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DS Walkthrough

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    -----------------------------------------DUNGEON SIEGE

    FAQ/Walkthrough by Tom ChurchLast Modified: Tuesday, June 18, 3:12 PMVersion: 2.1E-mail: [email protected]

    -----------------------------------------

    Table of Contents:

    1. Introduction2. Version History3. Game System/Rules4. FAQs5. Walkthrough (Single Player)5.1 Walkthrough, Jr.5.2 Characters5.3 Books

    5.4 Items5.5 Bestiary6. Walkthrough (Multiplayer)7. Modes/Menus8. Cheats/Tricks/Secrets9. Disclaimer10. 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 whatI could see, there weren't any guides for this great game anywhere. (There'rea couple others up, but none of them are complete.) So, here I am, here youare, 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 thewalkthrough for Chapter 8 up yet, it's not because I never will. But, thisis also a FAQ for you. It's meant to help the people who need help, and that'swhat I've tried to do with it. But I inevitably forget things, or I missedit, or a number of other things. So, if there's something that you would liketo 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 whya list of every tree and bush in the game is impossible.... =)

    -----------------------------------------------------------------------2. Version History-----------------------------------------------------------------------2.1 - Tuesday, June 18 3:12 PMI've been getting a lot of reader submissions, so I figured I'd update it incase people were still wondering about these things. New info all over theplace, but nothing too big.

    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 thinkI've missed any characters, but I've been wrong before, and will again. Plus,

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    you get the satisfaction of knowing you're smarter than me. And that'ssomething that only about 90% of the world can say.... =)

    2.0 - Wednesday, June 12 11:17 PMI've finally realized that no one cares about the version history. Includingme. So it's gone. This is the final version of the walkthrough as far as I'mconcerned - if I get any more reader submissions I may update it, but my work

    here is done. And I thank God for that. =)

    0.1 - Thursday, April 18 2:31 AMEverything has been started, got the basic setup done, plus the first fewareas of the walkthrough.

    Future Updates: Unless someone's going to send me the text to Gregor's quest,just assorted submissions that readers send in. Multiplayer also might get awalkthrough this fall. It's possible. Any reader submissions will languish onmy 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 upworks 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.

    MeleeRangedNature MagicCombat 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 rangeddamage.) Nature Magic and Combat Magic are pretty simple - cast a spell, gainsome experience. Healing, buffs, revives, things like that do give you a bitof experience, but you'll get a lot more from attacking. Levels in Combatand Nature Magic will enable you to use more powerful spells.

    StrengthDexterityIntelligence

    Strength is the primary requirement on most melee weapons and armor.Dexterity is the primary requirement on bows and guns. Intelligence is theprimary requirement of staffs and robes. The way these stats level up isslightly different. All statistics will level up at the same time, but somelevel up much faster than others. What this means is that if you, say, attackwith a bow you will gain experience in all three skills. But, your dexteritywill 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 levelup, but never enough to do you very much good. Fortunately, you won't needthem 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 fulfillitem 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,

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    receive bonuses like +1 to Strength, +12 to Health, etc...so if you've gota two-handed weapon user, or a ranged fighter, you want to look at the bonuseson shields. (MeTh0DiX, from the GameFAQs message boards, was the person whoanswered this question when it was asked.)

    From here down, the information is less important. It's more technical, butif you like that sort of thing, read on... =)

    (NOTE: I was given these numbers by someone on a message board, but I havebeen 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, andintelligence - but by far the most important is strength. Well, they'reactually proportional to your level's difference from 10, plus 1. (So thatat level 10, you have a multiplier of 1, at 11, of 2, etc.) An easy way toget this number is just to subtract 9 from your level. Then we apply theproportionality constants and multiply by 14 to actually achieve the correctvalues. The final formula, which turns out to be equal to the one at DungeonSiege 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'reinterested 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, andthen just figured it out from there. When you figure out that each point ofINT 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 thegame, all ripped directly out of the game's code. Thanks to Csimbi for gettingme hooked on hacking the code.

    0 - 0 76 - 8052974301 - 70 77 - 9837919302 - 650 78 - 12024476933 - 1450 79 - 14703010024 - 2350 80 - 17984213065 - 3350 81 - 22003686786 - 4650 82 - 26927542097 - 6650 83 - 32959264858 - 9450 84 - 40348125229 - 12950 85 - 493994791810 - 17100 86 - 6048738778

    11 - 22000 87 - 740700758112 - 27800 88 - 907088686513 - 34300 89 - 11109138988

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    14 - 41300 90 - 1360599783915 - 49191 91 - 1666464993116 - 58327 92 - 2041149874417 - 68882 93 - 2500138854018 - 81054 94 - 3062400354019 - 95071 95 - 3751170691520 - 111190 96 - 45949143550

    21 - 129706 97 - 5628500342722 - 150954 98 - 6894643177623 - 175317 99 - 8445668150424 - 203567 100 - 10345673742125 - 236338 101 - 12673180591926 - 274352 102 - 15524376482927 - 318449 103 - 19017091449428 - 369600 104 - 23295667283429 - 428936 105 - 28536922680030 - 497766 106 - 34957460540831 - 577609 107 - 42822619420332 - 670226 108 - 524574390477

    33 - 777662 109 - 64260093091334 - 902288 110 - 78718344294635 - 1046855 111 - 96429702018836 - 1214551 112 - 118126115230937 - 1409080 113 - 144704221415638 - 1634732 114 - 177262401492039 - 1896489 115 - 217146172085540 - 2200128 116 - 266003791062641 - 2552348 117 - 325854374309542 - 2960924 118 - 399171338787043 - 3434872 119 - 488984620271944 - 3984651 120 - 599005890091045 - 4622395 121 - 7337819456193

    46 - 5362179 122 - 898882613641447 - 6220327 123 - 1101130931968648 - 7215779 124 - 1348885121919449 - 8370504 125 - 1652384004609150 - 9709985 126 - 2024170135903951 - 11263782 127 - 2479608146740252 - 13066188 128 - 3037519710014553 - 15156978 129 - 3720961375025654 - 17582294 130 - 4558177414664355 - 20395661 131 - 5583767063221556 - 23659167 132 - 6840114382704257 - 27444833 133 - 8379139849070558 - 31836207 134 - 10264446045369259 - 36930200 135 - 12573946135835160 - 42839232 136 - 15403083746655961 - 49780637 137 - 18868777319911362 - 58283859 138 - 23114251947149263 - 68700306 139 - 28314958365515664 - 81460453 140 - 34685823728014465 - 97091634 141 - 42490133797075566 - 116239830 142 - 52050413631675467 - 139696370 143 - 63761756429060268 - 168430631 144 - 78108151355856669 - 203630102 145 - 95682485141182170 - 246749453 146 - 1172110440282060

