Dungeon Siege II - CustomWalkthrough.org

Transcription

Dungeon Siege II - CustomWalkthrough.org
Gas Powered Games, in association with 2K Games, released Dungeon Siege II in August
of 2005 and then added the Broken World expansion pack a year later, in August of 2006.
In the game, you travel across baking deserts, through dense forests and into dark caves
that lead to mysterious places. You are searching for four ancient artifacts that together
form the Shield of Azunai. With the shield, you hope to save the world of Aranna from a
maniacal warlord named Valdis. Along the way, many horrible monsters try to kill you.
Act I: Greilyn Isle and the Azunite Desert
Act 1, Chapter 1: The Siege of Greilyn Beach
A cut scene shows a battle between the two zealots, Azunai and Zaramoth, on the Plain of Tears.
Years later, following a vision through the desert, Valdis re-discovers the sword of Zaramoth.
Then another cut scene shows a flight of dragons carrying assault vehicles to Greilyn Beach.
You and your friend Drevin are riding inside one of those vehicles. You hit the beach hard…
After you gain control over your hero, look inside the assault vehicle for a chest full of gear and
potions. Hit the (E) key to pick up all the items. Equip the good jerkin. To do that, open your
Inventory window, by pushing the (I) key. Then drag the jerkin (Drevin may have picked it up)
to the armor slot on the left side of the window, replacing your existing armor. Then speak with
Morden Supplier Vrang, the soldier with the blue exclamation point over his head. He tells you to
break the two nearby barrels and then take the gloves. These will equip automatically, because
you had no gloves before now. Walk over and speak with Morden Lieutenant Jerind, who has a
yellow question mark over his head. Jerind opens the gate at the base of the tower. He sends you
to Morden Fighter Tark. Beyond the gate, find a training area where you will learn how to fight.
The Morden Army Trenches
When you speak with Tark, he tells you to destroy four training dummies. Whack them with your
dagger by right-clicking on the dummies. Then pick up the gold and potions that they drop.
Note that at the end of this tutorial phase, you lose any gear or potions that you have in your
inventory. So do not worry about using up all of your potions or picking up all items dropped.
Now speak with Morden Archer Brammok. He tells you to equip a bow and then shoot the three
dummies with targets on them. Open your Inventory and then drag the bow from the right half of
the window, to the slot for weapons on the left side of the window, replacing your dagger.
Farther down the trench, speak with Morden Mage Lukrak. Then click on one of the two spells in
the bar at the upper-left of your screen. Click your right mouse button to destroy the targets.
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Farther down the trench, speak with Morden Warrior Klamek, who tells you how to gain
experience in the specialty you choose. At the base of the next tower, speak with Morden
Lieutenant Kargak, who sends you to the Temple of the Coast. Your companion Drevin tells you
that he has a bad feeling about the future. At the end of that conversation, a cut scene shows a
Braken Pod (shell) landing in the middle of the trench ahead of you. From it, a swarm of Braken
attacks your squad. Kill all of the Braken and then break their shell.
Farther along the trench, the game tells you to switch to Rampage Mode, by hitting the “G” key.
This is one of two Party Order states. It causes all members of your party to attack enemies as they
see fit. The other Party Order is Mirror (F key), which forces all party members to fight the enemy
you choose to attack. Party Orders can also be changed by way of a button on the lower-right part
of your screen. An optional Party Order is the Wait command, where you select one party member
to move separately from the rest of your party - while they wait for you. However, it must be set
manually in the Options menu, where you choose what keyboard button to use for Wait.
Now kill some Forest Golems and more Braken on the trail ahead. By this time, you may notice a
large yellow cross over the portrait of your character in the upper-left side of your game screen.
This means that you have earned a Skill Point. The game does not require that you immediately
assign points to skills and you may want to wait to do that until you have finished the tutorial.
Continue down the trench to find another Braken Pod lying on the trail. In this battle, you may
need to use Health Potions, by hitting the “H” key. The Mystic Protector monsters here are
tougher than the ones you have fought so far. If you need more Mana for spells, hit the “M” key.
Break the shell and then find more of the same type of enemies past the next gate.
