, since another character could serve you well in the next dungeon. If you don't want a new character, though, don't bother. You can restock at the camp up ahead, and save yourself a lot of running. Once you're back at the gate, head down and to the left to find a camp. ==[RESTOCK POINT]== Buy anything and everything that you might need, then head down the right path to the town. Watch the cutscene, then speak with Gloern to get a new quest, and a new character. There's nothing much left in this town, so head into the Glitterdelve Mines. They're long, they're annoying, and they just might be the least fun dungeon in the game. But then again, that's just me - maybe you'll enjoy them. It could happen. Glitterdelve Mines This dungeon can be pretty confusing, so I'll be using the compass quite a bit. When you first enter the dungeon, you've got a choice. The right path leads to the exit, but if you want the experience head to the left. Just fight your way through until you see a Mana Shrine, that's the end. Now go back to the first room and take the north passage. Notice that when you break the red barrels, the explosion reveals a passage behind it. This'll be on the quiz later, so pay attention. Take the west passage here, it loops south to enter another big room. A barrel on the right wall leads to a "secret" room, complete with Scorpions to give it that nice homey feeling. Head out the south side of the big room into a long tunnel, with two red barrels - each with their own room behind. There's a dead-end little offshoot right before the last room on the level, a big one. The elevator to the lower level is on either side, but clear out the whole room. Just for kicks and giggles. =) If you want, you can loop through the passage to the south and east of you, but there's not all that much there. Head north, across the water, taking out the Mine Worm that pops up, then up the stairs on the far side. Watch out for the Venom Fiend, then once you're done head north into a very long room. If you've got archers and/or mages who can take out the Mine Worm on the ground, it's always fun...and you don't have to worry about it later. Turn left, killing the Scorpions along the wall, until you reach a dead end. Now wait, and the platform will swing over to you. If you can get everyone on, do so - if not, be careful. The Scorpions are smart; they'll try to make it past you and onto the platform, and if your mule is alone back there, it's dead meat. Once on the other side, you get to repeat the process, this time with a platform that raises and lowers. Be careful when you're on the ground floor, though, you can be surrounded much easier in open spaces like this. You may want to leave your mule above, because if he starts running like the coward he is, he can attract even more enemies. Head to the west when you're done, and through the little arches that for some strange reason evoke memories of those Thomas the Tank Engine books that I used to read when I was a wee little lad...sorry, got sidetracked. =) Anyway, the Krug Scouts in here aren't too much trouble, and neither are the other Krug behind 'em. When you get to the end, you can head right (north) to continue, or you can clear out an extra room or two to the south. They look pretty cool, a nice change from the monotony of the mines, and there's an Amulet of Refreshment which gives +20 to Mana in a chest in the southeast corner of the second room. Back in the long room, head north along the tracks. There are a LOT of Krug Guards here, enough to seriously deplete your store of potions. You should be fine if you keep on your toes and keep healing the whole time. Head west in the next room, then north. Pretty straight path through here, except for one small room to the left. (It's hiding behind the boulders by the red barrels.) Despite its size, it contains a Mine Worm and more than a few Darklings, so be careful. As soon as you exit this passageway, three Scorpions and a Rock Beast form the welcome party, so watch out. Don't let your healer, archer, and mage all decide to sit right in front of the Rock Beast while it kills them...not that _I'd_ do that, of course. =) To the east and south is another nice big room, so clear it out and head north. At this intersection, if you turn right towards the Rock Beast, and then south, you'll come to a Life Shrine. Try, if you can, to get to the shrine before you fight the Darklings, as its healing will help you immeasurably. Wander around the two side passages if you wish, but eventually head north. The Scorpions in here are no problem, go on up north. At the end, head onto the moving platform and across the gap. There's a Horrid up ahead, with more HP than anybody has a right to. But with everyone focusing on him at one time, you can drop him in only a few seconds. Straight ahead from here, across yet another of those annoying platforms, then to the right and down _another_ one. Tired of them yet? There's a Krug Commander to the south a bit, but he's not that hard. The Cutter he drops does more damage than any weapon you've seen, though you probably can't use it yet. From here, head east until you see the elevators in the floor. The first one that you find is down and unreachable, so look to the northeast to its counterpart. Down at the bottom, you'll find two Rock Beasts, but you should be able to take them out. And they drop some very nice loot, so it's worth the trip overall. Back up through that elevator or the other, and walk north until you find the next elevator on the left. You need to go down this one, so do so, then break the wall and speak with Torg to complete one quest, receive another, and also get a very nice +2 Dexterity amulet that'll look very nice 'round the neck of your archer. Come back up to the top, fight your way through to the last elevator and take it if you want to, then go through the door at the end and rise to the surface. First of all, you can circle around behind the well and climb the mountain, if you want. If not, just head straight south. Follow the path along until you see a sign to Glacern pointing the way you're going. Here, take a left to an ice cave that provides some variety from the snowy monotony of the path. It's filled with Furok, monsters that rather remind me of the yeti. Nothing in here is very hard at all, it just serves as a nice break, and a bit o' loot while you're at it. Make it back to the path, and just head east. Follow the path all the way until you see men standing beside the path. You've reached Glacern... ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Krug Scout HP 12 Krug Grunt HP 28 Krug Shaman HP 19 Krug Raider *HP 30 Krug Dog HP 12 Krug Chucker *HP 23 Black Skrubb HP 55 Arakun Spider *HP 48 Skeleton HP 20 Skeleton Guard HP 28 Yellow Spider *HP 2 Walking Corpse *HP 36 Tortured Corpse *HP 34 Skeleton Archer *HP 27 Vile Mucosa *HP 47 Mucosa *HP 58 Rector *HP 41 Dark Mucosa *HP 68 Krug Killer Dog *HP 46 Giant Rat *HP 61 Rock Beast *HP 132 Krug Guard *HP 55 Scorpion *HP 73 Mine Worm *HP 152 Darkling *HP 46 Giant Moth *HP 55 Horrid *HP 352 Krug Commander *HP 190 Klaw *HP 202 White Wolf *HP 153 Braak Mage *HP 137 Furok *HP 225 Ancient Corpse *HP 66 Mucosa Brute *HP 102 Giant Spider *HP 480 Monstrous Rat *HP 95 Venom Fiend *HP 96 Grizzly Furok *HP 263 Dark Klaw *HP 240 -{ CHAPTER 3: THE SEARCH FOR MERIK }- "Our hero emerged from the wilderness with a message of warning for the Overseer, and a spirit strengthened to endure the travails that were yet to unfold." First things first - walk forwards to the Lucky Hurgiss Inn and speak with the Overseer. I can't confirm this, but I think that you receive some experience for this, or possibly for all quests; I know that Zed increased in Intelligence when I spoke to Ibsen Yamas. Recruit either, both, or none of the characters in the inn. Then walk to the pentagonal building in the center. ==[RESTOCK POINT]== Speak with Onoc to sell your excess items and restock on spells and potions. Then speak with Ardun on the right to get the Book Return quest. (To complete it, speak with Elio, in the house right next to this one, and with the Legionnaire Archer in the guard tower by the gate.) Walk into the house directly behind the pentagonal one to get the Homeless Blacksmith quest, and also to buy weapons and armor. The house to the north of here contains Ada, to complete A Sister's Message, and also a strange dungeon of sorts. (At the end you'll find two Furok Slashers, HP 313.) Once you've completed all that you need to here, head out the gate at the northeast end of town. If you just follow the path, you won't meet any enemies for a while. Then right before the bridge you'll find way too many Braak Mages. When the path takes a sharp right turn soon after, keep going straight to find Orlov's house, he of the Homeless Blacksmith quest. The cellar's on the left side, and after you take out the Frost Spitters and Frost Golems, don't forget to take the right nook/cranny to find a rare weapon and some other assorted loot. Back on the surface, follow the path, and when the path forks, (kind of) look along the right path to for another mini-dungeon. Check it out if you want. On the main path, follow it up, past the mana shrine, and when you start passing through very small divides, watch on the right (east) side. There's a very long area over here that, once again, isn't necessary, but you can take it if you want. One word of caution - be VERY careful near the explosive barrel at the end of the snowy part. It can kill any of your characters that are near it. Does more damage, comparatively, than anything else in the game. (I think.) Of course, that means if you can hit it with an arrow it'll kill anything in the area, but... Whether you take this path or not, head north for just a little while longer, and find the two Ice Warriors up here. Just beyond them, step on the hidden platform and enter the Alpine Caverns. They so pretty. =) Alpine Caverns When you first get in here, take a minute to admire it, but not too long - the Ice Warriors and Ice Flies in here may be beautiful, but they can also do some nice (or not) damage. Take out the Braak Mages on your left, then up the hill in front of you. Take out the Ice Burrow as soon as you can, so it'll stop spitting Ice Flies. Past the Braaks, keep heading north and some ice chunks in the way'll explode to reveals Ice Warriors and Ice Archers, so take them out. But now you want to backtrack just a bit to the little path that goes up the right side, it's easy to miss. Consult your megamap if you have to. Follow this enemy-less path until it leads you...outside? Kill the monsters here and continue to a shrine of sorts. Step on the pressure plate in the middle, then run all the way back to the main path, where you first encountered the Ice Archers. Now just continue to the north; we'll see those shrines again, never fear. Up here you'll find on the left that the Ice Archers never seem to go away, so kill the Ice Mage that's summoning them. Keep going, taking out the Frost Warrior, then heading north and curving to the northeast, until you see a mana shrine. There's a signpost near it as well, and you should follow the sign pointing the way to Jeriah's Trading Post. That's roughly northeast, if you're blind. =) You should turn east through a little tunnel pretty soon. Watch for a turnoff to the right (south) soon after this - if you reach the demon's skull, you've gone too far. Come back a bit and sweep the south edge to find the passage. Follow it outside and to the second shrine, where you'll raise a bridge that you can just see to the southeast. Head back to the main cavern and on past the demon's skull. You're still heading east for a while, until you go down a set of stairs. Once you've cleared out this area, you need to double back almost immediately after the stairs, to the south - it doesn't look like you can fit through, but you can. Go outside, and yes, I know this sounds familiar. I promise, this is the last one. Shrine at the end, with two chests. They might have some nice stuff you can use, it depends. But look to the east of this little island for the really good chest. Now run your little butts back to the main caverns, by those big stairs. Head east, take out the Frost Mage, then south to the Life Shrine. Now, go west again, and kill the Frost Archer. Then head south through the narrow defile (coming up with new words now ^_^) and keep going. Be careful up here, though, the Ice Archers are all in exactly the wrong spot. The tunnel to the west is a dead end, and so is the one to the east, though it's much longer. There also happens to be a Frost Drake in here... =) Back in the main tunnel head south, ever south. At the top of the stairs, watch out, there's another Frost Drake. Heading over the top of this ridge, you're faced with yet another challenge, but fortunately this is the last one. Run up ahead to the ice crystal in the center, and break it to free Merik. "I've been suspended for what...nearly a month now? Most astonishing! Their powers have grown. I should have been paying closer attention. I should have foreseen this, blast it! The forces behind this violence will be searching for my Warding Staff. That's the magical artifact they're after. Thanks to me, they believe it to have powers it doesn't actually possess, but it could still be a terrible weapon in the wrong hands. It must be recovered!" Head onwards and out of the Alpine Caverns. ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Furok Slasher *HP 313 Braak *HP 189 White Wolf HP 153 Braak Mage HP 137 Klaw HP 202 Furok HP 225 Frost Spitter *HP 108 Frost Golem *HP 195 Scorpion HP 73 Ice Warrior *HP 288 Ice Fly *HP 97 Ice Burrow *HP 210 Ice Archer *HP 243 Frostnid *HP 177 Ice Mage *HP 100 Pitiful Braak *HP 279 Frost Warrior *HP 327 Frost Mage *HP 138 Frost Archer *HP 285 Frost Drake *HP 936 (x2) -{ CHAPTER 4: THE WARDING STAFF }- "With the Grand Mage freed from his icy tomb, it was now clear that there was an evil hand behind the forces overwhelming the Kingdom. Our hero went forth seeking clues to the whereabouts of the Warding Staff." Defeat the Frost Drake and the last of the Ice Warriors, then head out to Jeriah's Trading Post. ==[RESTOCK POINT]== Once you've bought any and all supplies you need, (it'll be a while before the next one) continue along the path until you reach a cave in the mountain at the very end of the path. Subterranean River As you walk in, you should be heading south. Continue until you meet the Dark Lungers. Now keep going until, in the crystal on your left, you find a Teal Shard, an enemy. These guys (and their brethren of all colors of the rainbow) are very, very annoying. Not too hard to kill, but annoying nonetheless. Make your way to the water's edge and fight off the Slarg in the water. Continue, but watch out for the Lectar; though it's not that dangerous, it's got more health than you'd expect. The Green Shards on the west bank can do some damage if you ignore them, but the mana shrine next to them should make up for any healing you had to do. Head south and watch out for all the shards hidden in the crystal on the left - there's a Green and three Teals there, and if they surround one guy he could be toast before you can do anything. Your path here turns to the west a bit, but before too long you're heading south again. Pick up the chest on your left and keep going south. When you see the stairs, take them. The path continues for a bit, but it's just a dead end. You're going to have to head southeast across the water here, though it's really not far at all. Here, you can fight a pretty cool boss over to the left, just keep going along with the water until Syrrus pops up. Now find the south edge of the water and continue on; hero, meet Trog. Trog, hero. The Trog are the main denizens of these caverns, and you'll be fighting quite a lot of them. Once this whole area's secure, head up the hill and over the bridge. See the signpost? It tells you to go straight ahead, and at the end turn south down the stairs. Run around killing things for a while, when you find the Trog Knight grab the Trog Great Sword that he drops, and run around killing some more. If you hug the north edge on the right, you can make your way back around to near the bridge you crossed earlier, only on the lower level. There's a chest around under the bridge, and when you're done just click on the bridge to run all the way back - just stop halfway when you get back to the clearing. Near the bottom there's a ramp down to yet another level, where you get to - surprise - kill more monsters. The next ramp down is actually north, head down it and kill, kill, kill. You get the picture. At the bottom of the next ramp are a LOT of Trog and a Great Trog Warrior. You want to have your healer already on, at least. You should be able to win without _too_ much effort, though. Run along to the west, then curve south, then to the west again. You shouldn't have any trouble with the Dark Slingers - or anything else - in this area. Fight your way through here, heading south through the little narrow part. Run forwards until you see the Skick. It's very cool-looking, like a cross between a Trog and a praying mantis. And you can summon one later. =) Kinda hard to get off the path here, until you come to a fork. One leads west, the other south. The path to the south leads to a Life Shrine with a few Stalagnids scattered around it. On the west path, there really is only one way to go on these thing walkways, until you reach another fork. You'll see a carved gateway on pillars, if that helps you recognize it. There's a bridge of sorts to the west, but the path also continues north. The north path leads to a very interesting dungeon, and one that you'll need to complete in multiplayer if you want to access the Secret Chicken Level. You won't miss the entrance, it's right in the middle of a group of stone pillars. As you'll quickly see, when you pick up the gold in the first room, the passageway is blocked. When you