    71 - 299570658 147 - 143583528664810072 - 364276635 148 - 175889822344650073 - 443541456 149 - 2154650321024540

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    74 - 540640862 150 - 263944664055765075 - 659587634

    For stats, it starts at 10, of course, so you'd need 70 exp to get to STR11. 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 issimply 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 onepoint 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 skillto get one level to your stats. (That one level is then split up among thedifferent stats.) But if you're at level 50 in melee, say, you'd need to getto 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 upsecondary stats. The only solution is to level all areas up equally from thebeginning, 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 prettyworthless. I know it sucks, but what can you do? (Except hack the code andrecompile it - but I don't think I'm supposed to endorse that... ^_^)

    -----------------------------------------------------------------------4. FAQs-----------------------------------------------------------------------

    Q) What should I focus on?Q) I'm in and 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 youtake. Just one warning, though - if you plan to "multi-class', or focus onmore than one statistic, you must do it at the beginning. The problem is thatif your strength, say, is very high, your intelligence isn't going to increasevery much at all _even when casting spells_. This is a function of the waythat the game works, but it means that you need to start focusing on bothequally from the beginning. Otherwise, your Level 60 Melee fighter can getCombat Magic to 50 pretty easily, but he may have only 13 or 14 int. So he'llbe unable to cast any spells; the same goes for other classes. The onlymulticlass (and I do use the term lightly) that you can do this in withoutworrying 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 WardingStaff/Fortress Kroth! Where is it?

    A) Don't worry about either of these. For some reason, the game tells youabout 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.

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    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 usethe first two in order, you'll have access to the third. If you're one ofthose picky people who actually wants to know how to get there, directionsare 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 rightspell slot. Now, just put your mouse over the item and press the Cast Spellbutton. (The default is C.) Now, either repeat for all the other items, orjust 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 beout 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 tohave all of their health healed, though. If you cast healing spells you canquicken the progress, or if you wait long enough the small natural healingwill bring them back to life. If their picture has a tombstone and it lookslike 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 Naturespell, 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 ofthe 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, thenyou're done with the Castle of Ehb campaign. You can run around the word somemore 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 withonly one character if you want, though in my experience it's not really allthat fun. My advice would be to check out the Utrean Peninsula campaign,specially designed for multiplayer. You can easily double your time with thisgame 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 inyour My Documents folder.

    For Windows XP, it's at:

    C:\Documents and Settings\YOUR NAME\My Documents\Dungeon Siege\Save

    For other operating systems, I don't know the exact location, but I would

    assume that it's:

    *\My Documents\Dungeon Siege\Save

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    Ali Tayyab sent me an email explaining why, exactly, the save files are insuch a strange location. It turns out it's in case people with more than oneaccount play. That way, they'll each have their own save files in their ownMy Documents folder, and not have access to those of the other users. Seemsa 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 answerit, and I'll add it to this section if it's something that a lot of peoplemight 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 availablefor play in multiplayer, I will refer to it as the single-player campaignto avoid confusion with the Utrean Peninsula campaign. A note for experiencedplayers - I'm trying to start this out as simply as possible, for people whomay have never played an RPG before. Just skim over the sections on HP, forexample, and trust me that I'll be picking up the pace pretty soon. Writingmay be fun, (debatable) but that doesn't mean that I can't get boredexplaining how to pick up items... =)

    "A long time ago, on the continent of Aranna, the once-magnificent Empireof Stars had crumbled into oblivion...paralyzed by its own power-hungryLegions, and torn asunder by an ancient and merciless evil. But the 10thLegion, the dying Empire's most valiant soldiers, and most trusted, withdrewfar to the west to a land called Ehb, seeking to preserve what their Empirehad 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 freedomfor 300 years. But... there was a price. Few now remember the evil that opposedthem. Fewer still recall the dark sorceries cast to save them. And who couldpredict 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.

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    "The Krug are attacking! I couldn't hold them back... You have long been myfriend, but... you can do nothing more for old Norick. Go to Stonebridge.Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will beneeded by the King. Go now!"

    -{ CHAPTER 1: STONEBRIDGE }-

    So, you start out at the very, very beginning as a humble farmer. You canpick up the tools around this area if you want, but they're not very powerfulat all. Your best bet is the knife you start out with. Now, first familiarizeyourself with the controls. Click on the ground to move there. Move your mouseto the edge of the screen to rotate, to the top and bottom to pitch. Clickon items to pick them up, on barrels and chests to open them. As a test, pickup 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 justclick on it and it will be added to your inventory. Now, open the door tothe 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'redoing.

    Now, let's see if we can find someone to fight. Walk over to the bridge thatNorick died on. It's to the west. (By the way, throughout this walkthroughI'll make reference to the compass directions. Your compass can be found inthe top right corner of your screen.) But wait! What's that item there, inorange lettering? Fireshot is a spell. To use this spell, click on the itemto pick it up. Then open your inventory (default: I) and move it from yourinventory to your Spell Book. (default: B) You want to put it into the slotmarked 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 lookslike 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 bypressing I again, and look at the top left corner of your screen. There shouldbe four slots, the first and third of which are filled - and look, there'sthe knife and Fireshot! If you want to use the knife, click on it. If youwant to use Fireshot, leave it the way it is.

    Now, you should see some zombie-looking things shambling around. Pause thegame 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 mouseover 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'llexplain. 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 with10 health, now it has 8. When their health reaches 0, they die. Be aware thatthis applies to you as well. If you open your inventory, you can see thatyou currently have 49 health yourself. The same rules apply to you; damagedone subtracts from this, if you reach 0 you'll die. I wouldn't recommendthat. =)

    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 Fireshotselected. This is just to tell you what attack you will use if you click onthe enemy. At this point, it's just preference, so use whichever attack you

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    want. Unpause the game, then click on an enemy to attack them. I'd go forone that's alone, because you'll be safer, but you're probably not going todie right now anyway.

    I want to make a recommendation now that will serve you very, very well inthe future. _RIGHT_ click on enemies to attack them. It works exactly as leftclicking, 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 somepoint you will try to attack, but instead you'll select your own guy and notnotice. 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 clickon 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 widevariety of items. Of course, from this one all you'll probably get is somegold 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 tellsyour 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 anythingelse. One of these enemies may have dropped another spell, whose name wouldbe written in green - Zap. Zap is also a spell, like Fireshot, but there isan important difference. While Fireshot is Combat Magic, Zap is Nature Magic;two different schools of learning. Proficiency in one doesn't implyproficiency in the other. So, while it is entirely possible to use both Natureand Combat, just be wary that you don't confuse them. Anyway, for now juststick 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 abow before. If you were to find a hat now, for instance, it would equipautomatically. But boots wouldn't, since you're already wearing a pair. Don'trely on items to equip themselves, and you should be fine.