The Northern Trenches
Just past the point where Drevin tells you to pick up a sword, a cut scene plays. It shows an elf
ranger named Amren change his mind about killing you, just as he draws back his bow string.
Past that point, meet your first Ketril. You must defeat a large group of them.
Down the hill, Morden Archer Pulk tells you to get to the temple. Drevin gives you his medallion
for safekeeping. Go through the now-open gate and into the cave to fight Mystic Protectors and
Ketrils. Work your way up the ramps and along the tunnel until you exit to the outside again.
When the next gate opens, a very long cut scene shows the main assault on the temple. Valdis,
leader of your army, is there ahead of you. He destroys four giant stone warriors that come to life.
After the battle, Drevin asks when the surviving mercenaries will be paid. Valdis kills every one
of them but you. Instead of dying, you lose consciousness and then the screen turns black.
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Act 1, Chapter 2: Prisoner of War
In the next scene, you find yourself standing inside a prison cell in the treetop city of Eirulan.
A glowing collar around your neck is called the Ring of Submission, there to keep you in check.
Click on the guard to speak with her. After that, Warden Celia comes over to speak with you.
A cut scene shows Celia using the Ring of Submission to kill a rebellious prisoner. The elf Amren,
who almost killed you at the beach, vouches for your trustworthiness. Celia tells you that Drevin
died at the temple. She has a task for you, to prove your new loyalty to the Dryads. Having been
betrayed by Valdis, you sensibly decide to switch sides in the war. Celia will ask you to transport
a basket of Sharpening Stones from Weaponsmith Duma to the nearby Dryad Outpost. The Dryad
Guard warns you about the plague and then gives you some gear and potions.
Open your Spell Book (B key) and then drag the spells in your Inventory into the empty slots on
the left side of the window. Under the Specialties tab (P key), you may want to spend some of
your Skill Points on your Ranged skill. It is wise, however, to keep some of your Skill Points in
the “bank” temporarily, so you can quickly use one or two later for a skill you need immediately.
Combat Magic, Nature Magic and Melee skills require that you first reach Level One before you
can assign Skill Points to those skills. Adding one point to the Ranged Skill, immediately gives
you the “Take Aim” Power. These enhance your next attack. To select your Power, left-click on its
icon, located at the bottom of your screen. Alternatively, click on the number 1 on your keyboard.
From the prison, go east and then stand on the pulley-operated Aerial Tram. Pull the lever and
then ride across to the Merchant Terrace. Turn left and then stop at the Outpost Tram. There, ask
Deru or Lothar to join you. They may have extra gear you can use. You can drag any gear from any
companion to your own Inventory, and vice-versa. More companions give you more offense.
Now enter the large oblong Merchant Arcade. Find Apprentice Telinu, who has a question mark
hovering over her head. Ask her for the Sharpening Stones. She asks you for a favor. Agree to
recover a “Tome of Smithing” from the Great Hall. Also, speak with Enchantress Lumilla about
collecting four samples of Nettle Clusters. A merchant on the same terrace, named Arcanist
Bernard, sometimes sells Nettle Clusters. You will also find them growing in the wild.
Now return north, to the Outpost Tram. The guard will allow you to leave and the gate will open.
Ride the tram down to the forest floor. There, Dryad Guard Jera will lead you to the outpost.
Follow her until a cut scene begins. It shows Jera rushing foolishly ahead to where a group of
three Morden have taken control of the outpost and imprisoned the Dryad defenders. Jera is
immediately overwhelmed by superior numbers. After the cut scene, initiate your own attack
upon the Morden - with a bit more care. If you hold down the right mouse key, your character will
keep attacking until your opponent is defeated. The Morden Viir Grunt has the Morden Gate Key.
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Kill the other two Morden and then use the key to free the Dryad prisoners from the stockade.
At that point, Celia appears, suspicious of the death of Jera. However, Kirani stands up for you.
She also gives you gear and the Dryad Outpost Key. Celia asks you to burn some Morden Towers,
to further prove yourself. She also gives you the Eirulan Teleporter Activation Stone.
Before you go off to find the towers, backtrack a bit to the Incantation Shrine. Speak with Esselte,
who can teach you your first chant, the Lesser Chant of Fortification. Follow her instructions on
how to use it. You may use chants whenever you come across an active Incantation Shrine.