stand on the platform, it opens again, but you can hardly leave two characters in each room, you'd never get to the end. The secret is that you can drop either a worthless item of a little gold, and it'll stay down. Leaving 1 gold and picking up 51 isn't that bad a deal... =) In the next room, there are two platforms on each side, about a third of the way into the room, and then another in a little room off to the left at the end. In the next room, there are two on each side and one in a room on the _right_ at the end. The next room's the last one, and once you fight off all of the Trog you can loot the place. The Fury's Eye is in a chest on the left, and a rare item is over to the right. Once you've cleaned out all of the chests, head all the way back up to the surface, and back to the place where the path forked so long ago. Now let's take the bridge. There's only one path to take for much of this area, so I won't bother you too much with directions. Just run along the little narrow bridges until you come to the signpost. Follow its directions, and head down the side of the hill. Clear out this area, (the Shadow Lunger's on the east side) and then head north along the river. There's another Syrrus here, but he's a lot easier this time. Clear out everything around here, then the path leads northwest. The Purple Shard up here is big and dangerous, but at least he's alone. Grab the chest next to him, kill the _other_ Purple Shard, and then run out of this dungeon. I doubt you'll miss it too much... This here forest is the Dark Forest. And it's dark. Hence the name. If you're having too much trouble walking around, turn your Gamma Correction up on the Options menu - the gamma basically governs the brightness. I don't turn it up unless I need to, though; after all, it's supposed to be Dark. There isn't much I can give you in the way of directions except to follow the path until you come to the Travelers' Camp. ==[RESTOCK POINT]== Speak to the man in the camp on the right to get the Bandit Boss quest, restock on anything you need, get Phaedriel if you want, and then head out into the forest. As long as you stay on the path, you shouldn't meet any enemies until right after passing a sign pointing to the Eastern Swamp. Just continue this way until you encounter the Bandits and Bandit Archers. Be careful when you hit the second group, they can easily overrun you and start taking out your archers and healers. Once you find their camp, with the fire in the middle and everything, head out along to the right. Pretty soon, you'll come to a fork in the path - and don't worry, you won't miss it. There're three torches set along each of the paths; I guess the developers wanted to make sure that absolutely no one missed it. But anyway, head down the right fork. Take out the groups of Bandits along the way and enter the cave at the end of the path. Kill the Bandit Boss to complete the quest, then head back to the Traveler's Camp to restock. Now head back along the path until you reach the fork in the path, where the right fork led to the Bandit's Cave. So take the left fork. Soon after you should hit a beautifully verdant clearing - not even the Bandits here can restrain my happiness over finally getting out of that damn forest. From here you should be able to see the edge of the swamp, so head right until you see the bridge; talk to the Azunite Scholar next to it to receive the Purify the Temple quest. Before you head across the bridge, follow the edge of the swamp around to the right; you'll probably want to use the megamap. Watch the wall, and when it bends away from the swamp follow it through to find a very ambient temple. The only enemy here is The Lost Witch; once she's dead, loot the four chests in the last room, then head back to the bridge by the Scholar. Enter the Eastern Swamp. This swamp is long, this swamp is boring, but above all, this swamp is beautiful. Take a second to look around, watch the currents flow through the algae on the water, see the spanish moss on the tree branches...this is done very, very well. And I guess it's for the better, since we'll be seeing so much of it... =) Anyway, walk along the bridge until you hit land. Follow the south edge right to the next bridge. This one also leads straight to land, but this island's got a bit more in the way of defenses. Once you've cleared it out, the next bridge is over behind the little cabin. This next little island nevertheless holds a Swamp Witch, so be careful. On the next island, the bridge is over to the east. Here, as you walk by, a Hydrack will pop out of the water right next to you. It can do a lot more damage than any of the other enemies around here, so take it out as soon as you can. Then mop up all the Manglers running around. This island looks like a dead end, but look to the east of the bridge you came in on - it wasn't just a coincidence that they're so close together. Once you clear out this section, don't bother looking for a bridge, there isn't one. Instead, in the southeast corner you'll find a small isthmus, which leads to another big island. Head straight east to find a cemetery of sorts, with a church at the end. Enter it, and kill the Wretched Zombie, then click on the altar to complete the Purify the Temple quest. Watch out, because there'll be Zombies coming up from the graveyard now. Once you're done, head east, through the gate of the cemetery, and to the edge of the water - where you find yet another Hydrack. Head northeast now, following the narrow strip of land as it curves around. When you see a bridge leading off to the right, take it. In the house it leads you to, you can find Andiemus, a Nature Mage. He's expensive, but he's almost certainly better than any of your nature mages, so you might want to pick him up. Head across the bridge, take out the Hydrack, then continue on the bridge. Follow the next bridge across, and then you should see another bridge ahead, but this time with a sign on it. A Potion shop, out here in the middle of the swamp? Well, it gives us a chance to unload some of that loot, so let's not look a gift horse in the mouth. Stock up on anything you need. ==[RESTOCK POINT]== >From here, head south and just start running around killing things. You want to be generally moving south, but this is all one big island, so it really doesn't matter all that much. You will need to eventually move over to the east, but as long as you use the megamap and just go where you haven't before, you should find it. When you move right and a large clearing opens up on the megamap, head for the center of it - if you find a Gobbot Igniter, you're very near the entrance to the dungeon. Look to the east of him for a large tree-stump, or something that looks much like it. It is, in fact, the entrance to yet another dungeon - The... Goblin Caves This little home-away-from-home is the work of the goblins, scrawny little guys who just happen to be better with machinery than Van Gogh with a paintbrush, or Einstein with a piece of chalk. Some of their flamethrowing attacks will hit all of your party, and hard, so be careful - you might want to just keep a permanent healer in case of emergency. Anyway, when you first get in here, just walk everyone onto the spiderweb grate in the middle, then have someone turn the valve. Be careful, though; as soon as you hit the bottom, you'll have to fight off quite a few Goblin Grunts and Goblin Guards. Just keep healing and you should do all right. From here, the path is mostly straight and narrow, no pun, so just continue on along it. The first fork you find really isn't a fork - you can go right or left, but you'll end up the same place. It's much like a capital D, where you enter at the bottom corner and exit at the top; you can go straight up or around, it's up to you. Up here, when you see a platform on the left with a valve, turn it - it'll turn off the green gas up ahead. I'll give you one warning now that will most likely serve you well in the rest of this chapter - do NOT stand near the red barrels when they explode. They hurt. On the other hand, if you can hit them from afar with an archer, they'll do some serious damage to any enemies around... Anyway, snag the items from the platform on the right and continue. The path is totally linear from here, and not too difficult, but finally you'll come to a large door. Open it, and...keep going. Turns out we were just in the entry chamber, the vestibule, the little room by the door where you wipe your shoes off. Now, we're heading into the real thing. Take out the five Goblin Guards that run in at first, then continue. It's still very linear in here...almost makes me feel useless. =) Pretty soon, you should come to another big door. Now, right after it, there's a shortcut. You should see a bridge in the middle (facing N-S) that rotates when you pull the lever. Now, there are a couple ways you could get across here, but the easiest is to first take your strongest fighter, (to take the hit from the Proxo, or shoot it with an arrow) and send them onto the bridge, then onto the left platform once it's rotated. Now spin the bridge back towards you (E-W) and get everyone else on. Now pull the north lever with your lone guy and send everyone to the south. Here's a diagram of what you're skipping. You come in from the west and would have taken a big loop around, but instead you just jump across and head south. See? /----(+)->--/ | V | Oh well, follow my instructions even if you have no idea what they mean. Unless you're the kind of person who feels honor-bound to cover every inch of ground in the game, in which case you can take the loop if you want. It's no skin off my back. Anyway, just fight through a couple rooms until you get to a platform on rails. You're going to need to ride it, but first there are two things you'll need to do. First, explode the barrel on there so it can't be used against you. And secondly, save your game. Probably the hardest section in the dungeon is coming up and you will most likely need to try it more than once. Oh, and if you can, leave your mule behind. You can come back again afterwards, but right now she'll just be in the way. When (if) you make it past here, the door's over on the south side. Throughout these next passages, the red valves on the wall will turn off the steam, acid gas, etc that's covering the path. Just continue all the way along the passageways until you get to another platform, this time one that lowers you down. (It's a little tricky at the bottom but you should be fine.) Then follow the halls to another platform that raises you back up to ground level, whatever that means down here. (Along the way there's a side path to the left that is really hard to get through, and all you get is a dead end and a couple chests. Not worth it at all.) Soon after this, you'll come to a small door. Behind it are more Gobbots (of various occupations) than you'll ever find anywhere else. If you can lure some of them outside, great, but otherwise prepare for a long and drawn-out battle of attrition. Once you're done, just continue straight up to the next set of big doors. There're some enemies scattered around the door, but once they're gone head across the catwalk. If you look right, there's a door there - it's not the main path, but it's got quite a few nice items. Anyway, continue along the catwalk to the left, and through the door, to face the Goblin Inventor. And yes, he is the size of a lawn gnome. "Wretched Krug, wretched invaders! Everything wrecked! Seck no have magic staff! Stupid Human Wizard no have staff! Warding staff ours! Goblins'! You all pay!" And he's back, only writ large. For some reason, though, he's not _that_ difficult, despite his 3120 HP. Probably his most dangerous weapon is his flamethrower - it's got huge range on it, and it can take out your healers before your fighters even notice. As you hit him and knock down his HP, parts of the suit will break off, making him easier to defeat. Finally, you'll break it down completely, and can take Merik's Warding Staff, which just _happens_ to be a great item. =) "I lose but no difference! Ancient evil and humans fight now! Goblins watch, goblins laugh, goblins take what's left! Hee hee!" Collect any items around here, then run to the end of the tunnel, stand on the spiderweb grate, and turn the valve to rise out of this dungeon. "Having defeated the Goblin menace in its very own lair, our hero stood with Warding Staff securely in hand. But the ancient evil remained elusive. Time was running out, and answers were in short supply. The truth would have to be found further east, towards Fortress Kroth." As you run along here, you'll see Deactivated Gobbots, which were assumedly turned off when you beat the Goblin Inventor. Whether they were or not, they can't harm you now. Pull the lever at the end to open the door to the outside. ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Ice Warrior HP 288 Ice Fly HP 97 Klaw HP 202 Braak Mage HP 137 Furok Slasher HP 313 White Wolf HP 153 Dark Lunger *HP 262 Teal Shard *HP 114 Slarg *HP 273 Lectar *HP 411 Green Shard *HP 138 Syrrus *HP 504 Trog *HP 297 Trog Warrior *HP 325 Trog Knight *HP 420 Blue Shard *HP 162 Dark Slinger *HP 138 Dark Caster *HP 116 Skick *HP 390 Stalagnid *HP 294 Spiked Maw *HP 188 Purple Shard *HP 567 Forest Troll *HP 540 Forest Klaw *HP 510 Hell Boar *HP 315 Gorack *HP 900 Bandit *HP 360 Bandit Archer *HP 315 Black Wolf *HP 270 Swamp Slinger *HP 280 Swamp Stinger *HP 180 Mangler *HP 360 Hydrack *HP 800 Swamp Troll *HP 488 Swamp Witch *HP 210 Swamp Creature *HP 1040 Tretch *HP 480 Grave Crawler *HP 640 Bronze Gargoyle *HP 170 Goo Walker *HP 500 Zombie *HP 620 Headless Zombie *HP 752 Gobbot Igniter *HP 660 Goblin Grunt *HP 320 Goblin Guard *HP 440 Heater *HP 460 Kill Bot *HP 400 Gobbot Shocker *HP 660 Blaster *HP 840 Copter *HP 300 Proxo *HP 40 Tesla Coil *HP 250 Perforator *HP 680 Hunter *HP 480 Gobbot Grenadier *HP 660 Gobbot Gunner *HP 660 Frost Drake HP 936 Great Trog Warrior *HP 472 Rabid Spiked Maw *HP 238 Shadow Lunger *HP 414 Muding Troll *HP 710 Enraged Gorack *HP 1203 Bandit Boss *HP 950 The Lost Witch *HP 650 Wretched Zombie *HP 1152 Dungeon Crawler *HP 2120 Rotten Troll *HP 700 Goblin Robo Suit *HP 3120 -{ CHAPTER 5: AN ANCIENT EVIL }- As you come out here, you can talk with the Guards to your left to have the Reinforce Fortress Kroth quest updated. You can check out the very cool-looking beach to your right, but watch out for the Sea Manglers. If you follow the path, it'll end shortly after, but you should be able to see a sign up ahead that'll lead you up a set of hills and gullys. Soon you should see the path reappear, though, and if you follow the torches, you should make it to Bonepicker's Post. ==[RESTOCK POINT]== Once you've bought everything you need, simply follow the torches through the forest. You'll find a house soon after Bonepicker's Post, that has a few chests in the basement, if you want to check it out. I've received a great email from Talos, who writes: "In chapter 5, the house that you mentioned has a few barrels in the basement, also has a breakable wall. This is also where you complete the quest given by Gregor about the treasure hunters. As I am still exploring the area, I am unsure of its full extent. However, I believe that the tentacle creature the 2nd Legionnaire was talking about is in here, as tentacles have this odd habit of popping up and attacking my party." I had originally thought that the Legionnaire was talking about the Fury, but this could also be likely. I really appreciate this, and since I'm stuck here for the summer, this may be all the info I have about this area (and Gregor's quest which I also missed) unless someone sends anything more in. *hint hint* >From here on, the forest lightens up a bit, and the path isn't lighted by torches any longer, but you should still be able to follow it easily. If not, there's a signpost to help you out. Pretty soon you should emerge into a clearing; there are some Wraiths soon after. Loook through the ruins of a temple here and you should be able to see a Blue Drake up ahead...as pretty as it may be, you should probably kill it. Right behind the Blue Drake there's a passageway leading underground; take it. These ruins aren't very long, and although there are a lot of the wraiths in here, they're not really that hard in the end. Your biggest problem by far will be with the "boss" near the end. Anyway, let's not get ahead of ourselves. Clear out the first room, then through the hall to the little fork; to the right are some Googore Grubs, whatever that means. Really easy little buggers (get it?) to kill, though. But head left, past the Wraiths on the left. Follow the path, but take a detour to the right to take out the Fury Spawn waiting there. Now keep along the path to the north. Look to your left at the Googore - I'm glad that not all the Grubs have matured, eh? Follow this path along, it's too narrow to get lost. If you go all the way to the end, you'll find a Life Shrine, but the path turns away to the right a bit earlier. You should have seen some Googore Grubs making their way up the slope earlier, but if not just click on the floor and your characters should find it themselves. Keep going through the passageway here and turn left at the well. Cross the bridge, then look down at the Fury and either A) Run away in fear, or B) Attack and get beaten. You need to get past here, though, so you're going to have to overcome your fear of large Beholder-like enemies and kill the Fury. Now just walk up the path, kill the two Fury Pests, and run out of this short little dungeon. As you first come back outside into the light, you'll see Boryev; you can recruit him if you want, but you'll be getting a much better mage pretty soon, and for free. Now just run down the walley a little bit until it oepns up into a vast clearing. It's wide open, and you can see form one side to the other, so you shouldn't get lost, but if you do just follow the path; there's one sign that points the way to Fortress Kroth, and then another signpost soon after. When, through the little vallet at the end, you see a man standing on a pile of dirt, slow up a second. Heal your party, get ready, then go fight him. "At last, an enemy who doesn't cower behind walls! I thought I'd die of tedium fighting these pathetic Legionnaires. Let us see if your mettle is greater than that of your worthless kin!" When you first enter this area, spikes come up and cover all of the exits, and then Gresh has to go and summon up a couple dozen Skeletons to fight for him. You should be able to kill them, though. Once you've taken out most of them, Gresh himself will come down and start fighting, but by now you should have him surrounded, and if he doesn't go down easy, at least he goes down. As you can see once he's down, there are two paths out of this valley, but you want to take the northeast one; it leads straight to Fortress Kroth. "With Gresh died the greatest threat to Fortress Kroth, but the grave danger of a resurgence of this manner of ancient evil weighed heavily on our hero's mind." ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Sea Mangler *HP 720 Forest Phrak *HP 180 Spiked Dweller *HP 285 Black Wolf HP 270 Cyclops *HP 1240 Larch *HP 888 Forest Darkling *HP 441 Wraith *HP 740 Battle Wraith *HP 960 Wraith Archer *HP 495 Googore Grub *HP 260 Wraith Mage *HP 450 Fury Spawn *HP 1960 Googore *HP 1330 Fury Pest *HP 1960 Krug Dog Skeleton *HP 660 Skeleton Mercenary *HP 752 Skeleton Ranger *HP 525 Infested Larch *HP 1507 Warrior Wraith *HP 1212 Blue Drake *HP 1680 Fury *HP 4200 Skeleton Captain *HP 924 Gresh *HP 3200 -{ CHAPTER 6: UNWISE ALLIANCE }- Here we are at Fortress Kroth - finally. Stock up on anything and everything you might want, recruit Rhut if you'd like, and basically just relax a bit. ==[RESTOCK POINT]== When you're ready to proceed, head through the doors behind Rhut and down into the caverns below. Just follow the path until you see a Droog Grunt. After taking down the Droog Archers here, go down the stairs on the right and keep going along the path. Look to the right up here and you'll see a huge skull on the wall; press the button to the left of it to open the passageway to the Hall of Skulls. In the first room, there's only one Droog Grunt, (although there are others in rooms to the left and right) but in rooms along the hall there are a few Possessed Skulls. And then in the next room, there are a lot more than that. Once you've cleared out the whole room, (or maybe if you haven't, you could try a hit-and-run if you have to) turn the statue on the far side of the room to open a passage to...another room. Only this one's got Sikra, a great dual Nature/Combat Mage. Once you've recruited her, (it's very unlikely that you've a better mage) head back out through the skull you came in, and turn right. Follow the path down the little hill you come to, through the narrow passages in here, and out into the open desert. If you follow the river left, you'll come to a dead end, but you might as well take the experience if you need it. But either way, head to the right and basically follow the river. One thing - if one of your characters seems to spontanteously go up in flames, try to follow the path back - it's one of those pesky Sand Mages. Up ahead, there's a bridge across the river; though there's a Mana Shrine on the right side, eventually you'll have to end up on the north. Follow the river again to a bridge; if it comes to a waterfall, you've gone too far. Head south; the path doesn't deviate much, and the only thing that might confuse you is the overhangs on the megamap - just remember that if it looks like you're standing on top of a sheer cliff, and you're not, that's the reason. Anyway, along the way you'll find Ulfgrim, who you can recruit if you want, or not, it doesn't really matter. Right after Ulfgrim's a signpost pointing the way to the Cliffs of Fire, if you needed directions. (There's also a Life Shrine over to the right.) r you cross over the river on the bridge, cross back over to the right side so you can take a trip on the wooden bridge hanging over the waterfall - and yes, the view's great. Basically, you're just going to be criss-crossing back and forth on these bridges for a while. After a while, you'll find an elevator against the cliff face, so raise your party up. Cross the absolutely huge stone bridge that just grows out of the cliffs, and continue along the cliff face. Eventually you'll find a signpost that points both to the Cliffs of Fire and to Castle Ehb, and the village walls are directly behind it. Just wind your way through the village, where instead of attacking you, the villagers bow to you - well, all except for the fanatics on the upper levels who'll attack you anyway. =) One quick warning, though. It's only happened to me twice, but it is possible to get your characters stuck in this town. Some of the tables, chairs, bowls, whatever they are, they're laid out badly, and it's possible to get a a character stuck between them and the wall. And you can't get them out, even if you dismiss them and rehire them. So unless you've got a recent save, you're screwed. (So don't do it. ^_^) Run up to the top of the village and enter the town hall building; talk to Nonataya inside for a quest and a shopping spree. ==[RESTOCK POINT]== ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Droog Grunt *HP 1040 Droog Archer *HP 630 Possessed Skull *HP 1180 Giant Wasp *HP 720 Giant Lizard *HP 1200 Sand Mage *HP 798 Sand Ripper *HP 960 Droog Mage *HP 540 Impaler *HP 1340 Sand Basher *HP 1260 Soul Stinger *HP 560 Droog Grunt Fanatic *HP 540 Droog Archer Fanatic *HP 630 Droog Mage Fanatic *HP 540 Droog Captain *HP 1448 -{ CHAPTER 7: KING AND CASTLE }- "The surrender of the Droog meant the safety of the kingdom had been secured. But a warning had to be delivered to the throne before the revenant Seck could succeed in their mysterious plot." Make your way out of the Droog village and back on the road again. (Got a feeling that I'm home again.) Kill the Green Drake and speak with Goquua to get another quest. Now just follow the path once again until you see a roped-off path on the right. Take it, and follow this path all the way to a cave - Dragon's Rathe. You'll know the Ancient Dragon when you see it; weighing in at 20260 HP, it doesn't get any bigger than this. Kill it, then clear out this whole area for tons of loot. Now run back up to the main path, where you turned off on the roped path. Head east into a small cave that opens on fresh air. It should be easy to just follow this path straight to where Lord Bolivar waits, and from there to the gates of Castle Ehb. First, you need to go inside, through the stairs directly in front of you. You can explore around these rooms if you want, but eventually you need to get out to the rear courtyard. The path to the King is to the southwest, a simple staircase leading upwards to the ramparts. From here, you want to circle around counter-clockwise to the northeast corner, where it ascends further. Once inside, turn west, then north until you find the doorway onto the roofs. On the roof, head south between the two buildings, then west and down four flights of stairs. You should now be almost above where you entered Castle Ehb. Look for a structure that looks something like a well, and wait for the platform to rise. Get on, and let it take you to the dungeons of Castle Ehb. Take the first right through the small little door here. From here, you can look in all of the rooms on the sides if you really want to, but if you just want to get to the King stay on the main path. Whn you see a jail cell door in front of you, open it and free the King. ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Green Drake *HP 1560 Soul Stinger HP 560 Desert Braak *HP 1732 Sand Basher HP 1260 Sand Mage HP 798 Impaler HP 1340 Giant Wasp HP 720 Skeleton Mercenary HP 752 Krug Dog Skeleton HP 660 Giant Skeleton *HP 1200 Seck Grunt *HP 1480 Seck Archer *HP 780 Mucosa Raider *HP 1240 Seck Mage *HP 993 Punisher *HP 880 Scorch *HP 20260 Ghost *HP 1600 -{ CHAPTER 8: THE CHAMBER OF STARS }- "We live on borrowed time, so you must listen well, and act quickly if we are to survive. Three hundred years ago, our ancestors entombed Commander Gom with the remnants of his Seck army, following their craven surrender to the 10th Legion. Rather than obliterate the remains of their race, our forefathers magically bound them one by one in the Vault of Eternity as a sentence for their savagery against our people. It would appear the magical wards have weakened during Merik's long absence. The Seck that imprisoned me here somehow breached our castle defenses and caught us unaware. Unlike the rest of my retinue, I was spared, but I am sure they were simply holding me for some unspeakable sacrifice. Were it not for your rescue, they would eventually have figured out that I hold this key. Within the bowels of the castle there is a hidden sanctuary known as the Chamber of Stars. If what you say is true, the Seck must be plotting to acquire the Imperial relics concealed therein. They could possibly hold the power to revive their dark lord Gom and the rest of their kin. You should hurry to retrieve the artifacts from the Chamber to safeguared them. If any of them can be of use to you, so much the better. Once the artifacts are secure, I charge you to seek out, and vanquish the remaining Seck before their dark vengeance can be unleashed on the good folk of Ehb... You have become out last bastion of hope. I shall remain here and pray for the deliverance of our kingdom at your hands. May Azunai bless and guard you in your crusade... Heroes of Ehb." First of all, pick up that Star Key. Wouldn't do to get to the Chamber of Stars without the key, now would it? Now basically just make your way through each successive room, it's pretty linear. When you see a hanging cage in the air on the right, go over, push the button to lower the chest, then break the door to free the occupant. "Tried, tried, tried, but Swanny didn't give it away did he? No, he's a good boy, isn't he? Old red-eyes, evil eyes... They tried to crack his head with magic, but he's got daisies for brains now, don't he? Don't he? They wanted to know where the Chamber of Stars was, those Seck devils, but Swanny wouldn't tell them... The secret chamber with all the king's magical goodies... You! You nearly tricked ole Swanny, but I'll not give it away! Never! Bloody Seck traitors!" Now kill him, just because it's more fun this way. =) And because Swanny's Club is the best weapon in the game so far. Anyway, if you want to get some loot you can, taking out the Kell on the other side of the west door, then continuing on through the south one. You eventually want to exit this room through the north door, though. When you come out on this bridge, the Vault of Eternity is to your right, but you can't get in. So look to the left, towards the Star Device....which just happens to match your key. When the bridges come down, run in and turn each of the four statues set around the device to make it spin. Run around collecting all of the treasure, then run back outside to the Vault of Eternity. ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Seck Archer HP 780 Mucosa Raider HP 1240 Punisher HP 880 Toreck *HP 1280 Seck Grunt HP 1480 Seck Mage HP 993 Seck Elite Archer *HP 750 Mucosa Predator *HP 840 Synged *HP 640 Lava Imp *HP 920 Warlock *HP 630 Terror Wraith *HP 1280 Kell *HP 2080 Wraith Piercer *HP 765 Ghost HP 1600 Lava Runner *HP 920 Swanny the Mad Jailer *HP 3400 Dungeon Crawler HP 2120 -{ CHAPTER 9: DUNGEON SIEGE }- "Our hero stepped forth from the Chamber of Stars a fearless champion who wouold valiantly stride into the army of horrors that lie in wait." As you walk in here, you'll be mobbed, but just take the doorway in the left wall, then west in the next one, then north, then east, and then east again. Now you should be directly north of the first room. Keep heading north. See the gaping hole in the infernal lava-covered wall? Yeah, that one. Go through it. The path along here is pretty simple, though by no means easy. Just walk along down by the lava pools, take the bridge over the lava river, and then lava the lava with lava lava on top. =) You're going to want to head west after the bridge, running parallel to the river. Now take the second bridge back across the lava. Now curve back towards the river, and go through the passageway in the cliff face. This section is just one huge long skinny peninsula in the middle of the lava, so just follow it or use your megamp to find your way. Eventually you'll meet a Red Drake, mostly just as a herald of what's to come. Just keep trudging along past even more lava, until you get to a strangely-bent two-part bridge. Keep going until you enter a tunnel and the red lights fade to black - now keep your eyes peeled for the last change in scenery you'll see. (It comes right after the Magma Beast.) Anyway, right after the first platform, the one with the two Black Drakes and the Molten Drake, take a left and curve all the way around to the very south, where you take a left, then go west just a little bit before heading north for a long time. (You'll eventually be heading west when you finally find it; if the game autosaves, you're on the right track. It's a long thin platform limned with teeth.) So, descend down to the bottom level and meet Gom... "So this is the mes the kingdom has to send against me. Did Merik tell you that he came to us seeking his misplaced staff? And did he tell you that without it he could not revitalize the wards binding us, and it was only a matter of time until we would all be free? Your ancestors put us into thishole then told fairy tales about us to frighten their children. Eventually you forgot that the Seck were once real, a power to be reckoned with! Pray your god is more merciful than I." His first form's hardly difficult at all, you should be able to take it out without much trouble at all. His second form, however....is not such a pushover. Your best strategy for this is a pretty simple one - just take out as many of his summoned monsters as fast as you can. Then, just hit him. Then do it all over again. Eventually, after many healing spells and potions have been used, he'll die. And you'll win. And...that's it. The only thing left for you to do at that point, really, is to go and play multiplayer with the imported character. (Or you could start from scratch, but that's not nearly as fun...) "With the Seck defeated, peace once again returned to the Kingdom. History would record the names of those brave heros that drove the Seck back to the hell from which they had crawled... a hell they would never return from again. Though victory was ours, and nary a vile creature would show itself for many years, the story does not end here. There was a new plan being devised... an evil plot that would once again plunge the Kingdom into war... C O N G R A T U L A T I O N S ! ! ! You've completed the Castle Ehb campaign! ----------------------- ENEMIES IN THIS CHAPTER ----------------------- (* denotes new enemies) Warlock HP 630 Lava Imp HP 920 Lava Runner HP 920 Mucosa Predator HP 840 Kell HP 2080 Synged HP 640 Terror Wraith HP 1280 Wraith Piercer HP 765 Seck Grunt HP 1480 Punisher HP 880 Seck Elite Archer HP 750 Mucosa Raider HP 1240 Seck Mage HP 993 Lava Horror *HP 1000 Lava Beast *HP 1325 Seck High Mage *HP 1480 Seck Archer HP 780 Lava Mage *HP 976 Red Drake *HP 1280 Seck Elite Guard *HP 1620 Lava Spirit *HP 1200 Magma Spirit *HP 1353 Quadscale *HP 1040 Black Drake *HP 1960 Molten Drake *HP 2080 Molten Steel Drake *HP 2540 Gom *HP 8710 Gom *HP 11800 > Farm Path to Crypts Crypt of Sacred Blood Path to Stonebridge Stonebridge Path to Wesrin Cross Wesrin Cross Merchant's Camp Glitterdelve Mines Path to Glacern Glacern Path to Alpine Caverns Alpine Caverns Jeriah's Trading Post Path to Subterranean River Subterranean River Dark Forest Travelers' Camp Path to Eastern Swamp/Bandit's Cave Eastern Swamp Potions Shop Eastern Swamp Goblin Mines Bonepicker's Post Path to Temple Ruins Temple Ruins Path to Fortress Kroth Fortress Kroth Path to Hall of Skulls Hall of Skulls Path to Cliffs of Fire Cliffs of Fire Droog Village Path to Dragon's Rathe Dragon's Rathe Path to Castle Ehb Castle Ehb Dungeons Chamber of Stars Dungeon Siege QUESTS: Chapter 1: Stonebridge Seek Gyorn in Stonebridge -Seek Norick's friend Gyorn in the town of Stonebridge. -Seek Norick's friend Gyorn in the town of Stonebridge by using the old path through the Crypts. "The Krug are attacking! I couldn't hold them back... You have long been my friend, but... you can do nothing more for old Norick. Go to Stonebridge. Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be needed by the King. Go now!" "This bridge won't be fixed anytime soon. If you're desperate to get to Stonebridge, the only way to get there is gone be through the crypts." GIVEN: Norick, automatically given during introduction. COMPLETED: When you speak to Gyorn in Stonebridge. Clear Edgarr's Basement -Clear the Krug for Edgarr's Basement, and gather supplies for the journey to Stonebridge. "When I realized that the Krug were actually attacking us, I tried to get to the safety of my cellar, but they had a little welcome party waiting for me. If you need any supplies for the long trek to Stonebridge, and wouldn't mind clearing out the remaining Krug downstairs, you can help yourself to whatever you need from my stores." GIVEN: Edgaar, when you speak to him in his house. COMPLETED: When you kill the last of the enemies in his cellar. Chapter 2: Journey to the Overseer Deliver Gyorn's Report -Deliver Gyorn's Report to the Overseer in Glacern. "If you've come looking for help, you'll not get much here. What the Krug couldn't carry off in a wagon, they smashed up or burned. They even put Gravemaker, my blessed ole catapult, to the torch, even though that beauty hasn't thrown a stone since I was a pup. It don't take a wizard to smell the Goblins behind this Krug raid, but the Oversee of Glacern needs to be told what happened here nonetheless. If you're up for the task, can I come along?" GIVEN: Gyorn, when you speak with him in Stonebridge. COMPLETED: When you speak to Ibsen Yamas, the Overseer, in Glacern. Ordus' Axe -Secure Ordus' axe from the Northern guard tower. "I was stationed at the northern guard tower when the Krug started hitting us in waves. If I hadn't been so blasted stubborn, I would have made it back in time to keep them from burning my out of my home. I'm sure the tower is overrun by now, but they might not have figured out the mechanism to enter the armory downstairs. I would hate to have any of our remaining weapons fall into Krug hands; if you are up to the task, you are welcome to them." GIVEN: Ordus, when you speak to him in Stonebridge. COMPLETED: When you find Ordus' Axe in the basement of the Northern Guard Tower. Clear Glitterdelve Pass -Clear the way to Glitterdelve for the Stonebridge militia. "If you're headed North, we haven't seen anything but Krug come from that direction since the attack last night. If you manage to clear Glitterdelve Pass, it's gonna be a lot easier for us to secure the road when Cap'n gives the word." GIVEN: Town Guard, when you speak to him in Stonebridge. OR: Guard Captain, when you speak to him near the gate. COMPLETED: Guard Captain, when you speak to him after clearing the way. A Sister's Message -Deliver Ella's message to her sister Ada in Glacern. "The raid last night was terrible! I barely escaped with my life. When my sister hears about what the Krug did to us here, she'll be furious! Oh! But she'll be worried that I was hurt. She's an archer in the Legion, stationed at Glacern. If you're going that way, could you tell her I'm all right? I'm sure she'll make it worth your while; her name is Ada." GIVEN: Ella, when you speak to her in Stonebridge. COMPLETED: When you speak with Ada in Glacern. Rescue Torg -Rescue Gloern's brother Torg from within the Dwarven mines. "This is a bad business, but we're no' the only ones in it! These magic bits the Kroog are stealing are goin' to some clag named Commander Gresh, but there'll be a blasted goblin behind this or I'm a mule's father. Me brother Torg will like as know more, but the Kroog 'ave him holt up down beloo. I could truly use a hand in getting him free, if yer willing." GIVEN: Gloern, when you speak to him in Glitterdelve. COMPLETED: When you find Torg in the Glitterdelve Mines. Report Torg's Findings -Report Torg's findings to the Overseer in Glacern. "Bravely Done! These lot aren't much of a threat, but I'd stake me mine there's someone higher up pullin' their strings. The overseer of Glacern needs to be told and soon. If yer headin' that way, I'd be most appreciative if ye pass the word along. I'd go with ya, but I'll have me hands full getting me lads back to work, now that ya wiped the filth outa the place. If the overseer gives ya any guff, ya can flash him me lucky amulet an he'll know I sent ya. Might as well keep it, it's the least I can do fer all the pakkin' you done down here." GIVEN: Torg, when you speak with him in the Glitterdelve Mines. COMPLETED: When you speak with the Overseer in Glacern. Chapter 3: The Search for Merik Book Return -Find the first two volumes in the Fedwyrr's Way trilogy. "Master Onoc is going to have my hide! I borrowed a trilogy of books about Fedwyrr's Way, and lent two out to some friends. But now, I don't remember to whom I lent them! Onoc forbids me to leave while he is keeping shop, but I am sure he will find them missing any time now. Might you have a few minutes to ask around town for me?" GIVEN: Ardun, when you speak to him in Glacern. COMPLETED: When you speak to him after finding both books. Quest for Merik -Find Merik the Grand Mage. "I appreciate your enthusiasm to help, soldier, but I've got a battle to plan! Doesn't take a fool to see this all started the day out Grand Mage Merik vanished. Find him, and you'll find the cause of this mess." GIVEN: Ibsen Yamas, when you speak with him in Glacern. COMPLETED: When you free Merik in the Ice Caverns. Reinforce Fortress Kroth -Travel through the Ice Caves to reinforce the Legionnaires at Fortress Kroth. "The Legionnaires tell me it's even worse over the mountain. If you want to make yourself useful, go reinforce the men at Fortress Kroth. Just follow your nose through the ice caves and you'll get there soon enough!" GIVEN: Ibsen Yamas, when you speak with him in Glacern. UPDATED: Legionnaire Guard, when you speak with him after Goblin Mines. Homeless Blacksmith -Secure Orlov's cabin and cellar in the wilderness north of Glacern. "Well, you seem a persistent sort. There's a chest and some crates in my basement. If you can clear the monsters out of there, you're welcome to what you find. My house is in the woods north of here." GIVEN: Orlov, when you speak with him in Glacern. COMPLETED: Orlov's basement, when you kill the last monster. Chapter 4: The Warding Staff Confront the Bandit Boss -Confront the Bandit Boss to protect the Traveler's camp. "In ze past, ze bandits tolerated us, as ve provided zhem with needed supplies, but since ze legion withdrew zheir patrols, ze bandits haf turned from robbing and pilfering caravans to murdering and plundering zhem. Zhis morning ve caught vone of zhem stealing from Yadze's tent. He stated zhat ze Bandit Boss now claims ownership of the vomen and vares of our camp, and zhey will return zis evening in force to accept zheir payment. Zhe thought sickens me. Ve haf our backs against ze Green Range, but cannot brave Fedwyrr's Way without Sikra and Boryev. If you are truly a hero, you must haf ze courage to confront ze Bandit Boss on our behalf. I have no bounty to offer in return, but he will surely have amassed a fortune by now inside his bandit lair. GIVEN: Razvan, when you speak with him in the Travelers' Camp. COMPLETED: Bandit's Cave, when you kill the Bandit Boss. Merik's Staff -Retrieve Merik's warding staff. "I've been suspended for what...nearly a month now? Most astonishing! Their powers have grown. I should have been paying closer attention. I should have foreseen this, blast it! The forces behind this violence will be searching for my Warding Staff. That's the magical artifact they're after. Thanks to me, they believe it to have powers it doesn't actually possess, but it could still be a terrible weapon in the wrong hands. It must be recovered!" GIVEN: Merik, when you free him in the Alpine Caverns. COMPLETED: Goblin Caves, when you pick up Marik's Staff after defeating the Goblin Inventor in his mechanical suit. Purify the Temple -Destroy the temple Guardian. -Place the holy icon on the Temple altar. "Take this icon. The Temple ahead has been overcome by a wakening evil. The icon can break the unholy discord if you can place it upon the altar. I have tried and failed. A powerful guardian desecrates the altar with his presence. Please, you must..." GIVEN: Azunite Scholar, when you talk to him near the bridge at the beginning of the Eastern Swamp. COMPLETED: Swamp Temple, when you place the icon on the altar. Chapter 5: An Ancient Evil Reinforce Fortress Kroth -Defeat the necromancer besieging Fortress Kroth. "Six of us used the old temple route to sneak past Gresh, but we ran into one of his tentacled guardians. It tore us to shreds. Somehow the two of us escaped to here, but now there's no way we can get Legion reinforcements to Captain Tarish in time. I don't know who you are, but if you're as capable as you look, I don't think Gresh would be expecting reinforcements of your kind. This may be the lucky break my comrades need to stop Gresh before he kills us all." UPDATED: Legionnaire Guard, when you speak with him after Goblin Mines. COMPLETED: Fortress Kroth, when you defeat Gresh outside the walls. Chapter 6: Unwise Alliance Subdue the Droog -Subdue the Droog Leadership in their village beyond the desert to the east. "One hundred eighty-two men dead....all because some fool couldn't be bothered to follow orders. A scout spotted Seck in the woods weeks ago, but didn't report it for fear the other men would ridicule him for seeing ghosts. But what else do you call creatures three centuries dead, eh? I'll tell you this though, those Droog heping the Seck aren't phantoms. If we subdue their village we'll have this battle half won." GIVEN: Captain Tarish, when you speak with him in Fortress Kroth. COMPLETED: Droog Village, when you walk into the Town Hall. Chapter 7: King and Castle Search for the King -Find the King and secure Castle Ehb from the Seck "By all the powers that be, a friendly face! The castle's overrun! The bloody seck came up from below, but I don't know how. King Konreid was still alive when last I saw him, but I cant find him now. I hope he's in hiding and that those slimy Seck haven't got him bottled up somewhere in the Castle. Shall we join forces to find him or go on separately?" GIVEN: Lord Bolingar, when you speak with him outside Castle Ehb. COMPLETED: Castle Ehb Dungeon, when you speak with King Konreid. Journey to Castle Ehb -Journey to Castle Ehb to prevent the Seck from capturing the secret chamber. "Peace! We are victimes all of these horrid Seck! In centuries past, the Seck hunted us near to extinction. When first they reappeared, our generation of warriors was yet newly hatched, unequal to the ancient sorceries the Seck threatened to unleash. For our survival, we made an unwise alliance. We would redeem ourselves. The Seck plot to seize a secret chamber they believe to be within Castle Ehb. You must move soon should you wish to prevent this. As a symbol of our good intentions, I offer an exchange of goods, the best wares we have to offer." GIVEN: Nonatoya, when you speak with him in the Droog Village. COMPLETED: Castle Ehb, when you cross the threshold of the bridge. Slay the Ancient Dragon of Rathe -Slay the Ancient Dragon before the Seck can free him from Dragon's Rathe. "My people have begun preparing sacrificies to appease ancient Dragon, but Goquua knows that not help. Reappearance of Seck and rage of drakes NOT... coincidence. Goquua now certain tha Seck corrupted Ancient Dragon to unleash its spawn against world. My people will be first to fall if I fail to protect us, but your kingdom not far behind. If you are truly hero of your kingdom, you must slay Ancient Dragon before Seck can free him from Rathe." GIVEN: Goquua, when you speak with him outside the Droog village. COMPLETED: Dragon's Rathe, when you defeat Scorch, the Ancient Dragon. Chapter 8: The Chamber of Stars Vanquish the Seck -Find and destroy the remaining Seck before they can free Gom. "We live on borrowed time, so you must listen well, and act quickly if we are to survive. Three hundred years ago, our ancestors entombed Commander Gom with the remnants of his Seck army, following their craven surrender to the 10th Legion. Rather than obliterate the remains of their race, our forefathers magically bound them one by one in the Vault of Eternity as a sentence for their savagery against our people. It would appear the magical wards have weakened during Merik's long absence. The Seck that imprisoned me here somehow breached our castle defenses and caught us unaware. Unlike the rest of my retinue, I was spared, but I am sure they were simply holding me for some unspeakable sacrifice. Were it not for your rescue, they would eventually have figured out that I hold this key. Within the bowels of the castle there is a hidden sanctuary known as the Chamber of Stars. If what you say is true, the Seck must be plotting to acquire the Imperial relics concealed therein. They could possibly hold the power to revive their dark lord Gom and the rest of their kin. You should hurry to retrieve the artifacts from the Chamber to safeguared them. If any of them can be of use to you, so much the better. Once the artifacts are secure, I charge you to seek out, and vanquish the remaining Seck before their dark vengeance can be unleashed on the good folk of Ehb... You have become out last bastion of hope. I shall remain here and pray for the deliverance of our kingdom at your hands. May Azunai bless and guard you in your crusade... Heroes of Ehb." GIVEN: King Konreid, when you speak with him in Castle Ehb Dungeon. UPDATED: After leaving the Chamber of Stars. (Moved to Chapter 9.) The Chamber of Stars -Retrieve artifacts from the Chamber of Stars. "We live on borrowed time, so you must listen well, and act quickly if we are to survive. Three hundred years ago, our ancestors entombed Commander Gom with the remnants of his Seck army, following their craven surrender to the 10th Legion. Rather than obliterate the remains of their race, our forefathers magically bound them one by one in the Vault of Eternity as a sentence for their savagery against our people. It would appear the magical wards have weakened during Merik's long absence. The Seck that imprisoned me here somehow breached our castle defenses and caught us unaware. Unlike the rest of my retinue, I was spared, but I am sure they were simply holding me for some unspeakable sacrifice. Were it not for your rescue, they would eventually have figured out that I hold this key. Within the bowels of the castle there is a hidden sanctuary known as the Chamber of Stars. If what you say is true, the Seck must be plotting to acquire the Imperial relics concealed therein. They could possibly hold the power to revive their dark lord Gom and the rest of their kin. You should hurry to retrieve the artifacts from the Chamber to safeguared them. If any of them can be of use to you, so much the better. Once the artifacts are secure, I charge you to seek out, and vanquish the remaining Seck before their dark vengeance can be unleashed on the good folk of Ehb... You have become out last bastion of hope. I shall remain here and pray for the deliverance of our kingdom at your hands. May Azunai bless and guard you in your crusade... Heroes of Ehb." GIVEN: King Konreid, when you speak with him in Castle Ehb Dungeon. COMPLETED: When you activate the Star Device in the Chamber of Stars. Chapter 9: Dungeon Siege Vanquish the Seck -Find and destroy the remaining Seck before they can free Gom. -Destroy the Seck leader Gom. "We live on borrowed time, so you must listen well, and act quickly if we are to survive. Three hundred years ago, our ancestors entombed Commander Gom with the remnants of his Seck army, following their craven surrender to the 10th Legion. Rather than obliterate the remains of their race, our forefathers magically bound them one by one in the Vault of Eternity as a sentence for their savagery against our people. It would appear the magical wards have weakened during Merik's long absence. The Seck that imprisoned me here somehow breached our castle defenses and caught us unaware. Unlike the rest of my retinue, I was spared, but I am sure they were simply holding me for some unspeakable sacrifice. Were it not for your rescue, they would eventually have figured out that I hold this key. Within the bowels of the castle there is a hidden sanctuary known as the Chamber of Stars. If what you say is true, the Seck must be plotting to acquire the Imperial relics concealed therein. They could possibly hold the power to revive their dark lord Gom and the rest of their kin. You should hurry to retrieve the artifacts from the Chamber to safeguared them. If any of them can be of use to you, so much the better. Once the artifacts are secure, I charge you to seek out, and vanquish the remaining Seck before their dark vengeance can be unleashed on the good folk of Ehb... You have become out last bastion of hope. I shall remain here and pray for the deliverance of our kingdom at your hands. May Azunai bless and guard you in your crusade... Heroes of Ehb." UPDATED: After leaving the Chamber of Stars. UPDATED: After hearing Gom's speech. COMPLETED: After defeating Gom's second form. ++++++++++++++++++++ 5.1 Walkthrough, Jr. ++++++++++++++++++++ This is basically a quick-and-dirty walkthrough to the main path you should take, without all the "worthless" information about how to put each foot in front of the other. Good if you just want to know where to go next. Chapter 1: After talking to Norick, head out of the farm. At Edgaar's house, talk to him, then clear out his basement. Make your way to the Crypt. Take out the Ruby Gargoyle, then recruit Ulora. Once out of the Crypt, fight your way to Stonebridge. Chapter 2: Talk to Gyorn, then recruit him. Buy anything in town that you need. Speak with Ordus and Ella to receive their quests. Recruit Zed the mage, Naidi the archer, or Rusk the fighter. Get a packmule and head out of town. Fight your way along until you find the Northern Guard Tower. Clear it to complete Ordus' Quest, and take Ordus' Axe. Click on the gate to Glitterdelve to see that it is blocked off. Enter Wesrin Cross, fight your way through to the circular platform. Lower yourself to the second level of the dungeon, and clear out the HUGE room you find here. Make your way to the opposite side of the room, and go to the end. Pull the lever, and raise your entire party back up to the surface. Here, click on the red barrel by the gate to clear the way. Run back to Stonebridge, and stock up on supplies. Recruit a new character if you want. Run back to the gate. Walk to the left if you want, there's a trader and a mule seller. Walk up to the town of Glitterdelve, watch the cutscene. Recruit Gloern. Make your way through the Glitterdelve Mines. Go down the second-to-the-last elevator and break down the secret wall. Speak with Torg, Gloern's brother. Ride up in the elevator, then exit the mines. Run through the snowy forest to Glacern. Chapter 3: The Search for Merik Go to the Lucky Hurgiss Inn, and talk to the Overseer. Talk to the apprentice in the octagonal building, then find his books. Recruit either Kroduk or Lorun. Restock potions, spells, weapons, armor. Head out of town through the large doors. Walk until you hit a flat wall, then walk