    Look around, and you should see a few more Krug Scavengers. Kill them, andsee what they drop. One will probably drop a Spiked Club, which is morepowerful than the Knife you're using. Click on the Spiked Club in yourinventory, drag it over the knife, and click. Now they're switched; just placethe knife somewhere in your inventory. Run down the hill to the west, andtake out the two Scavengers there. They should drop some potions, so pickthem up. Potions in Dungeon Siege work slightly differently from in othergames, so you may need a quick primer. Basically, each potion heals a setamount 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 youtake a Small Health Potion, which heals 200 health, and use it when you'reat 10/50 health, the potion will still have 160 left in it. They also workinstantaneously, so that's another thing you don't have to worry about. Tohave everyone in your group drink a healing potion, hit H, and to drink amana potion hit M.

    Keep walking along the path until the game says "Auto-saving" with a littleprogress bar. This means that it's automatically making a savegame that youcould load back to this point. Don't be fooled, though, this only happensabout 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 SaveGame, and hit OK. Or, to do a Quick Save, just hit F9. This one writes overitself every time, though, so you may not want to depend on it exclusively.

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    Anyway, continue fighting the next couple Scavengers, until you encountera new enemy - the Farm Skrubb. They also have 8 HP, but at least they makefor a little variety.

    Kill it, and walk onto the bridge. Now, you may not know this yet, but there'sa rule about this game. Put simply, it goes "Every single time you cross abridge, 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, continueacross. More enemies, and one new one, the Phrak. A bit weaker at 6 HP, butthey can still be really annoying. Not annoying in that they ever do any realdamage to you, just...annoying.

    Up ahead, there's another one, the 4-HP Phrak Piercer. (From now on, I'm goingto stop announcing new enemies, I think you get the point.) Kill it, and acouple scavengers in the immediate area. Now, if you've been attackingconstantly with one skill, (i.e. melee or combat magic) you should be prettyclose to leveling up in it. When you do, a message will be displayed at thetop of your screen, and an icon will appear above your head. For magic, it'sa 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 areais now 1. Enjoy. =)

    Now, I think it's time for you to try out the megamap. To access it, hit TABwhile paused. (You really don't have to be paused, I just wouldn't want youto die while looking at the map. ^_^) Look at it, and you can see the pathas it winds through the woods. You can click on the megamap, and if you hitspace 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 somenew enemies. The Snapper, 7 HP, and the Krug Dog, 12 HP, are both relativelyeasy 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 tothe house on the right side of the path, and start taking out Krugs. Thereare 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 wantto save your game (Either CTRL+S or F9) so you don't have to redo this wholesection.

    Along here, you've got a choice. If you walk off to your right through thetrees, you'll see a cave. Inside is a Bear, but the big guy's got 50 HP. He'sactually easier than you'd think, plus he's got some nice armor that Iwouldn't say no to. Better than almost anything else you'll be seeing fora while. Make a quick bear hunting run for the Altan's Leather, then comeback to the main path.

    Walk along the path, (I don't think I need to tell you to fight anymore) untilyou see a Pitchfork left on the ground. You should pick it up, but now youneed to make a choice. If you've got a Spiked Club, it does 3-6 damage witha Fast attack speed. The Pitchfork will do 6-10, but it has Slower attackspeed...it's up to you, although I'd take the pitchfork. The "10% Chance toBlock Melee Attack" is an added bonus. Plus it looks cool to be stabbing Krugwith 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 suppliesyou find down there. Go around to the side of his house and click on the cellardoors to open them. Go forwards, killing the Krug in the first room and opening

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    the barrels, then walk into the next room and stand on the grate. It'll movedownwards, leading to a room with a boss, Brankar the Scavenger. Take downhis 24 HP and complete Edgaar's quest. Now loot the dumb bastard's cellarof anything that isn't nailed down. =) You may need to drop a couple thingsto 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 eightiethof the way through the campaign! Yippee-kai-yai-yay!" ^_^)

    Head down along that lonesome road to the southeast, murdering all thehelpless Krug as you see them. One tip, though - when you hear growls, pauseand look around. Especially if you're using magic or ranged weapons, theearlier you attack, the better. Sometime along here you'll notice that yourstrength, dexterity, or intelligence has gone up. Your health and mana willgo up too, though the amount will differ. Anyway, this doesn't really affectyou much yet, so let's keep going. If you're watching the megamap, look toyour left and wait for the wall to disappear. If not, just wait until a pathof 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 aroundthe entrance, then take out Klandank, the "boss" of this little cave. Lookinto the back of the cave, where you just need to kill some Farm Skrubbs anda Krug Apprentice - who uses Zap on you! Still no trouble for a farmer suchas yourself...loot the cave and head back to the main road. Clearing out suchhotbeds of debauchery is fun, of course, but never forget that you've gota quest to complete. Go until you can see the chasm up ahead...and look! Thebridge 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 andcontinue to the Crypt of the Sacred Blood. Along the way, you'll be fightingGray Wolves, who aren't much harder than Krug Apprentices...except thatthey'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 rightjust a bit. Even if you have full health, the effects of the Life Shrine aretoo 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 GrayWolves and an Alpha Wolf. The Alpha Wolf can do some serious damage...butif 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 reallydon't want to know. =)

    Down the kill, there's a Krug camp of sorts...take out all the Krug, thenjust for fun, free the Phrak. (Say that three times fast. ^_^) Then kill themtoo, just to be mean. When you see the sign that points you in the rightdirection, turn so you're facing it, then walk straight ahead. (You'll begoing to the right of the path.) When you see a statue you can click on, doso, and then walk into the secret passageway that is opened. Turn the statueat the end, and you'll meet your first Skeletons - why do I get the feelingwe'll be seeing a lot of these in the crypt? Kill them both to get the FullerStaff, not a bad weapon on the whole.

    Go back out to the main path and take a right, along the direction that thesign 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!

