Dungeon Siege Unofficial Strategy Guide and FAQ by Kasey Chang released February 24, 2003 0 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. If you like the FAQ, please send me a dollar. :-) See [0.3] This FAQ is primarily about the single player game, though it has some references to the multiplayer game. 0.1 A WORD FROM THE AUTHOR While several FAQs and walkthroughs are available for Dungeon Siege, I don't see a fully comprehensive one, so I wrote one. This is a FAQ, NOT a manual. You probably will not be able to learn how to play the game with this document. This USG only covers the PC version since that's the only version that I have (and existed). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2003, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1)This notice and author's name must accompany all copies of this document: "Dungeon Siege Unofficial Strategy Guide and FAQ" is copyrighted (c) 2003 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2)This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay. See IGN or Neoseeker for examples.] 3)No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4)If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5)The author hereby grants all games-related websites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. For the record, out of ALL the FAQs I wrote (37 at last count) over the past nine years or so, I've received exactly 7 dollars and 2 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the job of the publisher. Please do NOT ask me to send you a list of controls, the manual, etc. If you borrowed the game without borrowing the manual, blame your own stupidity. If you bought the game without a manual, blame your own stupidity. If you copied the game without copying the manual, you're not only scum, but STUPID scum. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion War, Driver, Warlords: Battlecry, Monopoly Tycoon, and a few others. To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Gas Powered Games (http://www.gaspoweredgames.com/) created Dungeon Siege Microsoft (http://www.microsoft.com) published Dungeon Siege This USG is not endorsed or authorized by ANY of the companies mentioned above. There is an official strategy guide (ISBN: 0782129447) published by Sybex. The information compiled in this USG has been gathered independently through the author's efforts except where noted otherwise. This document is based on the V1.1 patch, and thus information listed here may NOT apply fully to earlier versions. This document is primarily aimed at the single-player game. Multiplayer will be discussed briefly. 0.7 HISTORY 24-FEB-2003 Initial release 1 Dungeon Siege General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: No. Q: Can you tell me what keys to use? A: You can look in the game, can't you? It's also listed on the official website. Q: Can you tell me how to play the game? A: Read the manual. Q: Can you help me get the game working? A: That's the publisher's job. Q: How about a patch? A: Just 1 patch, at the official site. Q: How about a discussion board? A: They're all over the place. Try the official website (http://www.dungeonsiege.com) for a list of them. Q: How about Expansion Packs? More missions? User-created missions and campaigns? A: Try the mod community at http://www.siegenetwork.com, including list of all the mods, including official mods from Gas Powered Games (GPG) as well as various balances, enhancements, new contents, new maps, new skins, and more. Q: How about an editor? A: Try the official website. There are two modules you need to download, the modeler, and the level/weapon/world editor. Q: How about a sequel? A: GPG haven't talked yet. Q: How do I disband a member? A: Select the member, hit disband button on the lower-right toolbox. Confirm the choice. Q: My guys have fallen over! What do I do? A: If the character's portrait is "red", that means the character is unconscious, and he'll wake up in a little while, albeit with very low hitpoints. The red bar will steadily decrease. When the red bar is gone, the character will wake up (hopefully not still in the midst of enemies). Q: My character's portrait has a tombstone over it! And his stuff is scattered all over the ground! What happened? A: "He's dead, Jim." He probably was knocked unconscious too many times, or hit a big cache of explosives. If there's someone left in your party with resurrect scroll or spell, cast it and bring him back to life. Then he can be healed and regain his stuff. Q: How do I start in the game? A: Try reading the manual, then the "Beginner's Guide" below at [2] 1.2 DUNGEON SIEGE HISTORY Dungeon Siege is the game Chris Taylor set out to make after Cavedog went under. It was mainly designed as Diablo- killer... Full 3D, seamless world, no poison, no ammunition, weapons don't break, self-healing, and things like that. 1.3 DUNGEON SIEGE HARDWARE REQUIREMENTS Excerpt from the official website, recommended specs are: Windows XP, 2000, Me, 98 PC with 333 MHz equivalent or higher processor 128 MB of system RAM 1 GB available hard disk space 8 MB 3D graphics card DirectX 8.0 compatible sound card with speakers/headphones Multiplayer: 56 kbps for 1-4 players, broadband or LAN for 5+ players It takes 1.1 gigs of space to install properly, and maybe another 1.1 gig to patch it (as the patch backs up everything). 1.4 HOW DOES THE GAME PLAY? From the official website: (http://www.dungeonsiege.com/faq.shtml#1a) Dungeon Siege is an action Fantasy Role-Playing Game (FRPG) that takes place in a continuous and gigantic fully 3D world. The design philosophy is to combine the immersive qualities of a FRPG model with over-the-top combat and non- stop action. Starting with a single character, the player adventures throughout the world, adding as many as 7 additional characters to their party along the journey and developing their skills in any way they see fit. 1.5 BUGS AND FIXES The shipped version V1.0 is quite stable as is, didn't notice any bugs per se. The patch, V1.1 and V1.1a primarily patched the editing tools and online experience that allow the people to "mod" the game. There is also a V1.1a patch, which fixes up a few more minor problems. I've left the game running for DAYS (trying to fulfill all the quests on the Utrean map) and it NEVER once crashed, even when I alt-tabbed into other applications to do other things. 1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? There are no official announcements regarding expansion packs or sequels. Gas Powered Games (GPG) has released other maps, and you can play multiplayer maps on your own computer by hosting a multiplayer game with no other player connecting to you. Diablo / Diablo 2 are in the same genre, except Dungeon Siege allows multiple team members. 1.7 HOW ABOUT A DEMO? Try here: http://www.microsoft.com/games/dungeonsiege/8.asp Beware, it's a HUGE file (almost 200 megs). You get to play the game all the way up to Stonebridge. It gives you a taste of what is to come. 1.8 NOTES ON ORGANIZATION The basic game mechanics are already covered quite well in the manual. This will primarily serve as the beginner's guide, party composition, character list, quest list, walkthru, and other misc. reference items. 1.9 FUTURE PLANS I may add the walkthru for Yesterhaven map when I get it. 2 Beginner's Guide 2.1 WHAT DO I START AS? At the beginning, you will probably start as a melee fighter, as you will find shovels and such available as weapons. You can branch into combat mage or nature mage later when you find some spells around. Once you've beaten the game, you can try again as a ranged fighter, a hybrid ranged / melee fighter, or other combinations. For the ultimate challenge, try "solo" the adventure, by not hiring anybody! Just hire packmules to carry your stuff. If you start as mage, you can hire melee fighters, summon beasts, and so on. If you start as a ranged fighter, you can learn some lower- level spells and branch into melee. It does NOT matter how you start. You can finish the game as ANY of the professions. You don't even need to specialize, as you can hire other party members to specialize for you. 2.2 HOW DO I ENHANCE SPECIFIC ATTRIBUTES? You enhance STR by wielding heavy equipment and/or weapons, as close to your actual STR as possible, and by using such equipment and weapons in combat. You enhance DEX by using ranged weapons a lot. You enhance INT by casting spells a lot. (Using a staff in combat does NOT enhance INT, as far as I know) The increase also seems to depend on the enemies fought. If you fought wimpy enemies, you gain less than if you fought more serious enemies. 2.3 HOW DO I FIGHT? How you fight depends on your specialty. Are you a melee fighter, range fighter, or mage (combat or nature)? 2.3.1 Melee Fighter Run in there and start bashing, that's the melee fighter way. Try to "tease" a few enemies so they move to attack you instead of you fighting the entire group at once (i.e. getting mobbed). . 