in front to open the door. Fight your way to Merik, the man trapped in ice. Free him, and recruit him if you wish. Exit the Ice Caverns. Chapter 4: The Warding Staff Buy anything you might want at the Trading Post. Continue along the path to the cave at the end. Fight your way through this very frustrating dungeon. Follow the path to the Travelers' Camp. Speak to the leader of the group to hear of the bandit problem. Restock anything you might need. Recruit Phaedriel near the exit of the camp if you want. Take the right path at the fork, through the bandits' camps. Defeat the Bandit Boss. Take the left fork into the Eastern Swamp. Follow the path to the right to find a small sanctuary. Go back to the entrance, and enter the swamp on the small bridge. Recruit Andiemus if you want. Make your way to the old woman's shop in the middle of the swamp. Continue on to the entrance to the Goblins' caves. Fight your way through the Goblin caves to a swiveling platform. If you don't want to go all the way around the loop, get all but one of your party onto the platform, then turn the valve. Then quickly get on. Continue on to your right. Fight the Goblin Inventor. Take Merik's Warding Staff. Continue out of this dungeon. Chapter 5: An Ancient Evil Follow the path along to Bonepicker's Post. Kill the Blue Drake and make your way through the Temple Ruins. Kill the Beholder-- sorry, the Fury. ^_^ Recruit Boryev if you wish. Kill Commander Gresh. Make your way to Fortress Kroth. Chapter 6: Unwise Alliance Speak to Tarish. Unload all that loot you've got, recruit Rhut if you want. Head into the dungeon behind him. Make your way to the Hall of Skulls. Go to the end and recruit Sikra, a better mage than any you'll have. Go back out to the cave and turn right. Run quickly to the end. Run along the river, killing those damn Sand Mages. Recruit Ulfgrim if you wish. Look down every time you cross the spanning bridges and marvel. Fight to the Cliffs of Fire. Enter the Droog village, where they worship you as a god or something. Speak with Nontaya. Exit the village, and speak with the Droog, Goquaa. Continue along the path. Chapter 7: King and Castle When you see a roped path going down to the right, take it. Fight your way to the cave at the end. Vanquish Scorch, the ancient dragon of Dragon's Rathe. Return to the path, and take a right to Castle Ehb. Make your way around the right side of Castle Ehb to the stairs. Make your way around the walls to the roof. Make your way around the roof to the elevator thing. Go down it. (You thought I was going to say "Make your way around...") Fight your way through the basement until you find a prison cell. Enter and speak with the King. Chapter 8: The Chamber of Stars Take the Star Key that he gives you. Go around to the door behind the King's cell, and continue along here. Take a left at the fork at the very end. Enter the Chamber of Stars. Turn the statues around the side to activate the Star Device, then open all the chests around the outside for a LOT of good items. Go back out to the fork in the path. Chapter 9: Dungeon Siege The huge door that was locked earlier will open, so go through it. Go down to the crimson cavernous cave that calls to be cleared. (^_^) Make your way down the slopes here, and along the bridges. Follow the platforms around, killing all the drakes you can find. When you find a long straight passage walled by teeth, get ready. Walk forwards and activate the cutscene. Prepare for the final battle. Attack Gom right away, he's only got 8000 HP. Not too hard at all. Feel happy because you just beat the game pretty easily. Begin to get an inkling of a suspicion that maybe he's not dead. Watch him be resurrected. Be afraid. Very afraid. For this battle, you want to make sure that you're not leaving more than one or maybe two summoned monsters alive. If you do, they'll be knocking down the health of your healers from behind while they're busy. But as soon as you take down the summons, concentrate all fire on Gohm. You'll need it. Be ready with potions, and micromanage as best you can. Once you finally take him down, watch the pathetic excuse for an ending, and feel happy that you're done. Now, go import your character into multiplayer. Go on, go! It's fun, I promise! CONGRATULATIONS! YOU HAVE COMPLETED THE CASTLE EHB CAMPAIGN! ++++++++++++++++ 5.2 - Characters ++++++++++++++++ This section contains the statistics that each character has when they join your party. I may add relative scores at some point, I don't know. =( Main Character )= STR - 10 DEX - 10 INT - 10 MELEE - 0 RANGED - 0 NATURE - 0 COMBAT - 0 =( Ulora )= STR - 10 DEX - 10 INT - 10 MELEE - 1 RANGED - 1 NATURE - 1 COMBAT - 0 =( Gyorn )= STR - 11 DEX - 10 INT - 10 MELEE - 2 RANGED - 0 NATURE - 0 COMBAT - 0 =( Zed )= STR - 10 DEX - 10 INT - 12 MELEE - 0 RANGED - 0 NATURE - 3 COMBAT - 0 Cost - 900 =( Naidi )= STR - 10 DEX - 11 INT - 10 MELEE - 0 RANGED - 3 NATURE - 0 COMBAT - 0 Cost - 1050 =( Rusk )= STR - 11 DEX - 10 INT - 10 MELEE - 3 RANGED - 0 NATURE - 0 COMBAT - 0 Cost - 1100 =( Gloern )= STR - 13 DEX - 11 INT - 10 MELEE - 5 RANGED - 0 NATURE - 0 COMBAT - 0 =( Kroduk )= STR - 15 DEX - 12 INT - 10 MELEE - 8 RANGED - 0 NATURE - 0 COMBAT - 0 Cost - 3400 =( Lorun )= STR - 11 DEX - 11 INT - 16 MELEE - 0 RANGED - 0 NATURE - 0 COMBAT - 9 Cost - 3900 =( Merik )= STR - 11 DEX - 12 INT - 21 MELEE - 0 RANGED - 0 NATURE - 13 COMBAT - 4 =( Phaedriel )= STR - 14 DEX - 20 INT - 12 MELEE - 0 RANGED - 17 NATURE - 0 COMBAT - 0 Cost - 38400 =( Andiemus )= STR - 13 DEX - 14 INT - 26 MELEE - 0 RANGED - 0 NATURE - 24 COMBAT - 0 Cost - 98880 =( Boryev )= STR - 20 DEX - 16 INT - 27 MELEE - 18 RANGED - 0 NATURE - 0 COMBAT - 34 Cost - 388690 =( Rhut )= STR - 33 DEX - 19 INT - 14 MELEE - 38 RANGED - 0 NATURE - 0 COMBAT - 0 Cost - 421250 =( Sikra )= STR - 14 DEX - 17 INT - 36 MELEE - 0 RANGED - 0 NATURE - 20 COMBAT - 38 =( Ulfgrim )= STR - 34 DEX - 20 INT - 13 MELEE - 39 RANGED - 2 NATURE - 0 COMBAT - 0 Cost - 455740 =( Lord Bolingar )= STR - 38 DEX - 21 INT - 13 MELEE - 43 RANGED - 0 NATURE - 0 COMBAT - 0 +++++++++++ 5.3 - Books +++++++++++ The books that you'll find throughout the game serve to flesh out the backdrop to the story of the Kingdom of Ehb. If you're interested, you'll find them below. If not, the scrollbar's to your right. ^_^ History of the Azunites Carrying with them the written testaments of a dozen generations of faithful, Azunai's followers first appeared in the Agallan Peaks over two centuries before the founding of the Empire of Stars. Shrines to the Eternal Passion began to dot Legionary routes as early as the 7th Century, offering free food and lodging to weary travelers willing to hear sermons on the deeds of Azunai. Within a hundred years on its introduction, over sixty villages in the Empire supported thriving communities over devout Azunite worshippers. The simple Azunite doctrine of worldly rewards for hard labor was far easier to understand than the abstract, often unrewarding worship of the distant Stellar Emperors. Followers had only to profess a belief in the strength of The Defender and pass formally beneath his sacred shield, and they were accepted as a member of his clan. It is believed that rare offspring of devout Azunite worshippers are 'Marked with Fire' in secret ceremonies. Those children have been known to receive mortal wounds only to be resurrected by simple passage beneath the sacred shield. History of the Crypts Just southeast of the Kingdom town of Stonebridge lies the most honored burial place in all of Ehb. Here, the bodies and bones of all the Kings and Queens of Ehb are laid alongside the commanders, grand mages, and heroes of the 10th Legion. Consecrated by the returning 10th Legion as they fought to free Ehb from the tyranny of the Seck, the Crypt of the Sacred Blood is built on the site of one of the bloodiest battles of the liberation. As Legion Commander Karese Noanni surveyed the dead following the battle, he ordered that a space be cleared in the center and excavations be begun. 'From this day forth there shall be nothing accomplished that was not purchased with the blood of these valiant hearts,' Noanni is reported to have said. Over the centuries, wealthier families installed layer upon layer of secret passages and traps to discourage looters from disturbing their interred loved ones. Today the Crypt is considered unnavigable, and most burials are instead performed in graveyards surrounding the crypt entrances. The Life of Etan Stonebridge Etan Stonebridge was no stranger to the world of trading. Having grown up poor in the streets of the Imperial Capitol of Ilivara, he's spent much of his youth parlaying stolen eggs or broken bits of glass into a warm evening meal. During a brief stint in the 2nd Legion, he'd learned a bit about horse-trading and had become an expert in sniffing out bad deals, but the mindless tedium of the military lifestyle didn't suit Stonebridge's notions of adventure. He abandoned his post in 596 to join a small westward-bound trading company. Shortly after arriving in Ehb, Stonebridge was introduced to the Droog, and became convinced they had more to offer than the exotic weapons and jewelry other companies were failing to acquire. He'd briefly glimpsed the Droog using eggshell-like material as thick as a man's hand with a glorious oily sheen to it; judging by the way they were pounding it, it had to be harder than granite. Acquiring even a few lots of the stuff to tile the floors of some wealthy Patrician's villa might put a nice jingle in his pouch. It was a stroke of luck that the Droog held no value in the shells, and were actually glad to be rid of them. They were even happier to receive in exchange many of the items that had previously been offered in trade for their treasured weapons and jewelry. As time passed, the Droog became more comfortable dealing with Etan, and eventually offered him limited exchanges of Droog weaponry despite their refusal to all other parties. Etan's wealth grew quickly during these years, and by the time of the Droog retribution, he had established himself as one of Ehb's wealthiest citizens. The Ruins of Wesrin Cross Only an hour's march south of Frostspire Pass, the lonely ruins of Wesrin Cross have borne witness to some of the darkest hours of Ehb's turbulent history. Originally constructed as an Inn by Imperial trader Fiola Wesrin sometime in the 7th century, it has served, at times, as a barracks, a menagerie, a gatehouse, and a royal residence. The sheer volume of blood shed in its shadow has made it a tormented place, haunted with memories of the birth of the Kingdom. With the arrival of the Seck and the Imperial forces from the east, the site was heavily re-fortified by the 10th Legion, and a gated underground route linked to recent excavations made from the Glitterdelve mine. During the War of Legions, the Seck briefly occupied the tunnels, using them to house a corps of Guild spider drovers. While the subterranean confinement pens were later torn out by the reoccupying Legion forces, a magical homing taint remained in the tunnels, which continues to attract the descendants of the Seck-controlled Arakun spiders to this day. Following the completion of now fortifications north of Frostspire Pass in 935, Wesrin Cross was at last deemed unsuitable for military use. Retiring it with full honors, the fortress was turned over to royal family of Ehb. It would stand vacant for the next fifteen years. In 970, Edward the 'Goblin Pretender' became the last man to officially occupy Wesrin Cross. Refurbishing its crumbling ceilings and chambers at extravagantly wasteful costs, he employed over forty goblin engineers working day and night to prevent its seemingly imminent collapse. In the end, it would be here, at the first fortress of Ehb, that the 10th Legion would do battle with their treasonous grand mage Olvis, and Wesrin Cross would, sadly, be laid waste by order of its last and most ambitious architect. Biography of Ibsen Yamas Ibsen Yamas has the distinction of having been declared dead more often that any other soldier in the history of the 10th Legion. He was said to be beaten by Goblin raiders at Frostspire Pass in 965, only to turn the battle into a bloody rout of the Goblin forces three days later. In 987, he was said to have died in a snowstorm while retrieving his beloved mule Caprine, only to turn up a week later hungry and irritated by a hole in his boot. For his allies, the stories of his death are a source of frequent amusement; to his enemies, a wishful dream. He has said that death will only take him when he's gotten too bored or too tired of living, and even the reaper had better bring heavy reinforcements. Born in the Agallan Peaks in 944 and raised by a former cook of the 10th Legion, Ibsen headed west for the Kingdom of Ehb as a courier for the Azunite Synod at the age of sixteen. In 961, he arrived at Castle Ehb and presented a recommendation that he be assigned to his mother's post, but his cooking was found to be inferior to his soldiering, and he found himself very shortly thereafter in the command of his platoon, and, not much later, his company. Assigned to maintain order along Fedwyrr's Way during the affair of the Goblin Pretender, Ibsen met a band of Goblin soldiers besieging the Iron Tower of Glacern and beat them back, sending all but a few of his men on to help in the defense of the mines. Days later, he defeated two full platoons attempting to press past Glacern into the Eastern Kingdom, effectively holding the Goblin threat at bay until they at last retreated. Formally resigning from military service in 994, he became the Overseer of the western realm, supervising the fortification and security of Glacern while also becoming the manager of the Kingdom's mines. Although retired, he is one of the most respected strategists of the old Legion, and is frequently consulted as the unofficial ruler of everything below Glacern. History of the Droog Late in the 6th century, an Imperial trading company seeking alternative routes beyond the Green Range was startled to discover a large and thriving community living in the Cliffs of Fire. The exceptional weapons and jewelry possessed by these simple cliffdwellers defied explanation, but the self-sufficient Droog could see no reason why they should exchange any of their valuables for the unappealing trinkets the Imperial traders had to offer. Over the next several years, trading companies tried and failed to interest the Droog, until one company presented a single gaudy bolt of fabric brought from the Imperial capitol among their wares. The Droog were instantly spellbound by the intricate pattern, and happily exchanged several of their finer weapons to the dumbstruck traders. With visions of gold in their eyes, the small caravan hastily returned to the imperial capitol and secretly prepared wagonloads of the material for trading with the Droog. Unfortunately for them, between the capitol and the Droog lay a treacherous 730-league trade route which was frequently plagued by Goblin raids. As luck would have it, the caravan was captured, and the Goblins learned of the Droog interest in the material from their captives. The Goblins had given up trying to trade with the Droog centuries earlier, and several industrious goblins immediately realized the value of their plunder. Over the course of six months, the small goblin band quietly circumvented the Legion patrols with bolts of cloth in tow, to arrive at the Cliffs of Fire, only to find that they had been upstaged by a freelance trader named Etan Stonebridge. The Droog still saw value in the Goblin cargo, but due to Etan's previous dealings, were unwilling to part with their more valuable items in exchange. The Goblins were forced to retreat with a paltry quantity of baskets, unfinished beads, and some discarded Imperial mining equipment in exchange for their once-valuable bounty. The Goblins never forgot Etan Stonebridge, and many years later would return to exact their revenge. Swords to Plowshares By 844, Karese Noanni had been the guiding light of his beloved 10th Legion for over twenty years. Under his direction, the Legion had become one of [the] most versatile military units ever known, weathering the hardships of the pacification of the Lescanza, and the War of Legions with minimal casualties. But with all but a few of the Legion's most notorious enemies vanquished, the 10th faced a crisis of identity. The Empire they were sworn to serve was gone and brawling in the ranks was becoming endemic. 'Under all the stars, there is nothing more wretched than a soldier without an enemy to fight,' a frustrated fifty-two year old Noanni wrote in the annals. 