Find all your chants by opening your Journal (J) and then clicking on the Lore tab.
Then find a Hak’u cave system west of the shrine. Walk through it and clear out all the Hak’u.
Watch for a Hak’u Shaman that can teleport behind you. Partway through those caves, at a bridge,
you should see a Ghostly Spirit, with whom you cannot speak. Near the south end of the bridge,
pick up a book “Tattered Diary”, which mentions the Clockwork Bridge. You will return here.
Outside again, find a tower north of the Incantation Shrine. Inside it, ride a lift down to a
Sanctuary. A man named Hanish tells you about the four Sanctuary Doors spaced around the
walls of the Sanctuary. If you have the requisite skills, you can use them to open the doors and get
the treasures behind them. You will find many more of these Sanctuaries later, so try to choose
companions with major skills that you do not already have. Pick up the Lesser Chant of Dexterity.
Act 1, Chapter 3: The Morden Towers
Now return to the outpost gate. Open it and then cross the rope bridge. Fight some Hak’u Hunters.
Then take a short side trip west, to a dead end. Kill the Boarbeast and then turn the statue, which
causes a lift to raise a chest up to ground level. Loot the chest and then return to the main trail.
Continue along the trail, past an ambush by Hak’u Hunters. Just before you get to the gate
defended by Morden, take a short detour west. Kill the Hak’u and then turn the statue to lift up
another chest. Back at the Morden gate; take a third detour up the hill east. There you will find
a large group of Hak’u along a ridge top. A suspension bridge up there leads to a dead end.
Again back at the Morden gate, speak with the leader, Morden-Viir Thug Leader Greknev.
He gives you the password “Chaba” to the next gate and leaves you unmolested. Alternatively,
depending on your dialog choice, he and his men attack you immediately.
Just past the gate, take another detour up the hill west, where another large group of Hak’u wait
for you, led by a Feral Hak’u Skinner. Here, there is sometimes a Nettle Cluster for Lumilla.
Cross another suspension bridge to a very small Hak’u campsite. Open a chest.
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Farther up the trail, at the tower, no matter what you tell the Morden Captain, he and his troops
will attack you. Defeat them and their Nawl Beasts. After the fight, break open prisoner Nen’s
cage and then speak with her. She tells you how to explode the tower.
Then pick up a piece of broken “Cage Fragment” from the ground. Equip the fragment and then
stick it into the fire to start it burning. Touch the tower with the burning fragment and then watch
a cut scene showing the tower burn and then explode.
Pass through the remains of the tower and battle your way to the next teleporter. Fight some
Morden and bat-winged Terraks. Note that the trail to the northeast is blocked to you for now.
Two podiums opposite the teleporter give you the Lesser Chants of Strength and Intelligence.
West, past the teleporter, slaughter a herd of Gilas and Terraks. Partway up the hill, open the door
at the base of a tower. Push a brick on the wall to raise up a chest with some treasure.
Cross a stone bridge. Past it, a cut scene shows a fight between a woman named Morain and a
Hak’u. After the Hak’u wins the fight, he runs across another stone bridge, which collapses
behind him. Speak with Morain, who is very worried about her niece Tanzi. Agree to help.
North of Morain, take a short detour past the Health Shrine and across a suspension bridge, to a
Hak’u Ritual Camp. Clear the camp of Hak’u - for the experience points. Have them chase you
back to the Health Shrine and then fight them while you stand on it. You will return here later.
Bypass the broken bridge, fighting your way to the second Incantation Shrine in the game.
Stand on the shrine and then open your Journal. Click on the Lore tab and then click on one of the
chants listed. Then click the “Recite Chant” button to activate the chant. This will help you in the
big fight just up the hill south, at the second Morden Tower. Break the cage as you did before,
pick up a Cage Fragment, light the fragment and then blow up the tower.
Pass through the remains of the tower and fight a herd of Gilas. Clear a small Hak’u camp just off
the trail east. Kill a herd of Nawl Beasts farther south. At the base of the waterfall, enter the
hidden Tranquil Cave. There, loot the baskets, barrels and a chest. Find a Mysterious Chant Rando
Conjurum Es on the lectern (creates a random low-level object). You cannot speak with the
Ghostly Spirit because you do not yet have the required chant.