2.3.2 Range Fighter Basically, you're the sharpshooter, going for distance damage. You would probably want to keep the weapon with the longest range (13 to 15 meters is good) so you can get in more arrows when possible. Fast firing rate is good. Fight as few enemies as possible at one time, divide and conquer. You may also want to keep a few melee weapons around, just in case. 2.3.3 Mage Again, divide and conquer is best way, fight one at a time. Fireshot or Zap is pretty decent early on, even if you're a bit weak. Later, you can summon beasts to do the combat for you. If you have melee fighters and ranged fighters in the party, you can cast "buff" spells to pump up their stats. 2.4 HOW DO I STAY ALIVE? RUN AWAY when you can't handle the enemy. Most enemies will not chase you very far from their initial location. Heal yourself, then try again. By this, I mean RUN into areas you've cleared before of any enemies. Running into new area means you'll find MORE enemies, not less. Use a lot of healing potions (RED ONE!), and the "healing hands" spell, which you can cast on yourself. As it's a level 0 spell, everybody can use it. Save the potions for the heavy battles. Try to tease away one enemy at a time, so you don't get mobbed. If you get mobbed, run away (and I mean BACK, as running into new territory will likely trigger MORE enemies). Get better armor and better weapons ASAP. Dump the wimpy weapons. When you get a party, it gets easier, as others can fight and/or cast heal on you. 2.5 HOW DO I KNOW WHAT TO KEEP? Initially, grab EVERYTHING. Look for item you can use that does the most damage, or best protection, or most enhancing your attributes. If you need more protection, then look for items that enhance STR (so you can wear heavier armor), or has the most +armor modifier. Basically, try the item until the "armor" reading is maximized. If you need more damage, look for items that enhance melee or ranged damage, or higher STR or DEX, or just do more damage overall. Check if it's one or two-handed weapon though. Two-handed weapons do more damage in exchange for giving up protection of the shield. If you need better spells, look for items that add + nature magic or + combat magic, or more INT. Dump the items you don't need on the ground or the packmule (if you got one). 2.6 HOW DO I GET MORE GOLD? You get more gold by killing lots of bad guys. Bad guys (including monsters) will occasionally drop gold when you kill them. In the later levels, you get thousands of gold pieces, maybe over ten thousand from the dead guys, whereas initially you get only tens and twenties. You also can grab a LOT of loot. You may not be able to personally carry them all, so you'll have to pick and choose. Some of the best items can be sold for a lot of money. One of the best ways to make money is by selling spells. Give spellbooks to all your characters, even if you don't plan to use them as mages. Spellbooks are cheap. When you get "extra" spells, (those your mage already has, or found better ones), dump them into the spellbooks of the "holders". It doesn't matter what level the spells are, you aren't going to use them any way. Spell books are extremely compact, and the first spellbook takes up NO inventory space, unlike individual spells! When you reach a shop, SELL the entire spellbook for BIG BUCKS. Then just buy one to replace it. Especially sell the spells that you can't use in the near future. If you're level 10, for example, sell the spells that are level 20 or higher. Another way to get more gold is have your mages (or you) cast "transmute" on the discarded items. It's a level 1 spell. You won't make as much gold as you would have if you had sold the item, but at least you're getting SOMETHING. You can hold up to 10 million gold pieces (9,999,999 to be exact). 2.7 HOW DO I GET MORE MANA? You should be able to find plenty of mana potions around. The combat mage spell "burn body" seems to replenish your mana as well, as would similar spells. 2.8 WHO DO I RECRUIT? See [4] for a full list of recruitable characters and where to find them, and if they cost anything. As you can have up to 8 members in your party (which includes the packmule), you probably end up with 7 members, that's 2 melee, 2 melee/ranged, 1 ranged or 1 ranged / nature, 1 combat mage, and 1 nature mage, and the packmule of course. You can vary the ratio to fit your personal playing style. More combat mage? More ranged? All up to you. 2.9 WHAT SPELLS DO I USE? There are basically four "groups" of spells: healing, buff, direct damage, and summons. Healing spells: heal a specific member, or the entire party. Healing hand is the first one you get, and it's quite usable, even on yourself. Healing wind, which increases healing rate, works for the entire party. Resurrect spells technically belongs in this group as well. Remember to use healing spells, or you'll end up using a LOT of healing potions, which eats up inventory space that could better to used to carry loot. Mana regenerates faster. Buff spells: spells that raise attributes, like "lightfoot" raises DEX, "ironfirst" raises STR, "stoneskin" raises armor, and so on. Special attack spells like "triple strike" would count here as well, as do spells like "mana shield", which takes damage out of mana instead of hit points. Useful when heading into a big battle. Just beware of limited duration. The higher level the caster, the longer the spell lasts. Direct damage spells: spells that do damage directly. Combat mage get most of these, like pillars of fire, and such. Lightning, bomb, and firewall are other examples. They can affect a single enemy, or an entire group. Summon spells: spells that summon big nasty critters, from skeleton and hellboars to "mountain giant" or "forest klaw". They can add to your attack power significantly. However, you can ONLY summon ONE creature at a time. Summon them just before battle and they will help a lot. If you are solo-ing as mages, summon will be most of your combat power, as you can't afford to melee with anyone, even with your staff doing a ton of damage (if it hits at all). Higher level the caster, the longer the creatures last (assuming they aren't destroyed). 2.10 HOW DO I GAIN LEVELS? In general, if you want to gain levels faster, use BAD weapons. Those that do only tiny bits of damage helps. Drag out the fight, take as LONG as possible. For healers, let one guy up front soak up the damage, and do NOT fight back. (Yes, you can do that). Then let the healer heal automatically. Leave him for a LONG time to level up the healer. You do need to watch the guy to make sure he's not overwhelmed though. 3 Interface Tips 3.1 USE RIGHT-CLICK TO ATTACK It's better to right-click to designate a target instead of left-click. Right-click ONLY designates a target, whereas left-click, if you miss the target, means you will RUN to that spot! You can MOVE with left-click, and attack with right-click. It's the optimal way. 3.2 SET THE 4 "QUICK SLOTS" PROPERLY In general, you would have melee in 1, ranged in 2, active spell 1 in 3, and active spell 2 in 4. Use the 1,2,3, and 4 keys to quickly select them instead of clicking one at a time. 3.3 SET THE CTRL-# PARTY "QUICK SETUPS" When you get a larger party, you can use the number keys to set different "modes" for your party. For example, in "layered mode", you would set... Character 1 to "melee" Character 2 to "melee" Character 3 to "ranged" Character 4 to "healing wind" (magic slot 2) etc. Or "maximum firepower mode" Character 1 to "melee" Character 2 to "melee" Character 3 to "melee" Character 4 to "fire rain" (magic slot 1) etc. Or "heal mode" Character 1 to "healing hands" (magic slot 1) Character 2 to "healing hands" (magic slot 1) Character 3 to "healing hands" (magic slot 1) Character 4 to "healing wind" (magic slot 2) The limit is only your imagination. 3.4 LEARN THE KEYBOARD SHORTCUTS The function keys F1 to F8 can be used to select the 8 party members. S will stop the members in their tracks, and so on. You can map the F1 to F8 keys to select specific subgroups of your party, like F1 to all melee, F2 to all ranged, F3 is everybody except the packmule, F4 is mages, and so on. Remap the controls to make them more familiar to you. 3.5 QUICKER SHOPPING You can BUY items with CTRL-CLICK on the vendor inventory instead of drag and drop. You can SELL items with CTRL-CLICK on your inventory instead of drag and drop. Sure saves dragging and dropping dozens of items and wear and tear on your wrist and mouse. 4 Tactical Tips 4.1 USE FORMATIONS (WHEN YOU GET A PARTY) Select all members, then select a formation, and move them, and they'll stay in that formation as much as possible. This makes combat that much easier, as you can put the melee people up front and the range fighters (and mages) in the back. Try the different formations, as each has its uses. 4.2 USE THE ALTARS If you see altars, fight on/near it as much as possible. Life altar makes you nearly invincible, and mana altar give you more mana for your mages to cast those mana-heavy spells, including mana shield, or ability to recast the "buff" spells for a VERY long duration. 