'I've had enough of blood that a hectare of soil, a spade, and mule will content me well until my end, if it must, but what am I to do with these youths of fire?' On the first day of the new year, addressing a freezing and apprehensive assembly of his men, Karese Noanni declared that the 10th Legion as they knew it could no longer survive. Food supplies were dwindling, a shortage of farmers and as overabundance of Legionnaires primarily at fault. If they were to capitalize on their good fortune, it would mean dismantling everything they had ever known and constructing a new kingdom to withstand the ravages of time. Immediately, there were calls for Noanni to assume the newly proposed throne of Ehb, but he graciously declined, saying the new Kingdom of Ehb would still need an army, and it was his intention to lead it through the difficult times ahead. Refugees from other parts of the Empire were already presenting themselves, seeking shelter from the chaos on the Plain of Tears. Behind them, he suspected, would soon come visitors of a less benevolent nature as word of Ehb's singular good fortunes leaked out. [Text actually reads "...one of most versatile..." -Ed.] Remembrance of Mags A direct descendant of the mule packs imported by Etan Stonebridge, 'Mags' was one of the most remarkable animals ever to tread the Glitterdelve's stony passages. Preferring to wander the darkness of the mines than be above, she often would chew her way free of her restraints, only to be found hours later standing near exposed veins of gold. In time, other miners began to experiment with 'Goldsniffer' Mags' gold-homing nose, discovering to their fortune that she possessed an uncanny knack of gravitating to undiscovered deposits of rare metals. But Mags could also be temperamental, and sometimes demonstrated her pique by leading miners to drill barren shafts which the locals began to call 'Mag Holes.' Beloved for her unusual talent, she easily would have been remembered in the history books of the Glitterdelve, but it was her actions during the Great Blast of 943 which would forever ingrain her into the hearts and minds of her keepers. Following the accidental ignition of unvented gases in a newly hewn coal shaft, the passages of the mine became a howling death trap of flame and flying rock for those trapped within. Whether disoriented by the blast, or truly perceiving what had occurred, Mags broke free from her restrains and plunged into the roiling black smoke of the mine, even as stunned dwarves and men bolted from the fury of the roaring catastrophe. Vanishing from the sight of terrified onlookers for nearly a quarter hour, Mags at last stumbled from the mine, dragging three half-dead miners by the trailing rope of her broken harness. Able only to stagger a few yards from the entrance with her tremendous burden, 'Goldsniffer' Mags collapsed in a wheezing heap, never to rise again. Having pulled the last survivors of the Great Blast to safety, Mags died the following morning, surrounded by weeping men who knew her for the one-time miracle she truly was. Eighteen years later, the monument to her final heroism would be constructed at the very spot she died. The Occupation of Fortress Kroth Built following the Great Relocation, and fortified in the era of the War of Legions, Fortress Kroth is the only remnant of Seck architecture which still stands in the Kingdom. Used initially to repel the Droog's aggressions towards their newly arrived and unwanted neighbors, the fortress served only twice in official military capacity and was inhabited only for the twenty-three years that the Seck enjoyed freedom in Ehb. Among the strangest features of the Fort is the underground Hall of Skulls, which was originally a mission built by human pilgrims from the east. The Seck captured and desecrated it, and used it as a storage hall, prison, and breeding farm for their spiders. Following the banishment of the Seck, Fortress Kroth was abandoned, preserved by edict to stand always as a reminder of the Seck and their ultimate betrayal of the Kingdom of Ehb. But despite its lack of living occupants, the fortress was rumored to be very much alive even two hundred years after the last occupants were executed by Kingdom soldiers. Human screams were said to come from its basements at all hours, a terrifying recollection of the horrors committed by the Seck during their brief takeover of Ehb. Another phantom occurrence associated with the fort are the occasional discoveries of Seck arrows driven into trees within bowshot ranges of Kroth's walls, despite the fact that nothing of their kind has been manufactured for centuries. Fedwyrr's Way, Volume One In the fifth century, before the coming of the Imperial traders and the 10th Legion, the first record of the wonders that would one day be known collectively as Fedwyrr's Way was penned by the famed Agallan cartographers Fedwyrr and Klars. They described the network of natural caverns as 'a cramped, stinking, and altogether foul series of holes' and noted it in their journals as the only means by which the Green Range could be traversed. Winding through miles of mineral-searing rock where Frostspire Mountain collides with the Green Range, Fedwyrr's Way varies from open air fissures barely wide enough for a man to slide through to caverns 'vast enough for a litter of dragon whelps to spread their wings.' Marking their way along with luminous stones chipped from rocky outcroppings, the explorers left behind a legacy that would later guide Imperial traders and the 10th Legion into the interior of Ehb. To this day, the mineral-rich Glitterdelve, slippery Alpine Caverns, and phosphor-littered Subterranean River are still the primary path by which travelers pass between Mount Frostspire and the Green Range. Exploratory shafts dug in the 8th century revealed the presence of iron, driving Imperial traders to push harder for Droog concessions in the region. Later, the discovery of gold and coal fueled the expansion of the early Kingdom, while regular mine shafts began to shore up the sometimes unpredictable interior of Mount Frostspire. Fedwyrr's Way, Volume Two For all the natural wonders of Fedwyrr's Way, the folk of the Kingdom have wrought a number of miracles on their own while improving conditions in the Glitterdelve Mine. Chief among them was the gigantic sorcerous delving machine originally fashioned by the first mages of the kingdom to assist in underground excavations for the construction of Castle Ehb. Elevators and conveyors drawn on belts and winches allowed miners and materials to move between levels with astonishing rapidity. Sluices running melted ice and snow down from Glacern provided fresh drinking water for the miners, and a medium in which gold could be separated from the rock silts. Tragedy struck the mines in the Great Blast of 943, when a buildup of explosive vapors touched off a chain reaction that buried many of the more valuable veins beneath tons of rock, and reduced the delving machine to a useless pile of scrap. Since that time, the circulation of air has been maintained by a series of magically powered fans. In many respects, the post-Blast generation of Glitterdelve miners had to reinvent the art of mining. Those who came to the Glitterdelve in search of the Kingdom's greatest source of wealth were often startled by the austerity of its camps. Aside from the case necessities of a smelting forge, mule trading barn, and the Coughing Jak Tavern, there were few permanent structures to be found. In the decades since, little has changed in this insular community of rugged mountain-men, and self-styled individualists. So long as gold still glitters in the seams of rock, and the Kingdom's tax collectors leave them with a coin to spend in the local tavern, they are content to be citizens of Ehb. Fedwyrr's Way, Volume Three A series of caverns, originally discovered by the Agallan explorers Fedwyrr and Klars, extends from the frozen Caves just north of Glacern to the great dark forest at the base of the Green Range, occasionally surfacing in the arctic wilderness above. Travelers along the route are treated to a vast array of subterranean waterfalls, bright crystal outcroppings, and thermal plumes of a size unmatched elsewhere in Aranna. The most difficult challenge to the travelers of these routes, other than the loose, slippery footing and narrow passageways, are the myriad of creatures that call the caverns home. Among these creatures are the fiercely territorial Trog, a race that at one time dominated the undermountain passageways that parallel Fedwyrr's Way. Several campaigns of the 10th Legion sought to clear the Trog menace and establish a secure trade route through the Alpine Caverns. These campaigns never managed to eliminate the Trog, but a subsequent increase in a variety of other more reclusive creatures did result. The surviving Trog are considerably less aggressive, though they still present considerable danger when encountered in groups of more than two. Maintaining the safety of the caverns requires regular Legion patrols, dispatched from Glacern, a luxury which can only be afforded in times of peace. In times of war, withdrawal of the patrols means many other native creatures return to the passageways, among them mischievous lungers, and crystalline creatures of various colors, shapes, and sizes. Tome of the Castle Ehb Designed by engineers of the 10th Legion, Castle Ehb was deemed to be the only impenetrable castle outside the Palace of Night in the Empire of Stars. Built on a massive hill of solid granite, flanked by the ancient dragon of Dragon's Rathe, and commanding a view for miles in all directions, the castle was declared by Legion commander Karese Noanni to be 'the most perfect thing made by human hands I've ever seen.' Originally occupied by soldiers of the 10th Legion, it is now the principal residence of the crowned ruler of the Kingdom of Ehb. Below the palace levels of the royal family, the Legion quarter their command staff, and in the lowest levels, prisoners of various stripes serve out their sentences in the lightless holes of Ehb's bleak dungeons. Deep in the heart of the castle, there is one room which is not only hidden, but whose entry by anyone but the King or Queen carries with it an immediate penalty of death. The Chamber of Stars purportedly houses magical artifacts brought back from the War of Legions, whose enchantments were deemed too hazardous for mortals to behold. The Retribution of the Droog By the year 604, the Droog Circle of the First was beginning to suspect that the strange, chattering races who now surrrounded them were not intending to go away. If anything, their numbers seemed to be on the rise, and they were approaching the Cliffs of Fire with growing frequency. All of them seemed obsessed with trading goods of little or no value, but to speak of this infuriated them, while humoring them only kept them coming back. The Droog knew that the various races disliked each other, and the Circle felt this could be a weakness to be exploited. The Droog formally announced a change of heart to the outsiders, and declared a great auction of weapons and jewelry to go only to the highest bidder. Several Imperial trading companies, Goblin tribes, and a Seck contingent converged on the Cliffs of Fire to partake in the bidding. The uneasy peace between the competing factions exploded when each group was informed that one of the other groups had stolen the treasures up for bid, and that the auction could not continue. The ensuing skirmish quickly spilled across Ehb, and resulted in a two-year war of attrition between the Goblins, the Seck, and the 10th legion. Though this bought the Droog a few short years of isolation, the well-entrenched Legion took the opportunity to reinforce their positions throughout Ehb, and in the aftermath, were better postured to deal with future insurgencies. To the dismay of the Droos, the Cliffs of Fire were now encircled by Imperial holdings, and when proof of the Droog conspiracy reached the 10th Legion several years later, the Droog were forced to concede a major thoroughfare through their home city in exchange for remaining in their homes with a limited degree of autonomy. Tales of Dragon's Rathe Just below the walls of Castle Ehb, a great blackened crack runs through the earth, marking the place where the worst of the Kringdom's criminals come to die. Given a sword, a bag of gold, and sometimes a shield, they are escorted to the mouth of the crevice. If they can defeat the five hundred year old dragon that lives within, they will be paroled to leave the Kingdom alive with all that they can carry out of the dragon's lair. Only once in Kingdom history has anyone survived a bout with the dragon, escaping death on a technicality. Limping out of the hole with a fistful of gold, a scorched head of hair, and one eye, Hurggis Bogg had managed to slay a dragon--a four-day-old lame hatchling which he found by the entrance. This tradition was begun by Karese Noanni, in an early effort to show solidarity with the native Droog in the Imperial Provine, he publicly used the Rathe to punish a Legion soldier who had brutally attacked and murdered a Droof high priest. Later, the Kings and Queens of Ehb would adopt it as their own favored method of execution, allowing the prisoner the chance of escape in instances where the malfeasant's guilt was in some doubt. +++++++++++ 5.4 - Items +++++++++++ WEAPONS: Melee: Two Dam. Req. Speed Handed Notes --------------------------------------------------- Hoe | 1-1 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Branch | 1-2 | | Fast | N | ---------------------|-------|------|---------|---| Fire Poker | 1-2 | | Fast | N | ---------------------|-------|------|---------|---| Meat | 1-2 | | Fast | N | ---------------------|-------|------|---------|---| Chair Leg | 1-3 | | Fast | N | ---------------------|-------|------|---------|---| Rusty Dagger | 1-4 | | Fast | N | ---------------------|-------|------|---------|---| Dull Pitchfork | 2-4 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Crooked Staff | 2-4 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Splintered Staff | 2-4 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Knife | 2-4 | | Fast | N | ---------------------|-------|------|---------|---| Worn Hammer | 2-4 | | Fast | N | ---------------------|-------|------|---------|---| Blunt Dagger | 2-5 | | Fast | N | ---------------------|-------|------|---------|---| Spiked Club | 2-6 | | Fast | N | ---------------------|-------|------|---------|---| Cudgel | 3-5 | | Fast | N | ---------------------|-------|------|---------|---| Timber Axe | 3-6 | | Slower | Y | ---------------------|-------|------|---------|---| Chuck | 3-7 | | Fast | N | ---------------------|-------|------|---------|---| Bone Club | 2-9 | | Fast | N | ---------------------|-------|------|---------|---| Chipped Mace | 5-7 | | Fast | N | ---------------------|-------|------|---------|---| Common Hammer | 5-7 | | Fast | N | ---------------------|-------|------|---------|---| Staff | 6-8 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Pitchfork | 6-10 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Staff | 6-10 | | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Hammer | 7-10 | | Fast | N | ---------------------|-------|------|---------|---| Forest Axe | 8-12 | | Slower | Y | ---------------------|-------|------|---------|---| Splitter | 9-11 | | Fast | N | ---------------------|-------|------|---------|---| Crusted Gladius | 8-15 | | Fast | N | ---------------------|-------|------|---------|---| Bent Flanged Mace | 10-13 | | Fast | N | ---------------------|-------|------|---------|---| Mace | 10-13 | | Fast | N | ---------------------|-------|------|---------|---| Rusted Wedge Axe | 10-13 | | Fast | N | ---------------------|-------|------|---------|---| Hammer | 11-17 | S 12 | Fast | N | ---------------------|-------|------|---------|---| Worn Flanged Mace | 12-16 | S 12 | Fast | N | ---------------------|-------|------|---------|---| FULLER STAFF | 13-15 | I 12 | Slower | Y | +1 Mana Per Hit ---------------------|-------|------|---------|---| Dull Wedge Axe | 13-16 | S 12 | Fast | N | ---------------------|-------|------|---------|---| Heft Axe | 13-17 | | Slower | Y | ---------------------|-------|------|---------|---| Hack | 14-17 | S 12 | Fast | N | ---------------------|-------|------|---------|---| Weathered Staff | 14-18 | I 12 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Gladius | 12-22 | S 13 | Fast | N | ---------------------|-------|------|---------|---| Flanged Mace | 15-19 | S 13 | Fast | N | ---------------------|-------|------|---------|---| ORDUS' AXE | 16-20 | S 13 | Fast | N | +1 Melee Skill ---------------------|-------|------|---------|---| Dull Spiked Mace | 16-21 | S 13 | Fast | N | ---------------------|-------|------|---------|---| Head Hammer | 15-22 | S 12 | Fast | N | ---------------------|-------|------|---------|---| Rusted Spiked Mace | 14-25 | S 13 | Fast | N | ---------------------|-------|------|---------|---| Dull Blade | 17-23 | S 13 | Fast | N | ---------------------|-------|------|---------|---| Yearling Staff | 18-22 | I 13 | Slower | Y | ---------------------|-------|------|---------|---| Hammer | 16-24 | S 13 | Fast | N | ---------------------|-------|------|---------|---| Staff | 19-23 | I 13 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Blade | 16-29 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Blunt Full Gladius | 19-26 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Spiked Mace | 19-26 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Worn Full Axe | 13-28 | S 15 | Fast | N | ---------------------|-------|------|---------|---| Grimy Wedge Axe | 20-25 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Mace | 20-25 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Swing Axe | 20-26 | S 13 | Slower | Y | ---------------------|-------|------|---------|---| Cruel Staff | 21-25 | I 13 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Wedge Axe | 23-28 | S 15 | Fast | N | ---------------------|-------|------|---------|---| Squasher | 25-30 | S 14 | Fast | N | ---------------------|-------|------|---------|---| Flanged Mace | 24-31 | S 15 | Fast | N | ---------------------|-------|------|---------|---| Full Gladius | 24-32 | S 15 | Fast | N | ---------------------|-------|------|---------|---| Warped Staff | 26-32 | I 15 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Hammer | 24-36 | S 16 | Fast | N | ---------------------|-------|------|---------|---| Horrid Club | 29-31 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Cracked Full Blade | 26-35 | S 16 | Fast | N | ---------------------|-------|------|---------|---| Bent Staff | 28-36 | I 16 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Nicked Full Axe | 30-37 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Wedge Axe | 30-37 | S 17 | Fast | N | (+5% Hit Melee) ---------------------|-------|------|---------|---| Steel Staff | 31-39 | I 17 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Dull Full Axe | 32-39 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Pitted Short Steel | 23-43 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Blade | 25-47 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Short Steel | 25-47 