Now return to the Northern Greilyn Jungle and then continue south to fight, among other
enemies, a possible Alpha Spitting Gila or Elder Terrak. Around the corner east, find the third
Morden Tower defended by a tough Morden-Viir Grunt Captain. Explode the tower.
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Here the trail splits, but the bridge north is the broken one that the Hak’u fled across earlier.
So go through the remains of the tower as far as the road sign. To the east is a group of enemies in
a small glade. South of there, up the hill, are Morden and perhaps Gorak gorillas, near the start of
the Western Greilyn Jungle. Now watch for Magvars. They shoot streams of green poison at you,
an attack that can quickly whittle down your health. With them is a Morden-Urg mini-boss.
Just west of there, follow a narrow trail until you see a cut scene play. It shows the Hak’u who was
fighting with Morain. He opens a wooden spiked gate and enters a tunnel. Follow him and then
fight your way past a group of Hak’u. You can see the cage holding Morain’s niece Tanzi.
Just west of the large chest, as you approach the cage, another cut scene plays. It shows Hrawn,
the son of the High Priest, freeing Tanzi from her cage. Then they both run off.
After the cut scene ends, return a short distance south to the bridge abutment. Attached to it is a
lever that extends two sections of stone to complete the bridge. The ghost is the same one that you
saw earlier, when you entered these Hak’u Caves from the other side. This is a shortcut to Eirulan.
Now backtrack out of the caves, returning to the Western Greilyn Jungle.
Up the jungle trail south, find the fourth Morden Tower. Defeat the Morden-Viir Recruit Captain,
his squad and his animals. Explode the tower as you did the other three. Then pass through the
remains of the tower and cross an intact stone bridge. You come to another teleporter.
West of it, clear out a large field full of Hak’u. Near the Incantation Shrine, pick up the Lesser
Chant of Mage Health. Past the first broken wall west, in the corner, find the Lesser Chant of
Ranger Health. Just past the next broken wall west, note a Ghostly Spirit near a large chest. In the
area between the walls, a knock on the door gets you only an annoyed reply from the other side.
Outside the walls, at the south end of the same ruin; walk up some steps to find the Lesser Chant
of Casting. After you have cleared the field, continue along the trail southeast until you come to a
gate that you cannot yet open. Just to the east of the gate, clear out a large nest of Goraks, Maguars
and/or Boarbeasts. Then use the teleporter to return to Eirulan. Sell off your excess treasures.
Now ride the Prison Tram to where Celia waits and then speak with her. Celia is still suspicious
of you but Kirani and Nen both speak up for you. Celia finally relents and then sends you to the
Great Hall to speak with Taar, who will remove your Ring of Submission. So return to the
Merchant Terrace and then ride the Great Hall Tram, which is just south of your Storage Vault.
At the other end of the ride, enter the Great Hall to speak with Taar.
As you are speaking with Taar, Daci notices the animal bites on your arm. You have been exposed
to the plague and must enter the Elven Ruins to find a cure. Taar gives you an empty vial to fill
with the curative Elven Waters, at the Elven Shrine inside the Elven Ruins.
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Act 1, Chapter 4: The Plague
After speaking with Taar, go to the nearby Infirmary and speak with Morain, Tanzi and Hesla.
Then take the tram to the Pet Shop Terrace. Behind the shop, find Lelani’s house. Speak with her
about a treasure she desires, to ease the pain of losing her daughter to the Morden.
She gives you a handmade Child’s Doll to use as barter.
Also behind the Pet Shop, up a spiral ramp, find Laenne's house. Speak with her about the
lost Sapphire of the Elves, which is hidden in the Elven Shrine.
Inside the Pet Shop speak with Neda, the owner. Ask her about something special. She tells you a
bit about Dire Wolves and a man named Rokhar the Mage, who knows how to find one of these
special blue-coated wolves. You may want to buy a pet to help carry treasure. A Pack Mule sells
for 300 gold coins. A Scorpion Queen sells for 350 gold coins. An Ice Elemental sells for 500 gold
coins. However, pets occupy one of only five slots available to you for companions. If you buy a
pet now, you may want to release it later, so that you can add a mage, fighter or ranger. Only the
first companion slot is without cost. You must purchase the other four slots from an innkeeper.