4.3 SET THE "POSTURES" PROPERLY Know when NOT to set "attack freely". Sometimes "defend" or "stand ground" may be a better choice tactically, esp. in unknown territory. Similarly, don't ALWAYS set follow on. Sometimes, like when you set the formation and need to "tease" some enemies back to your ambush, turn follow off! 4.4 OVERRIDE DEFAULT TARGETTING WHEN NECESSARY Auto-targeting has only three choices: strongest, weakest, closest. It does NOT have the setting you want: most dangerous. The most dangerous enemy is the one doing you the most damage, not the one with the coolest sound and visual effects or closest to you. Take him out first, then the next one down, and so on. Melee usually do more damage than ranged, but when you have one melee guy with a lots of HP vs. 6-8 different ranged shooters shooting you full of holes, which one do you go after? You chase after the ranged shooters, that's who. The ranged shooters are easier to kill, and you cut down on number of hits sooner. 4.5 USE THE RIGHT WEAPONS In general, you should use melee for melee enemies, and use range attack on ranged attack enemies. You can also RUN after the ranged attack enemies, but that MAY trigger more enemies. 4.6 BOUNCING SPELLS Some spells, like "explosive powder" and "bomb", can "bounce" on the ground, giving them even LONGER range than those "advertised". This can be used to tease enemies to attack you once at a time instead of activating them all at once. Those lucky enough to grab a goblin grenade launcher can do the same thing, sending grenades further than the advertised range. If you need to shoot around corners, these projectiles can also bounce around corners. 4.7 USE THE FULL RANGE OF YOUR RANGED WEAPONS A lot of bows and crossbows have range 15 m, which means you can hit enemies before they can hit back. With a good ranged weapon, you can inflict a LOT of damage on enemies before they can close their distance. If you hit an enemy, that enemy will attack you, but not its neighbors (unless one of your stray shots hit them as well). So attack one, tease it to you, then kill it. Repeat for the next one, and so on. 4.8 USE THOSE BUFF SPELLS! "Buff" spells, like stoneskin, eagle eye, and so on are VERY useful in battles, as they can make your party stronger, take less damage, and so on. Many newbies NEVER use buff spells, figure that the effects are limited and not worth the trouble. That is simply not true. 5 Other Tips 5.1 SLOW THE GAME DOWN If you think the game is too fast, slow the game with Ctrl - (control - MINUS). 5.2 USE THE PAUSE KEY! Space bar, which pauses the game, is very useful. It gives you time to consider your options and issue some orders. 5.3 SAVE OFTEN! This is a "save anywhere" game, so use them! Don't rely on auto-save, as that only saves total of eight times the entire SP campaign. 6 Item Guide In DS, each character is allowed to equip up to the following: armor -- one set of body armor, one set of gloves, one piece of headgear, one set of footgear, and one shield weapon -- one melee weapon and one ranged weapon jewelry -- one amulet, and up to four rings spellbook -- one open spellbook (you can keep more that is closed in inventory) Each of the items can be plain or magically enhanced. There are an infinite number of items in Dungeon Siege, due to the prefix/suffix system (sort of like Diablo's system). Some prefix and suffix are rare or unique, making them even more precious due to a LOT of modifiers. 6.1 PREFIXES AND SUFFIXES, AND THE COLOR CODE In DS, items may have prefixes and suffixes, thus allowing one to create almost infinite number of items out of the few basic types. In case you're wondering what do all the different background colors and the color title mean for the item... WHITE items are just "normal" items. No bonuses or enchantments have been added to them. EX: Steel BLUE items are magical items with some bonuses, from +1 melee to +10 armor to +5 ice damage and so on. The possibilities are endless. They usually provide only 1 bonus, sometimes 2. They usually have one set of suffix applied to them. EX: Steel of Hardiness BROWN items are "trade-off" items. While some bonus modifiers are positive, there are also some negative modifiers as well. For example, the blade may be +15 life, but also -12 mana, or +1 STR with -1 DEX, and so on. EX: Grounded Steel of Hardiness. PURPLE items have double prefixes added instead, and thus are rarer. They have at least 4 bonus modifiers, sometimes 5. They MAY also have a prefix AND a suffix. EX: Illustrious Slaughter Steel. YELLOW items are very rare and are very difficult to come upon, and usually contain 6 different bonus modifiers. They have both prefix AND suffix. Usually, they also have unique artwork that makes them even LOOK different from the normal types. EX: Illustrious Slaughter Steel of the Seasons. For a full list of the prefixes and suffixes, see http://ds.heavengames.com/library/index.shtml/modifiers It really is pretty pointless to list all of them, so I won't. Just note that the chances of you finding something is simply affected by a dice roll. 6.2 MELEE WEAPONS Melee weapons are for hand-to-hand combat. They differ somewhat in the type of damage they cause Two-handed weapons require both hands. A shield can be equipped, but you only get the bonus modifiers (if any), not the blocking bonus nor the armor rating. One-handed weapons allow the use of a shield, giving you the blocking bonus and armor rating, as well as the bonus modifiers (if any). 6.2.1 Edged Edged weapons, as explained, have at least one sharp edge. The bigger weapons need high STR to wield. Edged weapons can be one- or two-handed, and here's a partial list: Blade, dagger, sword, long sword, steel, great steel, great sword, axe, scythe, gladius, falchion, gut splitter, assault axe, cleaver, impaler, etc. 6.2.2 Blunt Blunt weapons have no edge, and rely on brute force to inflict damage. You need high STR to wield blunt weapons. Blunt weapons can be one- or two-handed, and here's a partial list: Mace, spiked mace, winged mace, hammer, mallet, ram, club, branch, cudgel, scepter, mincemeat, squasher, etc. 6.2.3 Staff Staff is basically a very fancy stick, and requires high intelligence to use. Staff is always a two-handed weapon and usually can block 10% melee damage. It may also have other bonus modifiers. Some can be bladed. Staff can also go by other names, like leg-breaker, bladed staff, hooked staff, bent staff, destroyer, etc. Staff, at high INT ratings, can be a very powerful weapon, doing 100-200 pts of damage. 6.3 RANGED WEAPONS All ranged weapons in DS are two-handed weapons. 6.3.1 Bow There are plenty of bows, from simple peasant bow to advanced heavy battle bow. In general, bow fires in "slow", "slower", or "slowest" speed, and requires high DEX to use, though some heavier bows may also need STR. The higher the DEX requirement, the more damage the bow will do. A bow with DEX requirement in the 50's can do 200+ pts of damage per hit. 6.3.2 Crossbow Later you start running into crossbows. The best crossbows does about 80-90% of a bow's damage, but can fire about 20- 40% faster (fast speed), thus more damage overall. Crossbows, like bows, require DEX and some STR. They come in long, medium, and short varieties. There are also unique crossbows. 6.3.3 Other (guns, launchers, etc.) When you fight the goblins, you will gain some of the more unusual weapons, such as lightning gun, grenade launcher, flamethrower, and the minigun. Those don't use ammo (ammo is magically self-replenishing, given some time). There may be other launchers as well, you'll just have to find them. They have their own DEX and STR requirements. 6.4 ARMOR DS has armor in five different areas on the character's body 6.4.1 Headgear Headgear ranges from simple hat to heavy helmets. Most of these have STR requirements Mage's headgear has INT requirements instead. 6.4.2 Body Armor Body armor ranges from rags all the way up to battle plate, and everything in between. In general, the best armor has tremendously high STR requirements. Some of the special cloaks, garments, and so on may have high INT requirements instead. Consider giving your mages some STR enhancing jewelry and items so they can wear better armor. If you can get them up to STR of 12 or so, they can wear thin chainmail, which has protection of around 100. Some better chainmail, at STR 16 or so, have protection up to 200. 6.4.3 Gloves/Gauntlets Gloves and gauntlets protect the hands. Most have high STR requirements. Still, that's not a lot of protection. You mainly wear them for the modifiers. 6.4.4 Shields Shields are only used with one-handed weapons. In general, the larger the shield, the more attack it blocks. So the best would be "large kite shield", blocking 35% of melee and ranged attacks. Of course, you also need to be at least strength 38 to wield one. The next best down is heater shield (20%/10% blockage), then painted shield. 