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    *scary music plays*

    Now, this place may be confusing at first, so don't forget your megamap. Inthe first room, the wall straight ahead of you is a door. There are lots ofdoors throughout disguised like this, so remember what it looks like. In thenext 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 rightroom there's some free gold, and the top room's got some skeletons, but youneed to head to the left to keep going. Up the stairs, you'll find the SkeletonCaptain, who has...68 HP?!? If you're using a bow or magic, I would adviseattacking as long as you can, then retreating in a straight line, then attackagain. If you're using a melee weapon, just get right up there and hope yourpotions stand you in good stead. You may need to lead him back to the healthfountains 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 corneryou 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 exceptsome enemies and a strange room at the end. In that room, there's some goldjust sitting on the floor in the middle. Pick it up, and the faces in thewalls start spitting fireballs at you. Make your way out of here if you evencame in, back to the end of the hallway, and look to your left. There shouldbe a brick at just above head-height in the wall next to the door. Press thebrick in, and the door opens. Press the lever on the left wall to lower thestairs, then go down. At the end, turn left and GO STRAIGHT. At the end, onceeverything is dead, pick up the Healthy Boots, +15 to Health - they'll bebetter than most for a while. Now, if you want, go back and pick up the itemson the squares in the last room. (If you had picked them up before, youcouldn't have gotten to the Healthy Boots. If you've picked them upaccidentally, 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 thenext room, the faces that shoot fire aren't attackable, so just run throughthem 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 openand a LOT of skeletons, gargoyles, and jade gargoyles will come out. There'sa good chance you'll die if you just stand there at the beginning. I wouldrecommend that if you want to take it, you grab the book then retreat to theback of the room. (The side you came in on.) If lucky, you'll be able to takeout the skeletons and gargoyles in the left room before those in the rightroom 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, almostfeatureless. Halfway through on the left wall is a brick. You get threeguesses what to do with it, and the first two...ah, whatever, just push thething. 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 freeexperience? Back out to the hall and turn left, you'll find another room withlots of enemies, but this room's easier than the earlier one. Once you'refinished, the left room's got some loot, but there's a dead end. So take theright path into yet another room of skeletons. From here, you'll find ahallway into a room, and at the far end is the other side of that cave-inwe saw before. So head up those stairs on your right, into a circular roomwith some very cool-looking candles.

    Through the door you'll take a right, up some stairs, through a hallway, andfinally into a room where a Ruby Gargoyle awaits you. (To the layman, a

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    "Gargoyle with a frickin' laser beam attached to its head!") If you hang backat the beginning, though, you should be able to take out a lot of the JadeGargoyles before the big one notices you. This guy hits fast, so be preparedto 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 nextroom, where you'll see...a person? In here? Go over and ask what a nice girllike 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. Whenshe starts out, she's not much of a specialist in anything, so you can makeher whatever you want.

    Open the last door, make your way up the stairs, and greet the light onceagain. (It does raise the question of why Ulora couldn't make it that farby herself, but... ^_^) First order of business - turn around. No, not backinto the crypts; behind them. As you head back there, you'll first see a fewmore Phraks than you'd invite to a dinner party, followed by a couple GrayWolves. Anyway, you need to get to the source of these guys, and if you walka bit farther back towards the wall, you'll find a Black Skrubb hiding ina 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 hardand fast, but if you have your potions ready, (H) the other should be ableto knock down his health while he's busy. Once dead, loot his pathetic littletrove 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 backor she's got a good chance of death. Watch out for the Krug Grunts - theylook like the other Krug, but they take a lot more punishment. Make your wayto the Krug camp and clear it out. (Watch the Krug when you kill them; theone eating drops Meat, the one by the fire drops the Fire Poker... ^_^) Thetower on your left has Huskar the Shaman guarding the top, but he's not toobad. Grab the Rough Linen before you leave. Now head on to Stonebridge. (Checkthe 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 alongthis path, until you sight the towering wooden gates up ahead. The gates ofStonebridge.

    -----------------------ENEMIES IN THIS CHAPTER-----------------------(credited in order of appearance)

    Krug Scavenger HP 8Farm Skrubb HP 8Phrak HP 6Phrak Piercer HP 4Krug Scout HP 12Snapper HP 7Phrak Ballista HP 15Krug Apprentice HP 12Gray Wolf HP 18Skeleton HP 20Krug Shaman HP 19Gargoyle HP 9Jade Gargoyle HP 8Skeleton Guard HP 28

    Krug Grunt HP 28Krug Grunt HP 11

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    Brankar the Scavenger HP 24Bear HP 50Klandank the Krug HP 28Alpha Wolf HP 30Skeleton Captain HP 68Ruby Gargoyle HP 45Black Skrubb HP 55

    Huskar the Shaman HP 44Futak the Trainer HP 56

    -{ CHAPTER 2: JOURNEY TO THE OVERSEER }-

    "With only a name given by a dying friend, our beleaguered hero entered thebattle-worn gates of Stonebridge. Who could know then that the arrival ofone humble farmer from the fields would change the very course of theKingdom?"

    Speak to Gyorn, the man standing next to the catapult. After all, that's whatNorick wanted, right? But look, he wants to join your party! Well, as I alwayssay, "Never let an eager old man who would like to become a melee fighterin 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 youneed some more money after your purchases and want to try it again. But whatshould 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 thetemple, or the fighter on the second floor of the inn, it's up toyou. 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 agood idea to pick something up.

    ==[RESTOCK POINT]==

    So, first off you can anything you're not going to be using. The closest placeis Blackhammer Forge, the third building you come to. Sell anything you don'tneed, and hope you have over 1220. If so, run to the inn and hire Zed, thenature 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 reallyhelp you out with looting dungeons, but it's worth the 320 gold just for allof the "stupid ass" jokes that can be made. ^_^ (Keep going past the mulepen, and down by the beach there are two Black Skrubbs, just sitting therein the middle of town. You don't get anything for killing them, but that'snever stopped us before... ^_^) Now, you've got to pick out anything elseyou want. I'd recommend you look at the spells first off. Having Firesprayfor any Combat Mages and Flash for any Nature Mages will help out...it reallysucks 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 outthe man by the burned building (to the right as you exit the temple) to getthe quest, Ordus' Axe. Upstairs in the inn, you can get the quest, A Sister'sMessage. Talk to the soldier near the gates to get yet another one, ClearGlitterdelve Pass. Now head out through the gates, feel appropriately awedas the "Chapter 2" fades in, and then continue along your merry way. You'vegot 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