Return to the Great Hall and then speak with Rokhar, who agrees to meet you in the Southern
Jungle. Near where Rokhar stood, pick up a book “The Mothers of Eirulan” from a table.
Also, pick up the “Tome of Smithing” lying on the counter-top next to Tellendril.
Return to the Merchant Terrace Building (houses the Blacksmith Shop). Before you speak with
Apprentice Telinu, open your Quest Log and then read the “Tome of Smithing”. It gives you the
information that you must recite to her. She needs the recipe to make Dryad Armor. All four of the
dialog options will yield a piece of armor, however only the correct recipe will give you the best
Dryad Armor. After you recite the recipe, a cut scene shows Telinu making the armor. When she
shows the armor to her supervisor, Craftmistress Sen, the boss is either impressed or not,
depending what dialog option you chose. Alyssa then gives you the armor.
Now take the tram to the Inn. Then take the Falls Tram. Inside the house at the end of the Falls
Tram ride, speak with Fenella. She would give anything to cheer up her young daughter Challe.
Ask her about the object on the table. Trade the Childs’s Doll for her flask of Elven Ale.
Then open the back door of Fenella’s house and ride the lift down to the forest floor.
Follow the trail across three suspension bridges, past a Ghostly Spirit and the now-happy Challe,
to another lift. Ride it up to a walkway. Enter the house to speak with Tamari. She was frightened
by a huge insect inside Kithraya Caverns. She wants you to kill the insect and then bring its
severed head back to her to calm her fears. Exit the house and pull a lever to lower a drawbridge.
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Ride the tram back up to the Inn. Inside, listen to the Grizzled Bar Patron tell you his tale of
discovery inside Xeria’s Temple. He found a green stone that looked as though it might fit in a
green socket. He wants you to go there and finish what he started. If you want to hire another
companion, you must speak with any innkeeper. The one upstairs will charge you 500 coins.
Then you may add to your group some of the people you meet. You may also disband a
companion. Companions are kept on a list by all innkeepers. That way, you may exchange one
for another. In a room behind the bar, find and read a book “The Hak’u”, lying on a table.
A note about new companions: It is a good idea to put a low-level Scout Bow in your Storage
Chest early in the game. This weapon may then be used by any player and, at Ranged Level Five,
that character may add Skill Points to the Survival Skill, raising their resistances to the elements.
Return to the Merchant Terrace and then use the teleporter to return to the Western Greilyn
Jungle. From where you arrive, go south to the Outpost Gate. Now the guard will let you pass.
Take some supplies and the Lesser Chant of Fighter Health from inside the little fort. Then pass
through the exit and work your way up the hill to fight a Gorak Firstborn or Vile Maguar miniboss. Farther up the hill from that monster, defeat a squad of Hak’u, led by a Hak’u Rhythm
Drummer, who can take long flying leaps and conjure squads of minions.
At the very top of the hill, find the domed entrance to an Elven Shrine. A few Hak’u past the
entrance, guard a door that requires Ranged Level 6 to open. A second door, on the west wall,
opens to a short hallway with more Hak’u. Open either of two doors off that hallway, to find a
room with a lift. Save your game. Ride the lift down to another short hallway. An ambush may be
waiting. If so, stay on the lift platform while you fight. Rise up on the lift when your health gets
low, then drop back down and whittle away some more of the Hak’u. When they are all dead,
search for a button on the west wall, near the lift, to open a Hidden Elven Vault.
Inside the room, pick up one Green Life Cube and then place it in the green socket, to reveal a
lever to a lift that takes you down to another secret room. From that room, take two Yellow Sight
Cubes from the pile. Push a button on the wall near the lift, to open a door south. Place one yellow
cube in the yellow socket in the south room. Now pick up two Red Blindness Cubes from the pile
on the floor and then pull the new lever in the north room to drop down on a new lift. At the
bottom, push the button on the east wall to open another secret room. Place a Red Blindness Cube
in the red socket in that room. Then pick up two Purple Death Cubes and put one of them in the
purple socket in the other room. Open the chest on the pedestal and then enter the newly-revealed
secret room. Place three cubes in three sockets in the following order: Yellow, Red and Purple.