6.4.5 Footgear Footgears are your basic boots, greaves, and such that protect the feet. Usually they have STR requirements, esp. the heavier ones. Best ones are those with modifiers, as they don't add that much protection overall. 6.5 JEWELRY 6.5.1 Amulets Amulets are worn around the neck. Each character can wear only one. So pick the right one. They usually provide only one bonus. 6.5.2 Rings The character can wear up to four different rings. The effects are cumulative with any other items the character may be wearing. Some special rings may be rare or unique, providing multiple bonus modifiers. 6.6 SPELLBOOKS A character is allowed to OWN more than one spellbook, but can only be equipped with one spellbook at a time. To add spells to the spellbook, drag the spells from your inventory list onto the spellbook's slots. Remember, only two spells can be active at the same time. Consider giving spellbooks to non-spellcasters. They can help you store the extra spells for sale later. More expensive spellbooks can have bonuses, like blocking magic damage, increase dexterity, and so on. You can still buy them, but you can't equip them. 6.7 NOTES ON ITEMS Only "equipped" items (i.e. those IN the slots on the "paper doll" screen) apply their bonus to the character. Items in inventory do NOT apply their bonus to the character. A shield's bonus modifiers STILL applies (from what I heard) even if you are using a two-handed weapon, as long as the shield is still "equipped". 6.8 TIPS ON ORGANIZATION Give each character a set of armor and weapons and such that they will "soon" be able to use. For example, if the character's STR is 24, give him/her some stuff that requires STR 25 or 26. That way, the character can upgrade as soon as their attributes improve. Any stuff that you can't use in the near future (i.e. stuff that requires too much STR or DEX or INT) should be dumped on the packmule to be sold for lots of gold. Revise the packmule inventory as your character grows. Any stuff that is WORSE than what you can use should probably be transmuted into gold (if possible) and you're running out of room to carry them all. When you get to a shop, sell the stuff you have on the mule, the spare spellbooks (with the extra spells). Then buy stuff for your characters so you maintain a full set of things you can use (if possible). Pass down the items from one character to next to make sure everybody has the best items available. 7 SP Campaign Recruitable Characters Here is a list of all the recruitable characters in the single player campaign: 7.1 ULORA Where: Ulora is hiding near the end of the Crypt of the Sacred Blood. She'll join for free for rescuing her from the Crypt. Stats: STR 10, DEX 10, INT 10, Melee 1, Ranged 1, Nature 1, Combat 0. What to do: She is a bit weak melee-wise, so you may want to push her toward archer or nature mage (or both), though she can work as a melee if you train her up a bit. Still, it's better to have a complementary team member. 7.2 GYORN Where: Gyorn, your first objective, is near the entrance to the town of Stonebridge. Go in, look a little to the right, and there he is. He's also free. Stats: STR 11, DEX 10, INT 10, Melee 2, Ranged 0, Nature 0, Combat 0. What to do: He is already a melee fighter, so keep him that way. You can also train up a bit on ranged fighting. 7.3 RUSK Where: Rusk is on the second floor of the inn at Stonebridge. He is sleeping in a bed, and once you get near him, he falls off and staggers to stand up. Rusk needs some gold to pay off his drinking debt. Stats: STR 11, DEX 10, INT 10, Melee 3, Ranged 0, Nature 0, Combat 0. What to do: Rusk is a melee fighter, so keep him that way, if you hire him. 7.4 NAIDI Where: Naidi the archer was recuperating at the temple in Stonebridge. She, unfortunately, has a healing bill she needs to pay. She is a bit expensive, so unless you've dumped a lot of loot at the shop, you may not be able to afford her. Stats: STR 10, DEX 11, INT 10, Melee 0, Ranged 3, Nature 0, Combat 0. What to do: She's already an archer, so keep her that way. 7.5 ZED Where: Zed is near the exit to the next level in Stonebridge. He said he needs some excitement, so why does he ask for a ton of gold? Stats: STR 10, DEX 10, INT 12, Melee 0, Ranged 0, Nature 3, Combat 0. What to do: He's a Nature Mage, so if you've made Ulora nature mage already, you may not need Zed. 7.6 GLOERN Where: Gloern is at the entrance to the Glitterdelve Mines, fighting all the Krug raiders. Help him, then talk to him, and he'll join your party for free. Stats: STR 13, DEX 11, INT 10, Melee 5, Ranged 0, Nature 0, Combat 0. What to do: He's a decent fighter, so keep him that way. 7.7 KRODUK Where: Kroduk is in Glacern, on the second level of the inn, near the Overseer. Stats: STR 15, DEX 12, INT 10, Melee 8, Ranged 0, Nature 0, Combat 0. What to do: He likes to smash, bash, and crash things. Therefore, he makes a good fighter, right? Consider replacing your worst fighter with him. 7.8 LORUN Where: Lorun is next to Kroduk in the Inn at Glacern, second floor. Stats: STR 11, DEX 11, INT 16, Melee 0, Ranged 0, Nature 0, Combat 9. What to do: He's already a combat mage, so keep him that way! 7.9 MERIK Where: Merik, the objective of one of your quests, can be recruited as well, and he's a very good nature mage. You can't miss him near the exit of the level... Break the hold, and watch the cutscene... Then talk to him to recruit him. Stats: STR 11, DEX 12, INT 21, Melee 0, Ranged 0, Nature 13, Combat 4. What to do: Merik is an excellent nature mage, with some good equipment as well. Use him! 7.10 PHAEDRIEL Where: Phaedriel is just down the road from the Traveler's Camp. She costs quite a bit to hire though... Stats: STR 14, DEX 20, INT 12, Melee 0, Ranged 17, Nature 0, Combat 0. What to do: She's already an excellent archer, so give her some armor and your best bows and crossbows... Her strength means she can wear some decent armor as well. 7.11 ANDIEMUS Where: In a hut in the swamp, just before the witch shop Stats: STR 13, DEX 14, INT 26, Melee 0, Ranged 0, Nature 24, Combat 0. What to do: this guy is a good nature mage, but do you really want to replace Merik? If Merik haven't improved, you MAY want to replace him with Andiemus, or you can wait. 7.12 BORYEV Where: Boryev can be found just after you've beaten the fury and re-emerged into sunlight. He said he's looking for the treasure that Phaedriel is looking for. Stats: STR 20, DEX 16, INT 27, Melee 18, Ranged 0, Nature 0, Combat 34. What to do: He's a decent combat mage, but cost quite a bit of $$$, whereas Sikra is free later. You may want to leave him be, but he can hold his own in a melee, esp. with those super-damage staves (100+ damage per hit!!!) 7.13 RHUT Where: just inside Fortress Kroth. He cost quite a bit of money. Stats: STR 33, DEX 19, INT 14, Melee 38, Ranged 0, Nature 0, Combat 0. What to do: Rhut is a fine fighter, though not that interesting. Still, he's very high level, and if your fighters haven't grown much, you may want to hire him to replace your worst character. 7.14 SIKRA Where: Inside the Hall of Skulls, find the secret switch and open the secret room where she's imprisoned. She'll join you for free. Stats: STR 14, DEX 17, INT 36, Melee 0, Ranged 0, Nature 20, Combat 38. What to do: she's a dual combat/nature mage. You may need to let someone go to fit her into your party. 7.15 ULFGRIM Where: Just before you reach the dragon, in the red cliffs. He wants money, and quite a bit of it too. Stats: STR 34, DEX 20, INT 13, Melee 39, Ranged 2, Nature 0, Combat 0. What to do: Ulfgrim is probably the best fighter you encountered so far, unless you have been specializing in melee fighting (or designated someone to do so). He has very good STR, so give him the heavy armor and tough weapons. 7.16 LORD BOLINGHAR Where: Just before Castle Ehb. He tells you the King is missing and hopefully safe, but he must find the King... He'll join up for free if you want to fit him in. Stats: STR 38, DEX 21, INT 13, Melee 43, Ranged 0, Nature 0, Combat 0. What to do: He's a real heavy melee hitter, though not necessarily better than what you got by now. If you got the gold, go for it! 8 SP Campaign Outposts and Shops Here is a full list of outposts and shops in the single player campaign. 8.1 STONEBRIDGE There's a shopkeeper in Stonebridge. As this is the beginning, most of the stuff is not that good. 8.2 WESRIN CROSS You can find a seller nearby with stuff you need. 8.3 CAMP Just before you reach the Glitterdelve Mines, you'll run into this little "camp" where the two keepers will sell you stuff. 8.4 GLACERN / ONOC Onoc in Glacern sells potions, spells, and spellbooks. He has no weapons, armor, or other stuff though. 8.5 GLACERN / BLACKSMITH The blacksmith is the shop in Glacern, and he has pretty decent stuff. 8.6 JERIAH'S TRADING POST You find this place just as you're about to ENTER the Ice Caves. 8.7 TRAVELLER'S CAMP You find this place as you enter the "Dark Forest", after you got through the Ice Caves. 