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    top of some stairs. Be careful here, because Krug Dogs will come out fromthe trees and unless you're careful, you can lose a character or two. Thenext place that you need to watch out is at the top of a path that goes upthe side of a cliff; right at the top are two Krug Raiders and two KrugChuckers. If you run right up there, you're going to lose characters, so tryto coax them down the slope where you can pick them off one by one. But watchout 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 encountera party near the bridge...back up and try to get out of the way of the Chuckersand Shamans so you can take out the fighters first. Before you cross thebridge, 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 outthe 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 sawearlier. 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 gateup ahead is blocked off. So take the path to the right, down the hill, toWesrin Cross. As you walk down a steep path, you'll hear screams...look tothe 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, thenwalk 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 theleft at the end of this room, then go on through the door. Little room onthe left that has way too many Skeletons...see if you can thin them out abit. If you wait up at this junction for a bit, you'll see Yellow Spidersrunning along the walls, and then down to attack you. No, you didn't readthat wrong, they really only have 2 HP each. As far as I can tell, they'rethe 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 Corpseto the right. Back out in the main hall, the door on the other side leadsto a room with a LOT of enemies. If you can do anything to isolate some ofthem back out in the hall, do so. Clear out this whole room, then go througheither door on the left wall. Hang back in this corridor and try to take outthe Skeletons from the room on the left in waves. After that, take the rightpath, down the stairs, and finally meet some new guys - Vile Mucosas. Notexactly 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 onthe sides, because those Yellow Spiders that are oh-so-dangerous might hityou for a whole 1 point of damage. The horror. The door at the end won'topen...hmm, I wonder what the lever right next to it does? Vile Mucosasthroughout here, but when the left wall ends, watch out. The Rector here usesFireskull, and two hits'll probably kill you. Lure everyone around him backso that you can take on the Rector by himself. Just let all the Arakuns cometo you one by one, they die easier that way. Take a left at the end, but watchout 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 theend of this hall, you have a gate that looks exactly like the last one youwent through. The only difference is what's behind it. A Mucosa is right atthe entrance, but it's not too hard; then turn your attention to the SkeletonArchers. I guess this was a library, more books here than anywhere else inthis 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. Exitat the far side, then take a left. There's another Rector here, but this one

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    isn't as difficult. Take a left and loop around near a wall backing on theroom you went through earlier. Blah blah blah, kill destroy etc. Hallway onthe right up here. It leads to a circular elevator with a lever. Now, sincewe all know that this isn't a trap designed by our enemies to kill us, let'spull 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 atthe end here leads you to a passage where you can hear the tortured screamsof...spiders. They're coming from the holes in the wall; if you want toexplore, feel free...but it's long, frustrating, and I've never been a fanof mazes anyway. But if that's your bag, baby, then hop on in. It's not verycomplicated, 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 woodenstuff they're so fond of down here. =) Take it slow, because walking pastthe pedestal in the middle triggers about 10 Mucosas and what seems to bethe boss, a Dark Mucosa; make sure you don't get your healer trapped in themiddle of the pack. Watch out for the mule, too, it's always a bother whenthey 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 (vocabularyword there folks) and into the passage beyond it. Absolutely humungous roomhere, probably the biggest that you'll see, at least for a long while. Tryto clear the whole thing out for the extra experience, it's always nice. Onthe far side, find the huge wooden door set between two woodenpillars...outside is a new enemy, a Mucosa Brute, if that helps. Behind itis 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 timinghotkeys, you can attack with your healers between "waves", but if you don'twant to risk it you should still be able to take it out.

    I've just gotten an email that details a much easier way of beating the GiantSpider - it seems that if you position a character JUST outside its melee

    range, it will keep trying to attack with its melee attack, but will keepmissing, leaving you free to take it out with a ranged weapon without losinga smidgen of health. Thanks to Nathan Binns for that strategy.

    Once you kill it, it drops a very nice Brilliant Shatter Bow which will serveyou very well once you can equip it. (NOTE: I have been informed that theGiant Spider doesn't always drop the Shatter Bow; he also drops some niceStaffs and other equipment.) Now run through the door behind its corpse, climbinto the cage, and greet the wonderful, wonderful daylight. Then start to crywhen 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 theKrug in here are only so that you'll realize how weak they really were. Takethe path to the left, and hit the red barrel by the gate. The resultingexplosion will blow away the debris blocking the way, and if you talk to theguard captain by the gate, you'll complete his quest. You can also run backto Stonebridge if you want; I'd recommend it, since another character couldserve 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 lotof running. Once you're back at the gate, head down and to the left to finda 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 newquest, and a new character. There's nothing much left in this town, so headinto the Glitterdelve Mines. They're long, they're annoying, and they just

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    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 abit. 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 fightyour way through until you see a Mana Shrine, that's the end. Now go backto the first room and take the north passage. Notice that when you break thered barrels, the explosion reveals a passage behind it. This'll be on thequiz later, so pay attention. Take the west passage here, it loops south toenter 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 southside of the big room into a long tunnel, with two red barrels - each withtheir own room behind. There's a dead-end little offshoot right before thelast room on the level, a big one. The elevator to the lower level is on eitherside, 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, takingout the Mine Worm that pops up, then up the stairs on the far side. Watchout for the Venom Fiend, then once you're done head north into a very longroom. If you've got archers and/or mages who can take out the Mine Worm onthe 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 everyoneon, do so - if not, be careful. The Scorpions are smart; they'll try to makeit past you and onto the platform, and if your mule is alone back there, it'sdead meat. Once on the other side, you get to repeat the process, this timewith a platform that raises and lowers. Be careful when you're on the groundfloor, 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 thecoward he is, he can attract even more enemies. Head to the west when you'redone, and through the little arches that for some strange reason evokememories of those Thomas the Tank Engine books that I used to read when Iwas a wee little lad...sorry, got sidetracked. =) Anyway, the Krug Scoutsin 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 canclear out an extra room or two to the south. They look pretty cool, a nicechange from the monotony of the mines, and there's an Amulet of Refreshmentwhich 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 KrugGuards here, enough to seriously deplete your store of potions. You shouldbe fine if you keep on your toes and keep healing the whole time. Head westin the next room, then north. Pretty straight path through here, except forone small room to the left. (It's hiding behind the boulders by the redbarrels.) Despite its size, it contains a Mine Worm and more than a fewDarklings, so be careful.