Now pull the new lever to ride up to the room with the Lost Sapphire of the Elves. In that room,
you can also get three chants: The Lesser Chants of Ranger Power, Mage Power and Fighter Power.
You are now back in the hallway near the first socket.
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Now clear out the Hak’u from four rooms off the long hallway south. One Sanctuary door requires
Nature Magic Level 6 to open. The door south of there, down the steps, opens to a room with a
Feral Hak’u Skinner and his minions. After the last Hak’u dies, a magical ward on the south door
disappears. Past that door, you find a very large room guarded by a few more Hak’u enemies.
Activate the fountain in the center of the room to fill your vial, which causes a door on the east
wall to unlock, revealing a small room with a teleporter. Pick up the Lesser Chant of Prosperity in
the corner northwest of the fountain. Check an armor stand at the bottom of the stairs. Then return
to Eirulan. Ride the tram back over to the Great Hall to speak with Taar.
Act 1, Chapter 5: The Dryad Exile Colony
You need to add Taar as a follower to begin this chapter. You may either disband a current
follower or purchase another slot from the innkeeper. A third slot costs 500 coins. A fourth slot
costs 1,500 coins. To disband a current follower, left-click the button in the upper-left corner of
that follower’s open character window. Remember to outfit Taar so that she can defend herself.
Then with Taar as a member of your group, go just south of the Great Hall to Arianne’s house.
She tells Taar of a great beast that the Hak’u have learned to use to their advantage. A very short
cut scene shows Arianne’s experience with The Hak’u Beast. She wants you to defeat the beast,
using a special Hak’u Ceremonial Blade. Agree to this.
Now ride the nearby Pet Shop Tram to Laenne’s house, up the ramp behind the shop. Give her the
Lost Sapphire of the Elves that you picked up in the Elven Shrine. She rewards you well.
When you are ready to leave Eirulan, teleport to the Northern Greilyn Jungle and then go north
and west, to find the Health Shrine. You have been here before. Clear out the Hak’u Ritual Camp.
Then click on the carcass lying on top of the altar. Pick up the Hak’u Ceremonial Blade that drops
to the ground. This is the blade you need to defeat The Hak’u Beast.
Now return to Eirulan and ride the Pet Shop Tram. Near the shop, find the south exit from the city.
Past the gate, ride down the lift, to the Southern Greilyn Jungle. Fight through a swarm of Hak’u.
The trail soon takes a turn east. Look for a narrow gap south, which ends at a Dark Bone-Filled
Cave, lair of the Garganturax. This is the creature that frightened Arianne. Have a melee fighter
equip the Hak’u Ceremonial Blade and then fight the creature at the back of this very small cave.
The monster looks like a dinosaur with a long spiky horn on its nose. Despite its small size,
this creature is formidable. Be ready with health potions. Retreat outside if you get in to trouble.
After it dies, you get its severed head as proof it is dead. Keep the Hak’u Ceremonial Blade in your
Storage Vault, because you can enhance the blade later if you play the Mysterious Mystery quest.
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Now get back on the main trail and continue east until you find Some Abandoned Ruins, with
steps going down north, to a room. A chalice on the north wall of the room acts as a switch to open
a secret room with two Morden-Viir Spearmen and some treasure. Outside again, just east of those
ruins, enter a Small Cave, to find a tough Hak’u Witch Doctor and his minions.
Farther east of the Small Cave, fight some Raptors, a group of giant green rock-throwing Vulks,
some Maguars and some Goraks. A brick on the west wall of the small ruins near the Mana
Shrine raises a lift with treasure basket on it.
Farther east, watch for a group of Black Scorpions, more Vulks and some two-horned Rhinocks.
Just past the teleporter, a large amphitheater ruin lies across your path. Its steps are guarded by
Morden Spearmen, including a Morden-Viir Spearman Captain and some Nawl Beasts. The lift at
the bottom of the steps takes you down to a defended hallway. Behind the door at its end, is a
large group of Morden Spearmen and Mages, led by a tough, self-healing Morden-Gral Mage
Commander. In the room they come from, find an Armor Stand, a Weapons Barrel and a door that
you cannot yet open. These are “Razka’s Ruins” and you will return here later.