8.8 SWAMP WITCH'S HUT You find this hut in the middle of the swamp, on those wooden bridges. There's a sign pointing to it too. 8.9 BONEPICKER'S POST You find this place after you got out of the Goblin caves. There's a sign pointing to it. 8.10 FORTRESS KROTH SHOP The quartermaster got himself killed, so you get his substitute instead. 8.11 NONANTAYA, THE DROOG LEADER Once you completed the quest to pacify the Droog village, you also get to shop with the Droog leader. 8.12 THE JAIL SHOPKEEPER Yep, there's a shop in the dungeon jail beneath Castle Ehb. He's off to one side though, so you may not find him in the first attempt. He has pretty decent stuff too, being the "final" shopkeeper. 9 SP Campaign Full Quest List It is NOT necessary to find and fulfill all quests. In fact, I missed about 1/3rd of them during my first attempt to solve the campaign. However, that's the fun part about Dungeon Siege... You can go back and try again! Some quests are marked CRITICAL. Those are MUST-DO quests. 9.1 CHAPTER 1 : STONEBRIDGE £ Seek Gyorn in Stonebridge (Given by: Norick) CRITICAL How to get: Norick is the wounded guy you see on the bridge. Talk to him and you'll get this quest. Then he dies... How to solve: Just make your way to Stonebridge, and talk to Gyorn. He's just inside the town entrance. Reward: some experience, and ability to recruit Gyorn. £ Clear Edgaar's Basement (Given by: Edgaar) How to get: Move around a bit and you'll find Edgaar's house. Talk to him and he'll explain the Kroog have taken over his basement. How to solve: Walk outside, open the door to cellar, walk down, clean it out, , take the "elevator" down, and take out Brankar, the Krug leader, and you can take the stuff for yourself. Reward: some decent items for you to start. When it's done, go back, talk to Edgaar, and Edgaar will give you some potions 9.2 CHAPTER 2 : JOURNEY TO OVERSEER £ Clear Glitterdelve Pass (Given by: Town Guard) How to get: The guard in Stonebridge hands you this assignment if you talk to him. How to solve: Make it to the other side of the door, blow up the explosive barrel next to the door to clear the rocks, and talk to the guard captain near the door. Reward: none? £ A Sister's Message (Given by: Ella Riverstarn) How to get: If you visit Etan Roost's Inn and talk to Ella Riverstarn on the second floor, she'll ask you to deliver a message to her sister in Glacern. How to solve: Once you get to Glacern, look for Ada Riverstarn's house. Talk to Ada and you'll get a small reward. The house is to the north side of Glacern, with a couple legionnaires living inside. Reward: a +3 armor ring (Lloyd's Ring) £ Ordus' Axe (Given by: Ordus Jarrell) How to get: Find Ordus, one of the wounded soldiers, at the burned out house near the blacksmith How to solve: If you make your way out, you can find his axe in the tower's BASEMENT. The tower is to the north of town once you exit the town through the other side. Reward: the axe itself (not too bad) £ Deliver Gyorn's Report (Given by: Gyorn) CRITICAL How to get: Once you talked to Gyorn (and fulfilled the first quest), he said the message must be delivered to the Overseer at Glacern. How to solve: Find the overseer (in the main building) at Glacern. Reward: you'll gain a bit of skill and attribute when you finish this. £ Rescue Torg (Given by: Gloern) How to get: As you come to the Glitterdelve Mines, you'll find Gloern fighting some Krugs. Kill the Krugs and talk to him. He'll help you locate his brother Torg. He'll even join up for free. How to solve: near the exit, there's a bunch of elevators reaching underground. Explore each and every one. Torg is down there in one of those underground chambers, maybe with some Rockbeasts. Take out the enemy and talk to him. He'll give you the next quest. Reward: Torg gives you a decent amulet, the Goldsniffer's Amulet. £ Report Torg's Findings (Given by: Torg) How to get: fulfill the previous quest, locate Torg. How to solve: Torg also insist that you find the Overseer at Glacern, so you can fulfill both quests (Gyorn's and Torg's) at the same time. Reward: you'll gain a bit of skill and attribute, but that's together with Gyorn's report. 9.3 CHAPTER 3 - THE SEARCH FOR MERIK £ Book Return (Given by: Ardun) How to get: Talk to Ardun, Onoc's assistant in the Magicatorium. He'll say something about the two other people have borrowed two other volumes and he needs it back. He'll drop the first volume. Pick it up. How to solve: move around Glacern. You need to talk to Elio, who's in the building next to the Magicatorium. He'll give you one volume. The other volume is held by the Southern tower archer (ride the elevator up and talk to him). Then go back and see Ardun with all three volumes. Reward: some gold pieces? £ Quest for Merik (Given by: Overseer) CRITICAL How to get: Talk to Overseer in Glacern. He explains that the guardian mage Merik has been missing for several weeks. How to solve: You can't miss it as you must pass through that area to exit the level. Reward: you can recruit Merik into your party. He's a good nature mage. £ Reinforce Fortress Kroth (Given by: Overseer) CRITICAL How to get: Talk to Overseer, like above. You get both quests together. How to solve: Continue to Fortress Korth, and defeat necromancer Gresh there. Reward: none? £ Homeless Blacksmith (Given by: Orlov) How to get: Orlov is in Glacern, in the blacksmith shop, and he complains that frost monsters have taken over his place. How to solve: get into the forest, (go north, after the bridge) find Orlov's house, clean out the basement. Reward: some stuff in his basement. 9.4 CHAPTER 4 - THE WARDING STAFF £ Merik's Staff (Given by Merik) CRITICAL How to get: if you find Merik, he'll explain that you must find his staff. How to solve: keep going, you'll get it back when you finish the goblin level by defeating the Robo-Goblin. Then pull a switch to open the holder and retrieve the staff. Reward: Merik's staff, best used by Merik himself, is a very good and unique staff. £ Confront the Bandit Boss (Given by: Razvan) How to get: Razvan is in the Explorer camp, after Black Forest, in one of the tents. Talk to him to get the quest. How to solve: Find the bandit camp (follow the torches). When you reach crossroad, turn right to the cave, and you'll find the bandit boss with a few bandits. Kill them all. Reward: none? (other than loot) NOTE: Nong will mumble about his daughter Sikra taken by the Droog, but it's not a quest. In any case, you can find her in the "Hall of Skulls". She's a very good combat mage. £ Purify the Temple (Given by: Azunite Scholar) How to get: you come to the wounded scholar in the swamp, near the sign pointing to Bonepicker's Post. Before he dies, he hands you this artifact and asks you to purify the temple. How to solve: fight your way into the temple / graveyard, defeat the boss undead there, and "use" the center table, which will automatically "use" the artifact on it. Reward: none (?) 9.5 CHAPTER 5 - AN ANCIENT EVIL £ Reinforce Fortress Kroth {Given by: Legionnaire Soldier} How to get: As you emerge from the caves, you should see the Legionaires off to the left side. These Legionnaires have been blocked from reaching Fortress Kroth and they can't go back either. How to solve: Defeat the necromancer Gresh when you get there should do it. £ Missing Treasure Hunters {Given by: Gregor} How to get: Talk to Gregos, who's in one of the houses by the lake. If you fought the "boss" Larch called "Infested Larch", you're getting close. How to solve: Explore the "flooded dungeon" (there should be at least one entrance nearby) and you will eventually locate their bodies. Reward: some gold, about 15000 pieces, if you go back and see him. 9.6 CHAPTER 6 - UNWISE ALLIANCE £ Subdue the Droog (Given by: Tarish) CRITICAL How to get: Talk to Captain Tarish in Fortress Kroth. How to solve: Make your way through the Droog village (later) at Cliffs of Fire, kill any one who fight you, all the way until you get to the leader of the Droog village, and talk to her. She'll surrender. Reward: none NOTE: The village leader also sells things. 9.7 CHAPTER 7 - KING AND CASTLE £ Journey to Castle Ehb (Given by: Nonataya) CRITICAL How to get: Nonataya is the leader of the Droog village. When you talk to her to finish the "subdue Droog" quest, you'll get this one automatically. How to solve: Make your way near Cable Ehb. When you walk on the drawbridge, this one's done. Reward: none? £ Slay the Ancient Dragon of Rathe (Given by: Crusader Goquua) How to get: Just outside the Droog village, you'll find Crusader Goquua fighting a drake. Kill the drake and talk to him. How to solve: you'll find a sign pointing to the dragon, which is slightly off the path to Castle Ehb. Go in there, and kill the dragon. He's pretty tough though, with over 20000 hit points. Reward: none? (except any goodies in the chests nearby) £ Search for the King (Given by: Bolingar) How to get: Talk to Bolingar, who's standing on the path fighting the few skeleton mercenaries and archers. How to solve: explore the castle for the hidden path into the jail below... Then explore the jail. Reward: none? NOTE: Bolingar can be recruited into your party. He has very good stats as a melee fighter. 