    As soon as you exit this passageway, three Scorpions and a Rock Beast formthe welcome party, so watch out. Don't let your healer, archer, and mage alldecide 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 towardsthe Rock Beast, and then south, you'll come to a Life Shrine. Try, if youcan, 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, buteventually 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

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    up ahead, with more HP than anybody has a right to. But with everyone focusingon him at one time, you can drop him in only a few seconds. Straight aheadfrom here, across yet another of those annoying platforms, then to the rightand down _another_ one. Tired of them yet? There's a Krug Commander to thesouth a bit, but he's not that hard. The Cutter he drops does more damagethan 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 totake them out. And they drop some very nice loot, so it's worth the tripoverall. Back up through that elevator or the other, and walk north untilyou find the next elevator on the left. You need to go down this one, so doso, then break the wall and speak with Torg to complete one quest, receiveanother, 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 throughto the last elevator and take it if you want to, then go through the doorat 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 untilyou see a sign to Glacern pointing the way you're going. Here, take a leftto 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. Nothingin 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. Followthe path all the way until you see men standing beside the path. You've reachedGlacern...

    -----------------------ENEMIES IN THIS CHAPTER-----------------------(* denotes new enemies)

    Krug Scout HP 12Krug Grunt HP 28Krug Shaman HP 19Krug Raider *HP 30Krug Dog HP 12Krug Chucker *HP 23Black Skrubb HP 55Arakun Spider *HP 48Skeleton HP 20Skeleton Guard HP 28Yellow Spider *HP 2Walking Corpse *HP 36Tortured Corpse *HP 34Skeleton Archer *HP 27Vile Mucosa *HP 47Mucosa *HP 58Rector *HP 41Dark Mucosa *HP 68Krug Killer Dog *HP 46Giant Rat *HP 61Rock Beast *HP 132Krug Guard *HP 55Scorpion *HP 73Mine Worm *HP 152

    Darkling *HP 46Giant Moth *HP 55Horrid *HP 352

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    Krug Commander *HP 190Klaw *HP 202White Wolf *HP 153Braak Mage *HP 137Furok *HP 225

    Ancient Corpse *HP 66

    Mucosa Brute *HP 102Giant Spider *HP 480Monstrous Rat *HP 95Venom Fiend *HP 96Grizzly Furok *HP 263Dark Klaw *HP 240

    -{ CHAPTER 3: THE SEARCH FOR MERIK }-

    "Our hero emerged from the wilderness with a message of warning for theOverseer, and a spirit strengthened to endure the travails that were yet tounfold."

    First things first - walk forwards to the Lucky Hurgiss Inn and speak withthe Overseer. I can't confirm this, but I think that you receive someexperience for this, or possibly for all quests; I know that Zed increasedin Intelligence when I spoke to Ibsen Yamas. Recruit either, both, or noneof the characters in the inn. Then walk to the pentagonal building in thecenter.

    ==[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 completeit, 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 housedirectly behind the pentagonal one to get the Homeless Blacksmith quest, andalso 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 theend you'll find two Furok Slashers, HP 313.) Once you've completed all thatyou 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. Thenright before the bridge you'll find way too many Braak Mages. When the pathtakes a sharp right turn soon after, keep going straight to find Orlov'shouse, 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 totake 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) lookalong 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 startpassing through very small divides, watch on the right (east) side. There'sa very long area over here that, once again, isn't necessary, but you cantake it if you want. One word of caution - be VERY careful near the explosivebarrel at the end of the snowy part. It can kill any of your characters thatare 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 killanything in the area, but... Whether you take this path or not, head northfor just a little while longer, and find the two Ice Warriors up here. Justbeyond them, step on the hidden platform and enter the Alpine Caverns. They

    so pretty. =)

    Alpine Caverns

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    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 alsodo some nice (or not) damage. Take out the Braak Mages on your left, thenup the hill in front of you. Take out the Ice Burrow as soon as you can, soit'll stop spitting Ice Flies. Past the Braaks, keep heading north and someice 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 paththat goes up the right side, it's easy to miss. Consult your megamap if youhave to. Follow this enemy-less path until it leads you...outside? Kill themonsters here and continue to a shrine of sorts. Step on the pressure platein the middle, then run all the way back to the main path, where you firstencountered the Ice Archers. Now just continue to the north; we'll see thoseshrines again, never fear. Up here you'll find on the left that the Ice Archersnever 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 shouldfollow the sign pointing the way to Jeriah's Trading Post. That's roughlynortheast, if you're blind. =)

    You should turn east through a little tunnel pretty soon. Watch for a turnoffto the right (south) soon after this - if you reach the demon's skull, you'vegone 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 thatyou can just see to the southeast. Head back to the main cavern and on pastthe demon's skull. You're still heading east for a while, until you go downa set of stairs. Once you've cleared out this area, you need to double backalmost immediately after the stairs, to the south - it doesn't look like youcan 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. Theymight have some nice stuff you can use, it depends. But look to the east ofthis 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 exactlythe wrong spot. The tunnel to the west is a dead end, and so is the one tothe east, though it's much longer. There also happens to be a Frost Drakein here... =) Back in the main tunnel head south, ever south. At the top ofthe stairs, watch out, there's another Frost Drake. Heading over the top ofthis ridge, you're faced with yet another challenge, but fortunately thisis the last one. Run up ahead to the ice crystal in the center, and breakit to free Merik.

    "I've been suspended for what...nearly a month now? Most astonishing! Theirpowers have grown. I should have been paying closer attention. I should haveforeseen this, blast it! The forces behind this violence will be searchingfor my Warding Staff. That's the magical artifact they're after. Thanks tome, they believe it to have powers it doesn't actually possess, but it couldstill 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 313Braak *HP 189

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    White Wolf HP 153Braak Mage HP 137Klaw HP 202Furok HP 225Frost Spitter *HP 108Frost Golem *HP 195Scorpion HP 73

    Ice Warrior *HP 288Ice Fly *HP 97Ice Burrow *HP 210Ice Archer *HP 243Frostnid *HP 177Ice Mage *HP 100

    Pitiful Braak *HP 279Frost Warrior *HP 327Frost Mage *HP 138Frost Archer *HP 285Frost Drake *HP 936 (x2)

    -{ CHAPTER 4: THE WARDING STAFF }-

    "With the Grand Mage freed from his icy tomb, it was now clear that therewas an evil hand behind the forces overwhelming the Kingdom. Our hero wentforth seeking clues to the whereabouts of the Warding Staff."

    Defeat the Frost Drake and the last of the Ice Warriors, then head out toJeriah'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 mountainat the very end of the path.