Just east of the ruins, take a short trail south that leads to a Small Cave with many raptors,
led by a Fierce Raptor mini-boss. Then loot a chest with good treasure.
On the north side of the trail, find a small Hak’u camp next to the river. Use the wooden bridge to
cross the river to a Small Cave full of Boggrots and Hak’u, led by a Plagued Feral Hak’u Slayer or
similar mini-boss. The cave exits northeast to Rokhar’s Rift Site. He is waiting there for you.
After you speak with him, be prepared to fight off an attack by many Nawl Beasts. After the bluecoated Dire Wolf appears through the rift, speak again with Rokhar. He and the wolf return to
Eirulan. Return to town yourself and then ride the Great Hall Tram. Inside the house next door to
the Great Hall, with Taar in your party, speak with Arianne to get some good treasure. Then ride
the Pet Shop Tram. Enter the shop to speak with Neda the pet vendor, finishing her quest.
Now teleport back to the Southern Greilyn Jungle and continue from there up the trail east.
A trail north has a circle of mushrooms and a chest. You will return here later. East of the circle,
fight off more Vulks, Rhinocks led by an Alpha Rhinock, flying Frail Shard Souls that drain your
life, Black Scorpions that spit darts at you, and some gray Plagued Braken Defenders. You come to
a black tower at an intersection. Behind the door at the base of the tower, pull the lever to ride a
lift down to a small room with a Plagued Hak’u Witch Doctor. He has nice treasure.
Now save your game, because the game has to execute a complex series of scripts ahead.
If the scripts fail, quit the game. Then restart the game and work your way back to this point.
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Just southwest of the tower, watch a short cut scene where an Azunite Scholar is under attack by
four Plagued Dryad Sentinels. After the cut scene, help him defeat them. Then speak with him,
to learn the story of Azunai and Zaramoth in a second cut scene. Then speak with him again about
the Aegis Artifacts. Then a third cut scene shows him using magic to clear the path ahead, to the
Kithraya Caverns. Every party member gets a Skill Point. Then the Azunite Scholar disappears.
Act 1, Chapter 6: Leaving Greilyn Isle
Note that you have two ways to go. First, to finish off a quest, take the southwestern path.
Fight off a possible mini-boss. Near an Incantation Shrine at the top of the hill, you may see some
scorpions, Vulks, Golems or Braken. Find a Nettle Cluster near some Mana Bushes. Then enter a
Small Cave to speak with Hrawn the Hak’u. He wants you to kill the “Usurper”. Agree to Hrawn’s
request. Note that if you decide to kill Hrawn, you lose much treasure and Skill Points.
Then return to the Dryad Exile Colony down the hill. From there, go up the hill northeast,
defeating an Ancient Vulk and a pair of Plagued Mystic Protectors or similar mini-bosses.
You come to a tower with some small treasures inside. Up the hill from there, watch for some
Plagued Dryad Guardians and/or Hak’u near a teleporter.
Use the teleporter to go to the Western Greilyn Jungle. When you get there, go west, to the door
inside the ruins. After the Usurper opens the door, he and his minions will attack you. A powerful
opponent, he can conjure monsters to help him. Try using your Powers (numbers 1, 2, 3, and 4).
You could also take advantage of the Incantation Shrine nearby to fortify yourself with a chant.
After you have looted the Usurper’s headquarters, return to the teleporter and then travel to the
Eastern Greilyn Jungle. Then go back down the trail west, to the Dryad Exile Colony, and then up
the trail southwest, to Hrawn’s cave. Inside it, speak with his father, the Hak’u High Priest, who
will reward you well, furthering this quest. Now return once again to the Dryad Exile Camp and
then back up the hill east, to the teleporter. Return to Eirulan and then ride the Great Hall Tram
over to the Infirmary. There, speak with Hesla, who rewards you with treasure. If you killed the
Usurper too, you receive one Skill Point for every member of your party!
Now ride the teleporter to the Eastern Greilyn Jungle and then hike up the hill east. Watch for
Frail Shard Souls, life-leeching Trasks, Boggrots, loping Dark Orthracs, scorpions and Plagued
Dryad Sentinels. You come to some ruins next to a suspension bridge.