9.8 CHAPTER 8 - THE CHAMBER OF STARS £ The Chamber of Stars (Given by: King Konreid) CRITICAL How to get: locate the King (hiding inside the jail) and talk to him.. How to solve: find your way to the Chamber of Stars entrance, use the key on the "keypad", then go there and solve the little "puzzle" inside the chamber... Reward: LOTS of unique and rare items, really need stuff, 4 chests full of them. £ Vanquish the Seck (Given by: King Konreid) CRITICAL How to get: you get this quest along with the previous one. How to solve: technically, you don't do it in this chapter, but the next. Defeat the final boss and that's it. Reward: none, see next quest. 9.9 CHAPTER 9 - DUNGEON SIEGE £ Vanquish the Seck (Given by: nobody) CRITICAL How to get: you get this automatically How to solve: defeat the end boss, Commander Gom, who's a really nasty critter with a LOT of hit points. Not to mention he summons more nasties, and he comes BACK with more hitpoints after you beat him the first time! Reward: when you beat this baddie, you get a LOT of super- duper items, and you can go back through the game for things that you missed... 10 Condensed Walkthru Here's a short walkthrough for each and every chapter, just to make sure you don't miss anything. 10.1 CHAPTER 1 : STONEBRIDGE Talking to Norick and get the first quest, get to Gyorn at Stonebridge. (QUEST1) Grab some weapons and spells, and start bashing any Krugs that you see. They're pretty weak (but then, so are you!) Look for the bear cave. While the bear has 50 hp, he's not THAT hard to kill if you have some patience and a bow or some magic attacks. The cave also has gold and armor you will need. At Edgaar's house, talk to him and he'll ask you to clear his basement (QUEST2). Clear out his basement to finish the second quest. (END QUEST2) Look for another cave, and defeat the Krug "boss" Klandank and his minions. Fight your way to the bridge. You will find the bridge is gone. Talk to Skartis at the bridge. He'll tell you that the only other way to Stonebridge is through the Crypt. Look for the life shrine, and the "alpha wolf" wolf boss nearby. Make your way to the Crypt, just follow the signs, and head downstairs. Make your way through the Crypt, and get to the boss... the Ruby Gargoyle. Kill it. Continue, and you'll find Ulora. Go ahead and recruit her. Once out of the Crypt, fight your way to Stonebridge. Once inside Stonebridge, talk to Gyorn, (END QUEST1) then recruit him for your party. You also get another quest... Take the warning to the Overseer at Glacern. (QUEST3) Stock up and sell excess inventory. Speak with Ordus (QUEST4) and Ella (QUEST5) to receive their quests. Also speak with the guard and get the quest to clear Glitterdelve pass. (QUEST6) Recruit Zed the mage, Naidi the archer, or Rusk the fighter, which one is up to you. Get a packmule (or not) and head out of town. 10.2 CHAPTER 2 : JOURNEY TO OVERSEER Fight your way through, then head north to find the Northern Guard Tower. Clear it to complete Ordus' quest, and take Ordus' Axe. (Hint: clear the BASEMENT) (END QUEST4) Make your way the gate to Glitterdelve. You find it is completely blocked. The only way to get there is to get to Wesrin Cross, then make your way back. Enter Wesrin Cross, fight your way through to the circular platform/gondola that drops you into a dungeon. Clean up, kill lots of spiders, keep exploring, kill the nasty spider boss (who sits still and spits poison). Continue to the elevator lifting you back out of the dungeon... On the other side of the gates. You can clear the gate by igniting the explosives next to the door. Talk to the soldiers to clear the "Reinforce" quest. (END QUEST6) Now the gate's open, consider moving back to Stonebridge with your new loot and hire more members for your party. Explore Wesrin Cross a little, more stocking up to do. Fight your way to town of Glitterdelve, watch Gloern fight the bad guys. Help him, then recruit him. He'll give you a quest to locate his brother Torg (QUEST7) Make your way through the Glitterdelve Mines. There are a LOT of side doors to explore. Watch out for those red explosive drums. You don't want to be too close to it when it goes off. Basically, fight lots of scorpions and moths and so on. Keep exploring. Go down the second-to-the-last elevator. (In fact, try every elevator) Speak with Torg, Gloern's brother. (END QUEST7) He'll give you a message to deliver to Overseer as well (QUEST8) Look for a hidden wall nearby if you can't find Torg. He'll give you an amulet as well. Ride up in the elevator, then exit the mines. Fight through the snowy forest to Glacern. 10.3 CHAPTER 3: THE SEARCH FOR MERIK Inside Glacern, go to the Lucky Hurgiss Inn, and talk to the Overseer to complete the quests. (END QUEST3) (END QUEST8) He'll tell you to go find Merik if you can (QUEST9), and to reinforce Fortress Kroth (QUEST10). Recruit either Kroduk or Lorun, then restock at the Magicatorium or the outpost. Talk to the apprentice in the Magicatorium (octagonal building), then find his books (QUEST11) Solve this in town (END QUEST11) by doing some running around for the books. Talk to Orlov near the blacksmith to get the "clear my house" quest (QUEST12) Head out of town through the large doors in the "back" of the place. It leads down into the Ice Caves. Fight your way through the Ice Caves Sidetrip: Find Fury's Eye if you see a staircase. Fight your way to Merik, the man trapped in ice. Free him (END QUEST9), and recruit him if you wish. Merik needs you to help him reclaim his Warding Staff (QUEST13) Exit the Ice Caves into the next level... 10.4 CHAPTER 4: THE WARDING STAFF You're in the Dark Forest. Buy and sell things at the trading post, stock up. Continue along the path to the cave at the end. Fight your way through another dungeon. Follow the path to the Travelers' Camp. Speak to the leader of the group, Razvan to hear about the bandit problem, and how you're the solution. (QUEST14) Walk a little further down to restock at the merchant. 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 near the cave. (END QUEST14) Backtrack, then take the left fork into the Eastern Swamp. Follow the path to the right to find Orlov's house. Clear it, and claim his stuff in the basement. (END QUEST12) Enter the swamp on the small bridge. Keep following the bridges and islands. You should run into the Azunite Scholar on the bridge. He said the temple was desecrated, and he failed to purify it, and it's your turn. (QUEST 15) Take the artifact, and clean out the temple and surrounding graveyard of zombies and such (clear out the boss zombie inside too). Then use the main "table" to place the artifact. (END QUEST15) You'll run into Andiemus in a hut. Recruit him if you want. Keep going on the bridges. Make your way to the witch's shop in the middle of the swamp. Restock Keep fighting and exploring the swamp until you locate the entrance to the Goblins' caves. It's REALLY small and easy to miss, but if you fought two Gobbots with flamethrowers, you're at the right place. Look for a tree with a hole big enough to walk into. Go down into the Goblin Caves, then fight your way through the Goblin caves to a platform with a "rotating" bridge. Go straight, and it'll force you to curve to right, and circle around. Rotate the bridge again to set it so you can continue. Keep heading deeper into the caves, and you're near Goblin's nest... Fight the Goblin Inventor and defeat him in his Mecha- Gobbot. He disappears. Take Merik's Warding Staff. (END QUEST13) Continue out of this dungeon by using that elevator. Feel free to destroy those inactive Gobbots. 10.5 CHAPTER 5 - AN ANCIENT EVIL Talk to the legionnaires just outside the cave to get another quest... It's STILL "reinforce Fortress Kroth" (Still QUEST10), so just go ahead. Follow the path along to Bonepicker's Post. Restock as you see fit. Make your way to Gregor's house (near the lake), and talk to him. He'll ask you to locate some of the... "customers" of the outpost. (QUEST 16) Look around for entrance to the underground flooded Temple Ruins. You should locate the "customers" Gregor mentioned. (END QUEST16) They're dead, of course. If you go back to Gregor and inform him of the news, you'll get a reward. Keep going, and find the entrance to the OTHER dungeon. Keep fighting your way down, and meet the level boss... "Fury". Take it out (this is one nasty looking critter). Exit the dungeon, and you should run into Boryev. Recruit Boryev if you wish. Continue on the "green plains". You'll run into Gresh, the necromancer, who's the one sending all those skeleton archers and mercenaries against the Fortress. Defeat Gresh and his minions, and Fortress Kroth is relieved. (END QUEST10) Make your way into Fortress Kroth... 