    Subterranean River

    As you walk in, you should be heading south. Continue until you meet the DarkLungers. Now keep going until, in the crystal on your left, you find a TealShard, 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. Makeyour 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 morehealth than you'd expect. The Green Shards on the west bank can do some damageif you ignore them, but the mana shrine next to them should make up for anyhealing you had to do. Head south and watch out for all the shards hiddenin the crystal on the left - there's a Green and three Teals there, and ifthey surround one guy he could be toast before you can do anything. Your pathhere 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'regoing to have to head southeast across the water here, though it's reallynot far at all. Here, you can fight a pretty cool boss over to the left, justkeep going along with the water until Syrrus pops up. Now find the south edgeof the water and continue on; hero, meet Trog. Trog, hero. The Trog are themain 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 downthe stairs. Run around killing things for a while, when you find the TrogKnight grab the Trog Great Sword that he drops, and run around killing some

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    more. If you hug the north edge on the right, you can make your way back aroundto near the bridge you crossed earlier, only on the lower level. There's achest around under the bridge, and when you're done just click on the bridgeto 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, headdown 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 healeralready 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'thave 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 crossbetween a Trog and a praying mantis. And you can summon one later. =) Kindahard to get off the path here, until you come to a fork. One leads west, theother south. The path to the south leads to a Life Shrine with a few Stalagnidsscattered 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 carvedgateway on pillars, if that helps you recognize it. There's a bridge of sortsto the west, but the path also continues north. The north path leads to avery interesting dungeon, and one that you'll need to complete in multiplayerif 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, thepassageway is blocked. When you stand on the platform, it opens again, butyou 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 atthe end. In the next room, there are two on each side and one in a room onthe _right_ at the end. The next room's the last one, and once you fight offall of the Trog you can loot the place. The Fury's Eye is in a chest on theleft, and a rare item is over to the right. Once you've cleaned out all ofthe chests, head all the way back up to the surface, and back to the placewhere 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 youtoo much with directions. Just run along the little narrow bridges until youcome to the signpost. Follow its directions, and head down the side of thehill. Clear out this area, (the Shadow Lunger's on the east side) and thenhead north along the river. There's another Syrrus here, but he's a lot easierthis 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. Grabthe chest next to him, kill the _other_ Purple Shard, and then run out ofthis 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'rehaving too much trouble walking around, turn your Gamma Correction up on theOptions menu - the gamma basically governs the brightness. I don't turn itup unless I need to, though; after all, it's supposed to be Dark. There isn'tmuch I can give you in the way of directions except to follow the path untilyou come to the Travelers' Camp.

    ==[RESTOCK POINT]==

    Speak to the man in the camp on the right to get the Bandit Boss quest, restock

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    on anything you need, get Phaedriel if you want, and then head out into theforest. As long as you stay on the path, you shouldn't meet any enemies untilright after passing a sign pointing to the Eastern Swamp. Just continue thisway until you encounter the Bandits and Bandit Archers. Be careful when youhit the second group, they can easily overrun you and start taking out yourarchers and healers. Once you find their camp, with the fire in the middleand 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 torchesset along each of the paths; I guess the developers wanted to make sure thatabsolutely no one missed it. But anyway, head down the right fork. Take outthe 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'sCamp to restock. Now head back along the path until you reach the fork inthe path, where the right fork led to the Bandit's Cave. So take the leftfork. Soon after you should hit a beautifully verdant clearing - not eventhe Bandits here can restrain my happiness over finally getting out of thatdamn forest. From here you should be able to see the edge of the swamp, sohead right until you see the bridge; talk to the Azunite Scholar next to itto 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 touse the megamap. Watch the wall, and when it bends away from the swamp followit through to find a very ambient temple. The only enemy here is The LostWitch; once she's dead, loot the four chests in the last room, then head backto the bridge by the Scholar. Enter the Eastern Swamp.

    This swamp is long, this swamp is boring, but above all, this swamp isbeautiful. Take a second to look around, watch the currents flow through thealgae on the water, see the spanish moss on the tree branches...this is donevery, very well. And I guess it's for the better, since we'll be seeing somuch of it... =) Anyway, walk along the bridge until you hit land. Followthe 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 littleisland 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 outof the water right next to you. It can do a lot more damage than any of theother enemies around here, so take it out as soon as you can. Then mop upall the Manglers running around. This island looks like a dead end, but lookto the east of the bridge you came in on - it wasn't just a coincidence thatthey're so close together. Once you clear out this section, don't botherlooking for a bridge, there isn't one. Instead, in the southeast corner you'llfind a small isthmus, which leads to another big island. Head straight eastto find a cemetery of sorts, with a church at the end. Enter it, and killthe Wretched Zombie, then click on the altar to complete the Purify the Templequest. Watch out, because there'll be Zombies coming up from the graveyardnow. Once you're done, head east, through the gate of the cemetery, and tothe edge of the water - where you find yet another Hydrack. Head northeastnow, following the narrow strip of land as it curves around. When you seea 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 almostcertainly better than any of your nature mages, so you might want to pickhim up. Head across the bridge, take out the Hydrack, then continue on thebridge. Follow the next bridge across, and then you should see another bridgeahead, but this time with a sign on it. A Potion shop, out here in the middleof the swamp? Well, it gives us a chance to unload some of that loot, so let'snot 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

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    to be generally moving south, but this is all one big island, so it reallydoesn't matter all that much. You will need to eventually move over to theeast, 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 themegamap, head for the center of it - if you find a Gobbot Igniter, you'revery near the entrance to the dungeon. Look to the east of him for a largetree-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 littleguys who just happen to be better with machinery than Van Gogh with apaintbrush, or Einstein with a piece of chalk. Some of their flamethrowingattacks will hit all of your party, and hard, so be careful - you might wantto just keep a permanent healer in case of emergency. Anyway, when you firstget in here, just walk everyone onto the spiderweb grate in the middle, thenhave 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 mostlystraight and narrow, no pun, so just continue on along it. The first forkyou find really isn't a fork - you can go right or left, but you'll end upthe same place. It's much like a capital D, where you enter at the bottomcorner 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'llturn off the green gas up ahead. I'll give you one warning now that will mostlikely serve you well in the rest of this chapter - do NOT stand near thered barrels when they explode. They hurt. On the other hand, if you can hitthem from afar with an archer, they'll do some serious damage to any enemiesaround... Anyway, snag the items from the platform on the right and continue.The path is totally linear from here, and not too difficult, but finallyyou'll come to a large door. Open it, and...keep going.

    Turns out we were just in the entry chamber, the vestibule, the little roomby the door where you wipe your shoes off. Now, we're heading into the realthing. 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 pullthe lever. Now, there are a couple ways you could get across here, but theeasiest is to first take your strongest fighter, (to take the hit from theProxo, or shoot it with an arrow) and send them onto the bridge, then ontothe 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 guyand 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 insteadyou just jump across and head south. See?