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Full Blade | 31-41 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Scythe | 32-45 | S 18 | Fast | N | ---------------------|-------|------|---------|---| Squasher | 35-42 | S 17 | Fast | N | ---------------------|-------|------|---------|---| Charred Staff | 34-44 | I 18 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Full Blade | 35-47 | S 18 | Fast | N | ---------------------|-------|------|---------|---| Eastern Staff | 37-47 | I 18 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Wedge Axe | 38-47 | S 18 | Fast | N | ---------------------|-------|------|---------|---| Short Sword | 31-57 | S 19 | Fast | N | ---------------------|-------|------|---------|---| Ice Sword | 40-48 | S 19 | Fast | N | ---------------------|-------|------|---------|---| Mace | 40-49 | S 19 | Fast | N | ---------------------|-------|------|---------|---| Cutter | 40-50 | S 17 | Slower | Y | ---------------------|-------|------|---------|---| Full Blade | 40-54 | S 20 | Fast | N | ---------------------|-------|------|---------|---| Short Impaler | 33-61 | S 18 | Fast | N | ---------------------|-------|------|---------|---| Staff | 43-53 | I 20 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Steel | 40-59 | S 20 | Fast | N | ---------------------|-------|------|---------|---| Flanged Mace | 43-56 | S 20 | Fast | N | ---------------------|-------|------|---------|---| Tree Club | 50-54 | S 21 | Fast | N | ---------------------|-------|------|---------|---| Slaughter Rod | 44-60 | S 20 | Fast | N | ---------------------|-------|------|---------|---| Notched Staff | 43-65 | I 21 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Wedge Axe | 49-60 | S 22 | Fast | N | ---------------------|-------|------|---------|---| Scimitar | 47-66 | S 22 | Fast | N | ---------------------|-------|------|---------|---| Pitted Long Sword | 48-72 | S 23 | Fast | N | ---------------------|-------|------|---------|---| Bladed Staff | 49-73 | I 23 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Blunt Field Axe | 55-69 | S 20 | Slower | Y | ---------------------|-------|------|---------|---| Edge Staff | 51-77 | I 23 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Spiked Mace | 56-76 | S 24 | Fast | N | ---------------------|-------|------|---------|---| Knife Staff | 54-80 | I 24 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Wedge Axe | 60-74 | S 24 | Fast | N | ---------------------|-------|------|---------|---| Bladed Staff | 56-84 | I 25 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Long Sword | 57-85 | S 26 | Fast | N | ---------------------|-------|------|---------|---| Marred Field Axe | 64-82 | S 22 | Slower | Y | ---------------------|-------|------|---------|---| Mace | 67-81 | S 37 | Fast | N | ---------------------|-------|------|---------|---| Trog Great Sword | 75-77 | S 26 | Slower | Y | ---------------------|-------|------|---------|---| Field Axe | 67-85 | S 23 | Slower | Y | ---------------------|-------|------|---------|---| Wing Mace | 66-86 | S 26 | Fast | N | ---------------------|-------|------|---------|---| Head Hammer | 61-92 | S 26 | Fast | N | ---------------------|-------|------|---------|---| Swamp Club | 75-85 | S 28 | Fast | N | ---------------------|-------|------|---------|---| Mallet | 75-91 | S 24 | Slower | Y | ---------------------|-------|------|---------|---| Wedge Axe | 76-93 | S 29 | Fast | N | ---------------------|-------|------|---------|---| Spiked Mace | 72-98 | S 29 | Fast | N | ---------------------|-------|------|---------|---| Bladed Staff | 69-103| I 28 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Maul | 77-94 | S 24 | Slower | Y | ---------------------|-------|------|---------|---| Long Sword | 70-105| S 29 | Fast | N | ---------------------|-------|------|---------|---| Steel | 74-111| S 31 | Fast | N | ---------------------|-------|------|---------|---| Rusted Assault Axe | 79-107| S 26 | Slower | Y | ---------------------|-------|------|---------|---| Field Axe | 82-104| S 26 | Slower | Y | ---------------------|-------|------|---------|---| Leg Breaker | 81-103| I 28 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Mallet | 84-102| S 26 | Slower | Y | ---------------------|-------|------|---------|---| Destroyer | 76-114| I 29 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Blunt Assault Axe | 82-112| S 27 | Slower | Y | ---------------------|-------|------|---------|---| Cleft Axe | 83-113| S 26 | Slower | Y | ---------------------|-------|------|---------|---| Horned Mace | 85-111| S 31 | Fast | N | ---------------------|-------|------|---------|---| Flanged Mace | 86-111| S 32 | Fast | N | ---------------------|-------|------|---------|---| Wedge Axe | 91-111| S 33 | Fast | N | ---------------------|-------|------|---------|---| Staff | 92-112| I 32 | Slower | Y | 10% Block Melee ---------------------|-------|------|---------|---| Battered Assault Axe | 88-118| S 28 | Slower | Y | ---------------------|-------|------|---------|---| / 10% Block Melee Mace Staff | 90-122| I 32 | Slower | Y |-/ ---------------------|-------|------|---------|---| / 10% Block Melee Gut Masher | 88-125| S 33 | Fast | N | / +42 to Health ---------------------|-------|------|---------|---| / +70 to Mana MERIK'S STAFF | 85-130| I 28 | Slower | Y | +5 to Armor +1 to Combat Magic Skill +1 to Melee Skill +1 to Ranged Skill 1 Health Stolen Per Hit +1 Mana Per Hit +1 to Strength <Meticulous/of Sorrows> +9 to Armor +5% Block Magic +4% Block Ranged +12 to Health +1 Health Per Hit 2 Mana Stolen Per Hit <Predestined/of Faith> +7 to Armor Ranged Reduced 3% +5% Dodge Melee +1 to Max Nature Magic Damage +24 to Mana 3 Mana Stolen Per Hit <Palpable/of Hope> Piercing Reduced 4% +5% Dodge Melee +1 to Melee Skill +1 Health Per Hit +14 to Mana +3% Inflict Piercing Hit SPELLS: Combat Magic: Level Req. ---------------------------- Fireshot | 0 | ----------------------|----| Rip Mana | 0 | ----------------------|----| Acid Gas | 1 | ----------------------|----| Burn Body | 1 | ----------------------|----| Leech Life | 2 | ----------------------|----| Explosive Powder | 3 | ----------------------|----| Rage | 3 | ----------------------|----| Revive | 5 | ----------------------|----| Summon Jade Gargoyle | 5 | ----------------------|----| Soul Lance | 7 | ----------------------|----| Weaken | 7 | ----------------------|----| Flame | 8 | ----------------------|----| Mana Chant | 9 | ----------------------|----| Battle Healing | 10 | ----------------------|----| Summon Skeleton | 10 | ----------------------|----| Acid Cloud | 12 | ----------------------|----| Spirit Armor | 12 | ----------------------|----| Fireskull | 16 | ----------------------|----| Summon Mucosa | 16 | ----------------------|----| Explode Body | 20 | ----------------------|----| Fireball | 20 | ----------------------|----| Summon Darkling | 21 | ----------------------|----| Triple Strike | 22 | ----------------------|----| Fire Ring | 22 | ----------------------|----| Death Blast | 24 | ----------------------|----| Reconstitution | 24 | ----------------------|----| Curse | 26 | ----------------------|----| Summon Skick | 28 | ----------------------|----| Fire Wall | 32 | ----------------------|----| Flame Shield | 32 | ----------------------|----| Summon Forest Troll | 33 | ----------------------|----| Ogre's Might | 34 | ----------------------|----| Metal Shards | 36 | ----------------------|----| Pain Reflux | 38 | ----------------------|----| Summon Hell Boar | 39 | ----------------------|----| Pestilence | 42 | ----------------------|----| Summon Zombie | 43 | ----------------------|----| Corpse Transmutation | 44 | ----------------------|----| Sharg's Revive | 45 | ----------------------|----| Firerain | 48 | ----------------------|----| Summon Picker | 48 | ----------------------|----| Flame Blades | 52 | ----------------------|----| Summon Wraith | 53 | ----------------------|----| Inferno | 54 | ----------------------|----| Bomb | 60 | ---------------------------- Nature Magic: Level Req. ---------------------------- Zap | 0 | ----------------------|----| Healing Hands | 0 | ----------------------|----| Charged Fist | 1 | ----------------------|----| Transmute | 1 | ----------------------|----| Flash | 3 | ----------------------|----| Magic Armor | 3 | ----------------------|----| Resurrect | 4 | ----------------------|----| Spark | 4 | ----------------------|----| Freak | 5 | ----------------------|----| Dancing Zap | 6 | ----------------------|----| Summon Killer Gremal | 7 | ----------------------|----| Iron Fist | 8 | ----------------------|----| Shock | 8 | ----------------------|----| Healing Wind | 9 | ----------------------|----| Hold Creature | 10 | ----------------------|----| Iceshard | 12 | ----------------------|----| Mana Channel | 12 | ----------------------|----| Accuracy | 14 | ----------------------|----| Summon Scorpion | 15 | ----------------------|----| Mana Shield | 17 | ----------------------|----| Regeneration | 18 | ----------------------|----| Anchored Shot | 20 | ----------------------|----| Lightning | 20 | ----------------------|----| Summon Helper | 21 | ----------------------|----| Oversight | 22 | ----------------------|----| Summon Furok | 22 | ----------------------|----| Focused Mind | 24 | ----------------------|----| Iceblast | 24 | ----------------------|----| Stone Skin | 28 | ----------------------|----| Charm | 29 | ----------------------|----| Lightfoot | 30 | ----------------------|----| Multi-Spark | 30 | ----------------------|----| Summon Cave Giant | 30 | ----------------------|----| Major Heal | 32 | ----------------------|----| Ogre's Might | 34 | ----------------------|----| Shock Armor | 34 | ----------------------|----| Summon Forest Klaw | 35 | ----------------------|----| Lightning Blast | 36 | ----------------------|----| Mind Spring | 38 | ----------------------|----| Full Resurrect | 40 | ----------------------|----| Stumble | 40 | ----------------------|----| Summon Black Wolf | 40 | ----------------------|----| Draw Near | 41 | ----------------------|----| Shock Wave | 42 | ----------------------|----| Clean Strike | 44 | ----------------------|----| Convert | 45 | ----------------------|----| Inspiration | 45 | ----------------------|----| Invincibility | 46 | ----------------------|----| Mana Balance | 46 | ----------------------|----| Nurture | 46 | ----------------------|----| Summon Spiked Dweller | 54 | ----------------------|----| Shared Pain | 50 | ----------------------|----| Icefury | 54 | ----------------------|----| Polymorph | 66 | ---------------------------- Resurrect Scroll | 0 | ---------------------------- ++++++++++++++ 5.5 - Bestiary ++++++++++++++ IN ORDER OF APPEARANCE: -Common Enemies -Bosses Krug Scavenger HP 8 Brankar the Scavenger HP 24 Farm Skrubb HP 8 Bear HP 50 Phrak HP 6 Klandank the Krug HP 28 Phrak Piercer HP 4 Alpha Wolf HP 30 Krug Scout HP 12 Skeleton Captain HP 68 Snapper HP 7 Ruby Gargoyle HP 45 Phrak Ballista HP 15 Huskar the Shaman HP 44 Krug Apprentice HP 12 Futak the Trainer HP 56 Gray Wolf HP 18 Ancient Corpse HP 66 Skeleton HP 20 Mucosa Brute HP 102 Krug Shaman HP 19 Giant Spider HP 480 Gargoyle HP 9 Monstrous Rat HP 95 Jade Gargoyle HP 8 Venom Fiend HP 96 Skeleton Guard HP 28 Grizzly Furok HP 263 Black Skrubb HP 55 Dark Klaw HP 240 Krug Grunt HP 28 Pitiful Braak HP 279 Krug Grunt HP 11 Frost Warrior HP 327 Krug Raider HP 30 Frost Mage HP 138 Krug Chucker HP 23 Frost Archer HP 285 Arakun Spider HP 48 Frost Drake HP 936 Yellow Spider HP 2 Great Trog Warrior HP 472 Walking Corpse HP 36 Rabid Spiked Maw HP 238 Tortured Corpse HP 34 Shadow Lunger HP 414 Skeleton Archer HP 27 Muding Troll HP 710 Vile Mucosa HP 47 Enraged Gorack HP 1203 Mucosa HP 58 Bandit Boss HP 950 Rector HP 41 The Lost Witch HP 650 Dark Mucosa HP 68 Wretched Zombie HP 1152 Krug Killer Dog HP 46 Dungeon Crawler HP 2120 Giant Rat HP 61 Rotten Troll HP 700 Rock Beast HP 132 Goblin Robo Suit HP 3120 Krug Guard HP 55 Infested Larch HP 1507 Scorpion HP 73 Warrior Wraith HP 1212 Mine Worm HP 152 Blue Drake HP 1680 Darkling HP 46 Fury HP 4200 Giant Moth HP 55 Skeleton Captain HP 924 Horrid HP 352 Gresh HP 3200 Krug Commander HP 190 Droog Captain HP 1448 Klaw HP 202 Scorch HP 20260 White Wolf HP 153 Ghost HP 1600 Braak Mage HP 137 Swanny the Mad Jailer HP 3400 Furok HP 225 Gom HP 8710 Furok Slasher HP 313 Gom HP 11800 Braak HP 189 Frost Spitter HP 108 Frost Golem HP 195 Ice Warrior HP 288 Ice Fly HP 97 Ice Burrow HP 210 Ice Archer HP 243 Frostnid HP 177 Ice Mage HP 100 Dark Lunger HP 262 Teal Shard HP 114 Slarg HP 273 Lectar HP 411 Green Shard HP 138 Syrrus HP 504 Trog HP 297 Trog Warrior HP 325 Trog Knight HP 420 Blue Shard HP 162 Dark Slinger HP 138 Dark Caster HP 116 Skick HP 390 Stalagnid HP 294 Spiked Maw HP 188 Purple Shard HP 567 Forest Troll HP 540 Forest Klaw HP 510 Hell Boar HP 315 Gorack HP 900 Bandit HP 360 Bandit Archer HP 315 Black Wolf HP 270 Swamp Slinger HP 280 Swamp Stinger HP 180 Mangler HP 360 Hydrack HP 800 Swamp Troll HP 488 Swamp Witch HP 210 Swamp Creature HP 1040 Tretch HP 480 Grave Crawler HP 640 Bronze Gargoyle HP 170 Goo Walker HP 500 Zombie HP 620 Headless Zombie HP 752 Gobbot Igniter HP 660 Goblin Grunt HP 320 Goblin Guard HP 440 Heater HP 460 Kill Bot HP 400 Gobbot Shocker HP 660 Blaster HP 840 Copter HP 300 Proxo HP 40 Tesla Coil HP 250 Perforator HP 680 Hunter HP 480 Gobbot Grenadier HP 660 Gobbot Gunner HP 660 Sea Mangler HP 720 Forest Phrak HP 180 Spiked Dweller HP 285 Cyclops HP 1240 Larch HP 888 Forest Darkling HP 441 Wraith HP 740 Battle Wraith HP 960 Wraith Archer HP 495 Googore Grub HP 260 Wraith Mage HP 450 Fury Spawn HP 1960 Googore HP 1330 Fury Pest HP 1960 Krug Dog Skeleton HP 660 Skeleton Mercenary HP 752 Skeleton Ranger HP 525 Droog Grunt HP 1040 Droog Archer HP 630 Possessed Skull HP 1180 Giant Wasp HP 720 Giant Lizard HP 1200 Sand Mage HP 798 Sand Ripper HP 960 Droog Mage HP 540 Impaler HP 1340 Sand Basher HP 1260 Soul Stinger HP 560 Droog Grunt Fanatic HP 540 Droog Archer Fanatic HP 630 Droog Mage Fanatic HP 540 Green Drake HP 1560 Desert Braak HP 1732 Giant Skeleton HP 1200 Seck Grunt HP 1480 Seck Archer HP 780 Mucosa Raider HP 1240 Seck Mage HP 993 Punisher HP 880 Toreck HP 1280 Seck Elite Archer HP 750 Mucosa Predator HP 840 Synged HP 640 Lava Imp HP 920 Warlock HP 630 Terror Wraith HP 1280 Kell HP 2080 Wraith Piercer HP 765 Lava Runner HP 920 Lava Horror HP 1000 Lava Beast HP 1325 Seck High Mage HP 1480 Lava Mage HP 976 Red Drake HP 1280 Seck Elite Guard HP 1620 Lava Spirit HP 1200 Magma Spirit HP 1353 Quadscale HP 1040 Black Drake HP 1960 Molten Drake HP 2080 Molten Steel Drake HP 2540 IN ALPHABETICAL ORDER: Alpha Wolf HP 30 Krug Commander HP 190 Ancient Corpse HP 66 Krug Dog Skeleton HP 660 Arakun Spider HP 48 Krug Grunt HP 11 Bandit HP 360 Krug Grunt HP 28 Bandit Archer HP 315 Krug Guard HP 55 Bandit Boss HP 950 Krug Killer Dog HP 46 Battle Wraith HP 960 Krug Raider HP 30 Bear HP 50 Krug Scavenger HP 8 Black Drake HP 1960 Krug Scout HP 12 Black Skrubb HP 55 Krug Shaman HP 19 Black Wolf HP 270 Larch HP 888 Blaster HP 840 Lava Beast HP 1325 Blue Drake HP 1680 Lava Horror HP 1000 Blue Shard HP 162 Lava Imp HP 920 Braak HP 189 Lava Mage HP 976 Braak Mage HP 137 Lava Runner HP 920 Brankar the Scavenger HP 24 Lava Spirit HP 1200 Bronze Gargoyle HP 170 Lectar HP 411 Copter HP 300 Magma Spirit HP 1353 Cyclops HP 1240 Mangler HP 360 Dark Caster HP 116 Mine Worm HP 152 Dark Klaw HP 240 Molten Drake HP 2080 Dark Lunger HP 262 Molten Steel Drake HP 2540 Dark Mucosa HP 68 Monstrous Rat HP 95 Darkling HP 46 Mucosa HP 58 Desert Braak HP 1732 Mucosa Brute HP 102 Droog Archer HP 630 Mucosa Predator HP 840 Droog Archer Fanatic HP 630 Mucosa Raider HP 1240 Droog Captain HP 1448 Muding Troll HP 710 Droog Grunt HP 1040 Perforator HP 680 Droog Grunt Fanatic HP 540 Phrak HP 6 Droog Mage HP 540 Phrak Ballista HP 15 Droog Mage Fanatic HP 540 Phrak Piercer HP 4 Dungeon Crawler HP 2120 Pitiful Braak HP 279 Enraged Gorack HP 1203 Possessed Skull HP 1180 Farm Skrubb HP 8 Proxo HP 40 Forest Darkling HP 441 Punisher HP 880 Forest Klaw HP 510 Purple Shard HP 567 Forest Phrak HP 180 Quadscale HP 1040 Forest Troll HP 540 Rabid Spiked Maw HP 238 Frost Archer HP 285 Rector HP 41 Frost Drake HP 936 Rock Beast HP 132 Frost Golem HP 195 Rotten Troll HP 700 Frost Mage HP 138 Ruby Gargoyle HP 45 Frost Spitter HP 108 Sand Basher HP 1260 Frost Warrior HP 327 Sand Mage HP 798 Frostnid HP 177 Sand Ripper HP 960 Furok HP 225 Scorch HP 20260 Furok Slasher HP 313 Scorpion HP 73 Fury HP 4200 Sea Mangler HP 720 Fury Pest HP 1960 Seck Archer HP 780 Fury Spawn HP 1960 Seck Elite Archer HP 750 Futak the Trainer HP 56 Seck Elite Guard HP 1620 Gargoyle HP 9 Seck Grunt HP 1480 Ghost HP 1600 Seck High Mage HP 1480 Giant Moth HP 55 Seck Mage HP 993 Giant Lizard HP 1200 Shadow Lunger HP 414 Giant Rat HP 61 Skeleton HP 20 Giant Skeleton HP 1200 Skeleton Archer HP 27 Giant Spider HP 480 Skeleton Captain HP 68 Giant Wasp HP 720 Skeleton Captain HP 924 Gobbot Grenadier HP 660 Skeleton Guard HP 28 Gobbot Gunner HP 660 Skeleton Mercenary HP 752 Gobbot Igniter HP 660 Skeleton Ranger HP 525 Gobbot Shocker HP 660 Skick HP 390 Goblin Grunt HP 320 Slarg HP 273 Goblin Guard HP 440 Snapper HP 7 Goblin Robo Suit HP 3120 Soul Stinger HP 560 Gom HP 8710 Spiked Dweller HP 285 Gom HP 11800 Spiked Maw HP 188 Goo Walker HP 500 Stalagnid HP 294 Googore HP 1330 Swamp Creature HP 1040 Googore Grub HP 260 Swamp Slinger HP 280 Gorack HP 900 Swamp Stinger HP 180 Grave Crawler HP 640 Swamp Troll HP 488 Gray Wolf HP 18 Swamp Witch HP 210 Great Trog Warrior HP 472 Swanny the Mad Jailer HP 3400 Green Drake HP 1560 Synged HP 640 Green Shard HP 138 Syrrus HP 504 Gresh HP 3200 Teal Shard HP 114 Grizzly Furok HP 263 Terror Wraith HP 1280 Headless Zombie HP 752 Tesla Coil HP 250 Heater HP 460 The Lost Witch HP 650 Hell Boar HP 315 Toreck HP 1280 Horrid HP 352 Tortured Corpse HP 34 Hunter HP 480 Tretch HP 480 Huskar the Shaman HP 44 Trog HP 297 Hydrack HP 800 Trog Knight HP 420 Ice Archer HP 243 Trog Warrior