10.6 CHAPTER 6 - UNWISE ALLIANCE Inside Fortress Korth, Captain Tarish is happy to see you, and they saw your battle with Gresh. However, the Droog have settled in the village, and Captain Tarish wants YOU to pacify it (QUEST 17). He said the Droog has the woman (Sikra, you heard about her back in Traveller's camp). Recruit Rhut if you want. Head out the Fortress via the "backdoor", into the caves. Keep going, and you'll locate "Hall of Skulls". Explore it, and look for a statue that can be clicked on. Use it, and you'll free Sikra, who's a combat mage AND a nature mage. Recruit her if you want. Exit and you're in the "river valley" area. Kill sand mages as you go. You're near Cliffs of Fire. Fight your way through the landscape, killing critters, Droog soldiers, sand mages, and others. Make your way through the village itself. You'll find one or two groups attacking you, but the villagers will simply kneel and pray. Make your way to the top of the village and talk to the Droog village leader, Nonantaya, who surrenders the village. Apparently, they've been tricked by the Seck, who are somehow making a comeback... (END QUEST17) Nonantaya asks you to check out Castle Ehb as soon as possible... (QUEST 18) 10.7 CHAPTER 7 - KING AND CASTLE Walk out of the village, clear out any fanatics that attack you. Continue down the path, and you'll run into Crusader Goquua, a Droog, who's fighting a drake. Help him, then talk to him. He'll explain that the Ancient Dragon of Rathe is somehow under Seck control, and you must slay it. (QUEST 19). Continue down the road, and you should run into Ulfgrim, who's a good fighter. Recruit him or not, that's your decision. There's a sign pointing to the dragon's cave further down the road. Feel free to take him out. (END QUEST 19) He's nasty, but not impossible. Continue down the road, and you'll run into Lord Bolingar, who explain to you that Seck have attacked the castle and he and King Konreid got separated. Recruit him or not, it's up to you. Any way, you must look for the king (QUEST 20) Continue down the road to Castle Ehb, which is clearly overrun... By unknown forces. (END QUEST 18). 10.8 CHAPTER 8 - CHAMBER OF STARS Fight your way through the castle, and explore every square inch. It may look complicated, but there's really only "one" path. Eventually, you'll make your way onto the top of the castle, where you will find a "round" elevator that drops you into the bowels of the castle... the dungeon / jail. Explore the surroundings in the jail. You may run into the local shopkeeper (behind bars)! Eventually, you run into the room with jails on the sides, and one room in the middle. Open the one room in middle, and you've found King Konreid. Talk to him. (END QUEST20) King Konreid gives you two quests... First, take the Star Key, and open up Chamber of Stars, which should give you a lot of rare and powerful items. (QUEST 21) Use them to defeat the Seck (QUEST22). Continue down the path, and eventually, you'll come to this T junction. To the left is nothing. To the right is a locked door. Have the character with the key "use" this rotating thing on the ground, and you've opened up Chamber of Stars as the bridge comes into view to left. Head inside into the Chamber of Stars. However, your job is not done yet. Go inside, and "click" on all four statues. When the 4 statues have been activated, the Star Chamber will go active, and after a cool light show, you'll see four chests that weren't there before around the circle. Inside those chests, you'll find a lot of rare and unique items. (END QUEST 21) Come back out, and that previous locked door is now open. Continue on for more fun. 10.9 CHAPTER 9 - DUNGEON SIEGE Now's the grand finale... Fight your way all the way down into the dungeon, which looks like Dante's Inferno. Eventually, you'll come to Commander Gom's place. You must defeat Commander Gom, leader of the Seck, to vanquish them forever. Watch the cinematic, then start fighting. When you defeat him the first time, he comes back even stronger, and he summons a LOT of other nasty critters too. Keep beating up on him and other critters, and eventually he'll go down. (END QUEST 22), dropping a TON of unique items and gold. Congratulations, you've finished Dungeon Siege's single player campaign! Grab the goodies, and you can go back and visit all the other things you missed... Or export your characters to multiplayer and have fun on other maps... Or try some of the siegelets (mods) available online. 11 Utrean Peninsula MP Map Walkthru This walkthru mainly is about the MAIN quest. There are some side quests such as "clear barracks", "clean sanctuary", and so on. There may even be missing quests. You MUST complete the first quest at Elddim to get the Utrean signet ring. Without the ring, you'll be told to return to Elddim by subsequent priests and priestesses and prove your worth first. TIP: First thing to do when you arrive in each town is locate the "HUB" and the "transporter" if available. The HUB allows you to jump to any town directly, where as the transporter allows you to jump to specific spots on the map between towns. 11.1 TOWN OF ELDDIM If you start in Elddim, first thing you need to do is visit the smithy (the house you start next to). Talk to the smithy, who'll tell you to see the guard captain. The guard captain is standing alone by himself near the central path through town. Talk to him, and he'll say something about the crypts infested, by Lord Horvath and his undead minions. You also need to locate "Gavel of Convening" in the crypt, in the part known as "Hovart's Folly". Once you got that, take it to Crystwind and see the guard captain there. Follow the sign to the crypt. You can't miss it. Cross the rope bridge when you get to it. Fight your way through the crypt (lots of Krugs around too). You should be able to find the Gavel of Convening as well. Keep going, and you'll find Horvath. Kill Horvath when you find him (he drops a pretty decent armor for newbies). Continue to town of Crystwind, and return via HUB to Elddim. Talk to the priestess, who'll tell you to recover the townstone in the crypt. Keep searching, you'll find it in a side room with hidden door. Continue again to Crystwind. Return yet AGAIN to Elddim. Return to the priestess, who'll tell you to travel to the next town. She also hands you this signet ring as a "pass". Pick it up, as you'll need it at each of the subsequent towns. Use the hub and jump to Crystwind. 11.2 TOWN OF CRYSTWIND Talk to the guard captain, which ends the quest from Elddim, if you haven't done so. The mage Trella (next to the smithy), has a quest. She wants you to head into the ruins just outside the town and locate a "diamond runestone" for her. Kill lots of Krugs in that area and one of them will drop the runestone after you kill enough. Take the runestone back to the mage Trella, and she'll drop the Crystwind Townstone. Pick it up. Fight your way to the next town, Fallraen, through the mines. 11.3 TOWN OF FALLRAEN Talk to the guard captain just outside of town, he'll request that you clean out the barracks just south of town, which was infested with ice creatures. Simply kill everything and exit. If you exit and the quest still not complete, you left something alive. Fallraen is larger, and you can find the apprentice at the Magic Shop (Lyceum Magick Arcani). He'll give you the quest, about the Fallraen Townstone lost in the caves on the way to Meren. Apparently the priest took the stone and tried to get to Meren, and was never seen again. Head out toward Meren, get into the caves, fight your way through, and you'll find the stone next to a robe and staff. Apparently the priest was killed in the caves... Continue down the path. Continue on your way to Meren. You can return via HUB there to Fallraen and talk to the apprentice, who then tells you to go back to Meren and see the priestess. Go use the HUB again... 11.4 TOWN OF MEREN Once you're in town, find the temple and talk to the priestess. If you have the ring, she'll tell you that the stone is up in the mountains, in a "hidden" sanctuary. Fight you way through the mountain, and when you see a fork in the road, with the Azunite priest nearby, take the one that does NOT lead to the next town, and you'll find the stone in the mini-temple. Just take it. Return to main path and fight your way to next town, Lang. 11.5 TOWN OF LANG Once you're in town, locate the priestess (in the magick shoppe). She'll just hand you the stone (drop it on the ground, actually). The priestess will also tell you about the flooded sanctuary just east of town. Clear it out to fulfill another quest. Pick it up, and fight your way to the next town, Quillrabe. 11.6 TOWN OF QUILLRABE Once you're in town, make your way up to the top of the town (Droog Village), and find the priest. The townstone was taken by the dragon queen. You'll need to get it back. Fight your way into the caves, and you eventually come to a narrow cave with small bits of gold lying on the ground. You're getting close... The easiest way to take on the Dragon queen is with a 15- meter range bow or crossbow. The ranged weapon hits her, and her flames didn't burn me that bad. It takes a LONG time to wear her down but she'll fall eventually. If you got burned, backup slightly, heal, and repeat. The stuff are in those chests, magically sealed. You can only open them after you've taken out the dragon queen. Grab the goodies and the townstone. Continue and fight your way into next town, Hiroth. 