    /----(+)->--/V

    Oh well, follow my instructions even if you have no idea what they mean. Unlessyou're the kind of person who feels honor-bound to cover every inch of groundin the game, in which case you can take the loop if you want. It's no skin

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    off my back. Anyway, just fight through a couple rooms until you get to aplatform on rails. You're going to need to ride it, but first there are twothings you'll need to do. First, explode the barrel on there so it can't beused against you. And secondly, save your game. Probably the hardest sectionin the dungeon is coming up and you will most likely need to try it more thanonce. Oh, and if you can, leave your mule behind. You can come back againafterwards, 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'scovering the path. Just continue all the way along the passageways until youget to another platform, this time one that lowers you down. (It's a littletricky at the bottom but you should be fine.) Then follow the halls to anotherplatform that raises you back up to ground level, whatever that means downhere. (Along the way there's a side path to the left that is really hard toget through, and all you get is a dead end and a couple chests. Not worthit at all.)

    Soon after this, you'll come to a small door. Behind it are more Gobbots (ofvarious 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-outbattle of attrition. Once you're done, just continue straight up to the nextset of big doors. There're some enemies scattered around the door, but oncethey'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, continuealong the catwalk to the left, and through the door, to face the GoblinInventor. And yes, he is the size of a lawn gnome.

    "Wretched Krug, wretched invaders! Everything wrecked! Seck no have magicstaff! Stupid Human Wizard no have staff! Warding staff ours! Goblins'! Youall 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 hisflamethrower - it's got huge range on it, and it can take out your healersbefore your fighters even notice. As you hit him and knock down his HP, partsof the suit will break off, making him easier to defeat. Finally, you'll breakit 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 onthe 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 withWarding Staff securely in hand. But the ancient evil remained elusive. Timewas running out, and answers were in short supply. The truth would have tobe found further east, towards Fortress Kroth."

    As you run along here, you'll see Deactivated Gobbots, which were assumedlyturned off when you beat the Goblin Inventor. Whether they were or not, theycan'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

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    Ice Fly HP 97Klaw HP 202Braak Mage HP 137Furok Slasher HP 313White Wolf HP 153Dark Lunger *HP 262Teal Shard *HP 114

    Slarg *HP 273Lectar *HP 411Green Shard *HP 138Syrrus *HP 504Trog *HP 297Trog Warrior *HP 325Trog Knight *HP 420Blue Shard *HP 162Dark Slinger *HP 138Dark Caster *HP 116Skick *HP 390Stalagnid *HP 294

    Spiked Maw *HP 188Purple Shard *HP 567Forest Troll *HP 540Forest Klaw *HP 510Hell Boar *HP 315Gorack *HP 900Bandit *HP 360Bandit Archer *HP 315Black Wolf *HP 270Swamp Slinger *HP 280Swamp Stinger *HP 180Mangler *HP 360Hydrack *HP 800

    Swamp Troll *HP 488Swamp Witch *HP 210Swamp Creature *HP 1040Tretch *HP 480Grave Crawler *HP 640Bronze Gargoyle *HP 170Goo Walker *HP 500Zombie *HP 620Headless Zombie *HP 752Gobbot Igniter *HP 660Goblin Grunt *HP 320Goblin Guard *HP 440Heater *HP 460Kill Bot *HP 400Gobbot Shocker *HP 660Blaster *HP 840Copter *HP 300Proxo *HP 40Tesla Coil *HP 250Perforator *HP 680Hunter *HP 480Gobbot Grenadier *HP 660Gobbot Gunner *HP 660

    Frost Drake HP 936

    Great Trog Warrior *HP 472Rabid Spiked Maw *HP 238Shadow Lunger *HP 414

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    Muding Troll *HP 710Enraged Gorack *HP 1203Bandit Boss *HP 950The Lost Witch *HP 650Wretched Zombie *HP 1152Dungeon Crawler *HP 2120Rotten 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 theReinforce Fortress Kroth quest updated. You can check out the verycool-looking beach to your right, but watch out for the Sea Manglers. If youfollow the path, it'll end shortly after, but you should be able to see asign up ahead that'll lead you up a set of hills and gullys. Soon you shouldsee the path reappear, though, and if you follow the torches, you should makeit to Bonepicker's Post.

    ==[RESTOCK POINT]==

    Once you've bought everything you need, simply follow the torches throughthe forest. You'll find a house soon after Bonepicker's Post, that has a fewchests in the basement, if you want to check it out.

    I've now gotten a LOT of emails about this area, so let me summarize whatI've learned from them.

    The house that I mentioned has a cellar. One of the walls in the cellar isbreakable. Behind this wall are the Unguis, the tentacled monster theLegionnaire was talking about; an abandoned goblin laboratory that seems tobe just aesthetic; and the lost treasure hunters that Gregor told you about.

    Talk to them to complete Gregor's quest.

    Many thanks to Talos, Cameron, and Mastertypo for their help in clearing this up.

    From here on, the forest lightens up a bit, and the path isn't lighted bytorches 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 aclearing; there are some Wraiths soon after. Loook through the ruins of atemple here and you should be able to see a Blue Drake up ahead...as prettyas it may be, you should probably kill it. Right behind the Blue Drake there'sa passageway leading underground; take it. These ruins aren't very long, andalthough there are a lot of the wraiths in here, they're not really that hardin 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, thenthrough 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 detourto the right to take out the Fury Spawn waiting there. Now keep along thepath to the north. Look to your left at the Googore - I'm glad that not allthe Grubs have matured, eh? Follow this path along, it's too narrow to getlost. If you go all the way to the end, you'll find a Life Shrine, but thepath turns away to the right a bit earlier. You should have seen some GoogoreGrubs making their way up the slope earlier, but if not just click on thefloor and your characters should find it themselves. Keep going through the

    passageway here and turn left at the well. Cross the bridge, then look downat the Fury and either A) Run away in fear, or B) Attack and get beaten. Youneed to get past here, though, so you're going to have to overcome your fear

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    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 canrecruit 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 upinto 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'sone sign that points the way to Fortress Kroth, and then another signpostsoon after. When, through the little vallet at the end, you see a man standingon a pile of dirt, slow up a second. Heal your party, get ready, then go fighthim.

    "At last, an enemy who doesn't cower behind walls! I thought I'd die of tediumfighting these pathetic Legionnaires. Let us see if your mettle is greaterthan 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 ofthem, Gresh himself will come down and start fighting, but by now you shouldhave 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, butyou want to take the northeast one; it leads straight to Fortress Kroth.

    "With Gresh died the greatest threat to Fortress Kroth, but the grave dangerof a resurgence of this manner of ancient evil weighed heavily on our hero'smind."

    -----------------------ENEMIES IN THIS


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