HP 325 Ice Burrow HP 210 Venom Fiend HP 96 Ice Fly HP 97 Vile Mucosa HP 47 Ice Mage HP 100 Walking Corpse HP 36 Ice Warrior HP 288 Warlock HP 630 Impaler HP 1340 Warrior Wraith HP 1212 Infested Larch HP 1507 White Wolf HP 153 Jade Gargoyle HP 8 Wraith HP 740 Kell HP 2080 Wraith Archer HP 495 Kill Bot HP 400 Wraith Mage HP 450 Klandank the Krug HP 28 Wraith Piercer HP 765 Klaw HP 202 Wretched Zombie HP 1152 Krug Apprentice HP 12 Yellow Spider HP 2 Krug Chucker HP 23 Zombie HP 620 IN ORDER OF STRENGTH: Yellow Spider HP 2 Goblin Guard HP 440 Phrak Piercer HP 4 Forest Darkling HP 441 Phrak HP 6 Wraith Mage HP 450 Snapper HP 7 Heater HP 460 Farm Skrubb HP 8 Great Trog Warrior HP 472 Jade Gargoyle HP 8 Giant Spider HP 480 Krug Scavenger HP 8 Hunter HP 480 Gargoyle HP 9 Tretch HP 480 Krug Grunt HP 11 Swamp Troll HP 488 Krug Apprentice HP 12 Wraith Archer HP 495 Krug Scout HP 12 Goo Walker HP 500 Phrak Ballista HP 15 Syrrus HP 504 Gray Wolf HP 18 Forest Klaw HP 510 Krug Shaman HP 19 Skeleton Ranger HP 525 Skeleton HP 20 Droog Grunt Fanatic HP 540 Krug Chucker HP 23 Droog Mage HP 540 Brankar the Scavenger HP 24 Droog Mage Fanatic HP 540 Skeleton Archer HP 27 Forest Troll HP 540 Klandank the Krug HP 28 Soul Stinger HP 560 Krug Grunt HP 28 Purple Shard HP 567 Skeleton Guard HP 28 Zombie HP 620 Alpha Wolf HP 30 Droog Archer HP 630 Krug Raider HP 30 Droog Archer Fanatic HP 630 Tortured Corpse HP 34 Warlock HP 630 Walking Corpse HP 36 Grave Crawler HP 640 Proxo HP 40 Synged HP 640 Rector HP 41 The Lost Witch HP 650 Huskar the Shaman HP 44 Gobbot Grenadier HP 660 Ruby Gargoyle HP 45 Gobbot Gunner HP 660 Darkling HP 46 Gobbot Igniter HP 660 Krug Killer Dog HP 46 Gobbot Shocker HP 660 Vile Mucosa HP 47 Krug Dog Skeleton HP 660 Arakun Spider HP 48 Perforator HP 680 Bear HP 50 Rotten Troll HP 700 Black Skrubb HP 55 Muding Troll HP 710 Giant Moth HP 55 Giant Wasp HP 720 Krug Guard HP 55 Sea Mangler HP 720 Futak the Trainer HP 56 Wraith HP 740 Mucosa HP 58 Seck Elite Archer HP 750 Giant Rat HP 61 Headless Zombie HP 752 Ancient Corpse HP 66 Skeleton Mercenary HP 752 Dark Mucosa HP 68 Wraith Piercer HP 765 Skeleton Captain HP 68 Seck Archer HP 780 Scorpion HP 73 Sand Mage HP 798 Monstrous Rat HP 95 Hydrack HP 800 Venom Fiend HP 96 Blaster HP 840 Ice Fly HP 97 Mucosa Predator HP 840 Ice Mage HP 100 Punisher HP 880 Mucosa Brute HP 102 Larch HP 888 Frost Spitter HP 108 Gorack HP 900 Teal Shard HP 114 Lava Imp HP 920 Dark Caster HP 116 Lava Runner HP 920 Rock Beast HP 132 Skeleton Captain HP 924 Braak Mage HP 137 Frost Drake HP 936 Frost Mage HP 138 Bandit Boss HP 950 Green Shard HP 138 Battle Wraith HP 960 Mine Worm HP 152 Sand Ripper HP 960 White Wolf HP 153 Lava Mage HP 976 Blue Shard HP 162 Seck Mage HP 993 Bronze Gargoyle HP 170 Lava Horror HP 1000 Frostnid HP 177 Droog Grunt HP 1040 Forest Phrak HP 180 Quadscale HP 1040 Swamp Stinger HP 180 Swamp Creature HP 1040 Spiked Maw HP 188 Wretched Zombie HP 1152 Braak HP 189 Possessed Skull HP 1180 Krug Commander HP 190 Giant Lizard HP 1200 Frost Golem HP 195 Giant Skeleton HP 1200 Klaw HP 202 Lava Spirit HP 1200 Ice Burrow HP 210 Enraged Gorack HP 1203 Swamp Witch HP 210 Warrior Wraith HP 1212 Furok HP 225 Cyclops HP 1240 Rabid Spiked Maw HP 238 Mucosa Raider HP 1240 Dark Klaw HP 240 Sand Basher HP 1260 Ice Archer HP 243 Terror Wraith HP 1280 Tesla Coil HP 250 Toreck HP 1280 Googore Grub HP 260 Lava Beast HP 1325 Dark Lunger HP 262 Googore HP 1330 Grizzly Furok HP 263 Impaler HP 1340 Black Wolf HP 270 Magma Spirit HP 1353 Slarg HP 273 Droog Captain HP 1448 Pitiful Braak HP 279 Seck Grunt HP 1480 Swamp Slinger HP 280 Seck High Mage HP 1480 Spiked Dweller HP 285 Infested Larch HP 1507 Frost Archer HP 285 Green Drake HP 1560 Ice Warrior HP 288 Ghost HP 1600 Stalagnid HP 294 Seck Elite Guard HP 1620 Trog HP 297 Blue Drake HP 1680 Copter HP 300 Desert Braak HP 1732 Furok Slasher HP 313 Black Drake HP 1960 Bandit Archer HP 315 Fury Pest HP 1960 Hell Boar HP 315 Fury Spawn HP 1960 Goblin Grunt HP 320 Kell HP 2080 Trog Warrior HP 325 Molten Drake HP 2080 Frost Warrior HP 327 Dungeon Crawler HP 2120 Horrid HP 352 Molten Steel Drake HP 2540 Bandit HP 360 Goblin Robo Suit HP 3120 Mangler HP 360 Gresh HP 3200 Skick HP 390 Swanny the Mad Jailer HP 3400 Kill Bot HP 400 Fury HP 4200 Lectar HP 411 Gom HP 8710 Shadow Lunger HP 414 Gom HP 11800 Trog Knight HP 420 Scorch HP 20260 ----------------------------------------------------------------------- 6. Walkthrough (Multiplayer) ----------------------------------------------------------------------- ~={| U T R E A N P E N I N S U L A |}=~ This is the walkthrough for the Utrean Peninsula campaign. It is only playable online. (You can, of course, host a closed LAN game and effectively play by yourself, though.) This walkthrough will probably not be begun until Fall 2002, if ever. Don't get your hopes up, treat it like a nice surprise if I ever do anything with it. I've been sent the locations of all of the stones in multiplayer, and it's been a great help for me. I've seen a lot of people asking about this, and I'm glad to have it. Thanks. (All directions are from the respective towns. All information is credited to Hung Kwong and has only been edited for grammar and formatting.) Elddim Stone - Follow the path and till you reach the Ancient Crypt. Inside the first big room with a different path, go to your West and open the sarcophagus. Crystwind Stone - Go to the plain behind the HUB and kill the enemies to get to the Rune of Diamonds and talk to the person next to the shopkeeper that sells weapons, armor, and shields. Fallraen Stone - Follow the sign in the town that says, "Town of Meren" toward the exit. From there, go to the first sign and head toward the tower. Go behind it, and head to the North till you reach the Furok cave. From there, go up a platform and the stone will be on the ground. Meren Stone - After going up the cliff, head south and follow the path till you reach a sign saying "Town of Meren, 68" and "Town of Lang, 173". From there, turn to the West, then head South once you reach the end of the road, you also should see a ranger near the crossroad. Lang Stone - Just talk to the priestess and she will give it to you. Quillrabe Stone - >From the top of the town head to the South and then go to the East to go down two levels. Then down on the North path to reach a Life Shrine. From there, head to the North and up the ramp and then take a route to the East. Then take the ramp at the South and follow the path till you reach a sign saying "Town of Hiroth, 109" and "Town of Quillrabe, 20" From there, head South and follow the path till you reach Drake Nest. Along the way, you reach a wagon and Nalin Starbringer who sells everything. From the entrance of Drake Nest, follow the sign till you reach one saying, "Town of Quillrabe, 85" and "Town of Hiroth, 50". From there, follow the direction of the sign pointing to Hiroth and hug the West side of the path, and confront the Dragon Queen. Destroy the Dragon Queen and open the chest for the stone. Hiroth Stone - It's in the place where it is supposed to be, on the Hiroth of Utraean Circle. Grescal Stone - Head Northeast toward the Abandoned Ruin and follow the left wall till you reach a lever. Pull the lever and go down. From there follow the path till you reach a big room with a red drake. Push the brick and enter the room on the same wall the brick is on, not the one on the left side of the brick. There in the last room is the stone. ----------------------------------------------------------------------- 7. Modes/Menus ----------------------------------------------------------------------- MAIN MENU: Single Player - Enter the Kingdom of Ehb (Single Player Campaign) Multiplayer - Enter the Worlds of Dungeon Siege (Network Campaigns) Options - Configure the video, audio, controls, and game settings Continue - Resume the most recently saved single player campaign About DS - View the Dungeon Siege version and product support ID Exit - Exit to Windows SINGLE PLAYER: Start New Game - Begin a new campaign Load Game - Resume a previous campaign Back - Back to the Main Menu MULTIPLAYER: ZoneMatch - Host or join a game on the internet using Microsoft's free matchmaking service Internet - Host or join a game on the Internet using an Internet Protocol (IP) address Network - Host or join a game across a local area network Back - Back to the Main Menu OPTIONS: || VIDEO || Screen Resolution Shadows Texture Filtering Gamma Correction Object Detail || AUDIO || Sound Master Volume Music Volume SFX Volume Ambient Volume Voice Volume EAX || INPUT || Invert Camera X-Axis Invert Camera Y-Axis Use Screen Edge Tracking Camera Sensitivity Mouse Sensitivity Lock Camera X-Axis Lock Camera Y-Axis || GAME || Display Onscreen Framerate Raise App Priority Text Scroll Rate Maximum Text Displayed Game Speed Tutorial Tips Game Difficulty ||GAME|| Show Rollover Help Dismemberment Blood Color +++++++++++++++++ 7.1 - Keymappings +++++++++++++++++ These are the default keymappings, straight from the game: PARTY CONTROLS: Attack: Defend ALT+S Attack: Fight Freely ALT+A Attack: Hold Fire ALT+D Cycle Active Spell 1 Cycle Active Spell 2 Drink Health Potion H Drink Mana Potion M Force Attack A Force Cast Spell C Formation: Contract ] Formation: Cycle Formation: Expand [ Guard Character G Move Movement: Engage Only ALT+W Movement: Hold Ground ALT+E Movement: Move Freely ALT+Q Quick Weapon Select Q Recall Party Group 1 F1 Recall Party Group 2 F2 Recall Party Group 3 F3 Recall Party Group 4 F4 Recall Party Group 5 F5 Recall Party Group 6 F6 Recall Party Group 7 F7 Recall Party Group 8 F8 Recall Weapon Config. 0 0 Recall Weapon Config. 1 1 Recall Weapon Config. 2 2 Recall Weapon Config. 3 3 Recall Weapon Config. 4 4 Recall Weapon Config. 5 5 Recall Weapon Config. 6 6 Recall Weapon Config. 7 7 Recall Weapon Config. 8 8 Recall Weapon Config. 9 9 Save Party Group 1 CTRL+F1 Save Party Group 2 CTRL+F2 Save Party Group 3 CTRL+F3 Save Party Group 4 CTRL+F4 Save Party Group 5 CTRL+F5 Save Party Group 6 CTRL+F6 Save Party Group 7 CTRL+F7 Save Party Group 8 CTRL+F8 Save Weapon Config. 0 CTRL+0 Save Weapon Config. 1 CTRL+1 Save Weapon Config. 2 CTRL+2 Save Weapon Config. 3 CTRL+3 Save Weapon Config. 4 CTRL+4 Save Weapon Config. 5 CTRL+5 Save Weapon Config. 6 CTRL+6 Save Weapon Config. 7 CTRL+7 Save Weapon Config. 8 CTRL+8 Save Weapon Config. 9 CTRL+9 Select All Party Members CTRL+A E Select Last Party Member , Select Lead Party Member / Select Next Party Member . Stop S Targeting: Target Closest ALT+Z Targeting: Target Strongest ALT+X Targeting: Target Weakest ALT+C VIEW CONTROLS: Camera: Free Look D Camera: Rotate Down Down Camera: Rotate Left Left Camera: Rotate Right Right Camera: Rotate Up Up Camera: Track/Hold Toggle T Camera: Zoom In = Wheel Up Camera: Zoom Out - Wheel Down USER INTERFACE: Adventurer's Handbook F12 Auto-Sort Inventory K Character Labels L Chat History: Clear History End Chat History: Lock Toggle Scroll Lock Chat History: Scroll Down Page Down Chat History: Scroll Up Page Up Chat Window Enter Chat Window (Send to All) CTRL+Enter Chat Window (Send to Team) SHIFT+Enter Collect Loot Z Disband Selected Party Member CTRL+D Field Commands F Game Timer : Health/Mana Bars X Inventory I Item Labels ALT Journal J MegaMap Tab Minimize/Maximize Weapon Panel W Multiplayer Scoreboard Pause Dungeon Siege Space Pause Spell Book B GAME SETTINGS: Close Dialogs Game Options F10 Game Speed: Decrease CTRL+- Game Speed: Increase CTRL+= Game Speed: Reset CTRL+Backspace Load Game CTRL+L Quick Load F11 Quick Save F9 Save Game CTRL+S I would recommend rearranging the hotkeys for selection, at least - it makes strategy a lot easier. My mappings, though by no means the only ones, are as follows: F1 - Melee Fighters F2 - Ranged Attackers F3 - Mages F4 - All Fighters (Except Mules) F5 - All Fighters F6 - Mules F7 - Nature Mages F8 - Combat Mages Of these, I use the first 5 the most...the others just make my life easier when I'm in a bind. For attack mappings, I keep my melee fighters on their main weapons all the time, and I do the same for ranged attackers. I use these mostly to switch between spell slots for my mages...and believe me, it helps. If you keep a healing spell on your mage, all you have to do to heal is hit 2. Two Mages: 1 - Left, Left 2 - Right, Left 3 - Left, Right 4 - Right, Right So to heal with one, I hit 2 or 3, to heal with both, I hit 4. Since you can pause the game, this may not seem like much, but it enables you to play the game much more smoothly. Three Mages: 1 - Left, Left, Left 2 - Right, Left, Left 3 - Left, Right, Left 4 - Left, Left, Right 5 - Right, Right, Left 6 - Left, Right, Right 7 - Right, Left, Right 8 - Right, Right, Right. Same idea here, only with three mages. ----------------------------------------------------------------------- 8. Cheats/Tricks/Secrets+ ----------------------------------------------------------------------- The only cheats that I know of for this game are below, all activated by typing Enter, then the cheat, then Enter again. Code Effect +zool "I am invincible!" +chunky Always real chunky. +superchunky Even more chunkier than chunky. Chunkerrific! +version Displays game version. +drdeath All stats go to 150. +shootall Make it even easier, no more bothersome clicking... +sixdemonbag Six powerful summons. +loefervision Turns off the Fog of War. +xrayvision Removes all textures. +minjooky Ever read that book "The Littles"? Tiny characters. +maxjooky Real big characters, watch out... +checksinthemail 999,999 gold. Lather, rinse, repeat. +sniper Increases range on all bows to 100 meters. +mouse Enable cursor. -rings Disable selection rings. - The reason we use - instead of + is simply because the rings are on by default. +movie Record a movie. +faertehbadgar Full set of Badger items. FAER TEH BADGAR!!1! +potionaholic 3 Super Health Potions, 3 Super Mana Potions. +resizelabels Hmm, I'm guessing that it might resize the labels... -gui Turns GUI off. - The GUI is the character portraits, Field command menu, compass, everything except the game. - The reason we use - instead of + is simply because the GUI is on by default. + Turns cheats on - Turns cheats off To run Dungeon Siege in high-res mode, create a shortcut to it. Then, right-click the shortcut and edit the Target. (The * is the path to your install directory. Usually C:Program Files) "*Dungeon SiegeDungeonSiege.exe" height=1200 width=1600 When you click on that shortcut, it will boot the menu normally. But, when you try to play the actual game, you will get an error message telling you that 1600x1200 is not officially supported. Click OK, and play in glorious beautiful high-res mode. (I first saw this posted by SolrFlare on the message boards.) If you want to run it in windowed mode, use this target line. (You can always use ALT+TAB, but that hasn't been working for some people. "*Dungeon SiegeDungeonSiege.exe" fullscreen=false Thanks to Meldur from the GameFAQs DS message board for this tip. To skip the introduction (Microsoft logo, GPG robot) use this: "*Dungeon SiegeDungeonSiege.exe" nointro=true Found that one myself, actually... =) ----------------------------------------------------------------------- 9. Disclaimer ----------------------------------------------------------------------- This FAQ is copyright (c) 2001-2002 Tom Church. If you would like to use this FAQ on your site, magazine, unicycle telegraph service, or anywhere else, just send me an email. I'll say yes, I promise you. I would just like to know where it is in case I need to make an update. But don't bother waiting for a reply, just go ahead and host this baby. The latest version of this FAQ is always, always at GameFAQs. www.gamefaqs.com ----------------------------------------------------------------------- 10. Closing ----------------------------------------------------------------------- Thanks to: Gas Powered Games - So yummy. Like candy. Candy laced with crack. GameFAQs - Great site. Jeff Veasey - Putting this FAQ up, and taking care of something... Dungeon Siege Heaven - Confirmation on my formulas. Michael Wu - His great FAQ about the Secret Chicken Level. Heat - His very helpful list of all of the titles possible in the game. Conrad Woo - He caught a VERY embarrassing typo. Rex Deckard - Also catching that typo. Jason Schaeffer - He ALSO caught it...thanks all of you. Chris Rasmus - Pointing out that I had forgotten about Rusk. Silly me. GameWinners - Over half of the codes I have. MeTh0DiX - Answering the question about shield bonuses. Bob from Mr Dubbers' FAQ - For some info I didn't have. Mr Dubbers - For correcting my misspelling of his name. Hung Kwong - A wonderful list of all the stones in multiplayer. Thanks! Csimbi - He gave me a copy of CALC.GAS, filled with WONDERFUL info. Jia Sanders - Info on a secret area I missed, plus some nice pics! (Also about the witch near the swamp...she's too smart!) Nisaus - Reminded me of the maze before Fortress Kroth, plus the wonderful suggestion of including info on restock points. Death Watch - Helped me figure out the shrines in the Alpine Caverns. Ali Tayyab - Info about the savegames and their location. Xizarus - Two suffixes that I had completely missed. Thanks! KB Koh - A lot of information that I didn't have. Casey Tan - Prefixes that I didn't have. Dan Reiter - His incessant questions have actually helped me a lot. M. Talos - Some great information about the dungeon in Chapter 5, most likely all that I'll have for a while... Viewers Like You - Reading the FAQ, silly! Contributions accepted... And to everyone who wrote me about the dungeon in the Eastern Swamp: Peter Chu, BelialAndariel, Phil Thurston, Jia Sanders, Dominic Read, Wolfgang Stufflebeam, Cyienc, Tom, Emily Smirle, Stephen Bough, Jonathon Hui, and Michael McClanahan. Thanks to all of you. You are all your own special flower. =) Any contributions, opinions, flames, questions should be sent to me at: tessera189@hotmail.com Many, many thanks to Revolution reader Tom Church!
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.