11.7 TOWN OF HIROTH Hiroth is a big town around this big lake. Again, the priestess can be found in the magick shoppe. The Hiroth townstone is already on the HUB-like devices north of town. You can leave it there, and/or drop your other stones on the respective places. However, you're missing one... Townstone of Grescal. Talk to the priestess, and she may ask you to return to Elddim (for what reason, I have no idea, as I already have the townstone). Go, talk, return. Talk to priestess in Hiroth again, and she'll tell you about Grescal, out beyond the endless dunes. The way to Grescal is through Castle Hiroth, infested by undead and other nasties. THEN you have to trek through the desert... Once you're fought your way through the castle and located the exit, head STRAIGHT from that last sign that says "Grescal 12", for MANY screens with nothing, and you'll finally see the town of Grescal. 11.8 TOWN OF GRESCAL Once you're in town, look for the two large tents. One's the smithy, the other is the magick and potion shop. Talk the to priestess in the magick and potion shoppe, and she'll explain Grescal townstone is lost in the temple ruins just northeast of the town. Head northeast and head down into the ruins. Fight your way through. When you come into this huge room, clear it out, and look for a "brick" on the wall you can push. Push it, clear out the final enemies, and you'll locate the Grescal townstone, along with a couple chests of gold and rare items (pretty good ones too!). Return to the priestess, who'll tell you to head back to Hiroth. Use the HUB. 11.9 HIROTH AGAIN You're back in town, so go see the Priestess, who'll tell you to try the townstones on that device. She seems to think it's a way to allow anyone to travel through the hub, not just Legionnaires and warriors. Go and place all the stones (if you haven't done so) and you'll activate the elevator in the middle of the device. Lightning start to flash and thunder rolled across the landscape... Not good, not good! Go back to the priestess and talk to her. She'll explain that somehow you've opened a gateway and released a bunch of evil creatures. She has this "Tenstone" left from the days of the Tenth Legion. You must travel down into the catacombs, place this stone in their center of power, so the creatures will be stopped forever. Click on the middle button of the center platform to go down. Clear the room, and you'll find this book called "Trial of Gallus". Again, fight your way through the catacombs, to the place where you can place the stone (it's surrounded by 4 sacrophagi). If you see "inner sanctum", you're there. Drop the Tenstone on the platform. There's a door behind it that's locked, but it'll open once you place the Tenstone. Inside are some pretty good items. Once you've return to the priestess, she'll give you an Utrean Helm for your troubles. That's it for the multiplayer campaign! You can try to locate the Trial of Gallus (decipher the riddle in the book), or try to locate the lost pyramids that the Grescal townspeople have talked about... 12 Interesting Things 12.1 FURY'S EYE Lots of people asked where is the thing. The answer is simple: it's in the Ice Caves, near the exit. Look for a set of stairs going down. There's a bunch of Trog warriors guarding the place, and some trick to open up the next level. Basically, flip the switch (if there is one) near the door. Then clean out the guards. Then drop an item on each of the "step plates", which should reveal a hidden door or the staircase. If there's a hidden door that opens, there's ANOTHER step plate inside. Again, flip all switches you see, and leave something on the step plate to hold it down. You have to go down like 3 or 4 levels. When you clear out the end, you see Fury's Eye over to the left of the room, and several chests. You can pick up all the stuff when you come back up. It's not particularly valuable, just a very rare item. However, the armor and such you get from the chests can be pretty valuable. (Oh, and it can be used as a key for the Chicken Level. See below) 12.2 DEEP BELOW CASTLE EHB... In the cells around King Konreid, there's a room with a pushable brick. Push it, and the bottom grill drops down into the caves below... Ever wonder where that leads? 12.3 WHAT ABOUT THOSE PIXIES? If you look around, you often see pixies flying around. They cannot be targeted, but they CAN be destroyed if bombs go off near them. Don't attack them though... They often guide you to interesting areas. The purple pixie gives you mana. If you run into one, it'll say "the pixie gave you mana!" I'm not sure about the white ones. I can't see to make them do anything. 12.4 MORE PLAYING AFTER SINGLE PLAYER CAMPAIGN Even if you're finished the single-player campaign, it's not the end. Take your character to multiplayer by going to multiplayer, import your character, then start a game (all by yourself). You can play in that place all alone. The Utrean map gives you teleporters so you can jump from one town to another or to specific spots on the map. You'll still have to run through the dungeon yourself a bit, but it saves a bit of running back and forth, esp. if you need to get from one town to another. 12.5 CHICKEN LEVEL Diablo has a "cow level" (technically that was just an urban legend, but Diablo 2 made it real), so Dungeon Siege has a "chicken level". It's NOT in the SP campaign. It's actually on the MP Utrean map. Instead of repeating all that, I'll just refer you to the existing Chicken Level FAQ on Gamefaqs.com. 12.6 THE LOST PYRAMIDS NEAR GRESCAL Yes, the pyramids are REALLY there. Finding them, however, is a different problem. 13 Miscellaneous 13.1 DIFFERENCES BETWEEN MP AND SP In MP mode, you control a single character, not a whole party. You also can't buy any packmules, or hire any one. Other than that, the game is the same. The party dynamics are quite different, as different people do different things. Instead of ordering YOUR mage to do healing, you have to rely on someone else do healing on you, or you do healing on others. If you are playing solo, things can get interesting, as being mobbed can be a serious problem. The enemies are "scaled" to the size of your party though, so if you're playing solo, the enemies are significantly weaker than if you're playing with a full party of 8. Everything is balanced... mostly. 13.2 COMMAND-LINE PARAMETERS There are three command-line parameters for Dungeon Siege that makes the game behave differently. To add a command-line parameter, create a shortcut to the main EXE file. (or make a copy of the existing shortcut). Then right-click the shortcut, and edit the "Target" box. The target box will probably say something like: "C:\Program Files\Microsoft Games\Dungeon Siege\DungeonSiege.exe" Yes, it has quotes around it. Add the command-line parameter AFTER the quotes, with a space in between. For example, say you want to try the hi-res 1600 x 1200 mode. The parameters are: width=1600 height=1200 So your target box should say: "C:\Program Files\Microsoft Games\Dungeon Siege\DungeonSiege.exe" width=1600 height=1200 Then you run the game from the new shortcut 13.2.1 High Resolution Mode To force Dungeon Siege to run in undocumented video modes (to show off, mainly), use the following parameters width=X height=Y where X and Y are valid resolutions for your video card and monitor. Usually, people try 1600 and 1200, respectively. BEWARE! Using the wrong resolution can severely damage your monitor! 13.2.2 Windows Mode If you want to run Dungeon Siege in a window (sharing the desktop with other programs), use this parameter fullscreen=false 13.2.3 Skip the Intro Movies If you want to skip the Microsoft and Gas-Powered Games intro movies, add this parameter nointro=true 13.3 CHEATING To use a cheat code, hit ENTER (as if to chat), then enter these codes. + to turn on the effect, - to turn it off. The cheat codes are as follows: 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 (wireframe mode) +minjooky Tiny characters. +maxjooky Real big characters, watch out... +checksinthemail adds 999,999 gold. +sniper Increases range on all bows to 100 meters. (including enemy weapons!) +mouse Enable cursor. -rings Disable selection rings. (on by default, so you may want to turn it off) +movie Record a movie. (Warning: HUGE file sizes, as it saves BMPs! +faertehbadgar gives you full set of Badger items. FAER TEH BADGAR!!1! +potionaholic gives you 3 Super Health Potions and 3 Super Mana Potions. +resizelabels Multiplayer only, makes your label larger -gui Turns GUI off. (all the onscreen menus, turn off for clean screenshot) + Turns cheats on - Turns cheats off 13.4 SCENARIO EDITING Please check the official website about "Siege University", the articles put out by GPG explaining the process of creating siegelets, or "mods" for Dungeon Siege. --THE END--