Before you cross the bridge, enter the tunnel inside the ruins north. Inside the Underground
Shelter, fight off some Hak’u. Two doors exit the room at the end of the hall. The door on the
south wall opens to a room with some small treasures and a few Hak’u.
11
The door on the east wall opens to a room with more Hak’u. In the next room east, fight more
Hak’u, led by a Plagued Elder Hak’u Witch Doctor who uses a lightning attack. In his room, open
either of three doors on the south wall to find Blacksmith Feldwyr. He wants you to recover his
stolen Mythril Ore and his Anvil from what he thinks are Bound Dryad’s, although you will only
find Hak’u and Taclaks. The door on the south wall opens to an exit lift-room to the surface.
Instead, enter the room with six columns, to the east. Apparently empty, this room has a lever
attached to a column. Pull the lever to open a door to a secret room north. In that room, push a
button on the west wall to open another door to a secret room north. A door opens off that room.
All three of those rooms are well-defended by Hak’u.
Return to the room with six columns and then go east to an intersection. At this point, one thing
you should not yet do is go down the stairs south, where a very tough level 24 Decorated Taclak
Tracker waits. The door past him contains more of his kind. You will return her later in the game,
after you have gained more offense and defense by leveling up and acquiring better gear.
Go north instead. When you get to the corner and start heading east, you come to a cluster of ten
rooms all connected together. In one of the rooms is the Hak’u that stole Feldwyr’s Anvil.
The easternmost room has a lever that opens a central room. That room has two more levers.
Leave Feldwyr’s sanctuary and continue south, over the bridge. You enter a Narrow Cavern.
Fight your way past Dark Orthracs, Trasks, Plagued Boggrots and Plagued Carver Bats in this
cavern. Watch out for a Vampiric Trask mini-boss. You eventually exit outside to find a small low
building. Open the door to speak with Vix. He warns you of the horrors in Kithraya Caverns and
offers to join your group. If you turn him down, you can find him at Eirulan Inn. Pick up the
Lesser Magic and Ranged Awareness Chants. Read a book named “The Skath”, lying on the table.
Exit the building from its second door, to the next section of the caverns, where one or two
Dark Orthracs ambush you. The path soon splits, but both routes take you to the same tunnel.
Fight more Frail Shard Souls, dangerous life-leaching Trasaks and sometimes a Plagued Ravenous
Carver Bat. South of them, watch for a Dark Orthrac, a group of Plagued Kurtles which spit green
slime at you and some Plagued Larvaxes which shoot spines at you. East of them, look for more of
the same type of enemies, including several Nawl Beasts and Morden Spearman.
South of them, watch for a Plagued Kurtle Predator or similar mini-boss.
Then deal with more Boggrots, Shard Souls and Plagued Veesh.
When you get to a broken lift, go through the narrow passage southwest, to a small section of the
Kithraya Valley outside the cavern. Defeat a possible mini-boss guarding a tower. Pick up a Nettle
Cluster and then open the tower door and fight a plagued Maddened Boggrot.
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Then return to the broken lift and continue southeast, past a few minor enemies and a Health
Shrine, to an exit from the caverns and outside to the Kithraya Valley again. Fight off an ambush
by Plagued Boggrots which hide inside mottled round nests. Then quickly enter the Lower
Kithraya Caverns. Besides more Boggrot nests, fight off some Plagued Gantis Workers, led by a
Plagued Gantis Patriarch. Past a Plagued Maltratar, a cut scene shows a Kurtle killed by vapors
rising from fumaroles in the next section of the cavern.
The area past the cut scene has two Plagued Maltratar Overlords and some Boggrots. East of them,
another cut scene shows a Windstone Soldier warning you to get out before it is too late. Then he
is transformed by a Shard Soul and attacks you. Past him, watch for an ambush by some Gantis in
the room to the north. Farther east, watch for more Larvaxes and Plagued Windstone Soldiers.
At the intersection, after you have dealt with a pair of Maltratars or Gantis Workers, take the south
fork to a cluster of Frail Shard Souls and Boggrot pods. Farther south of there, the enemies are
more densely packed, swarming all over you. At the very back of this “Large Insect Egg Chamber”
is a Plagued Kithraya Hive queen. Open a chest and then return to the intersection.
At the intersection, go north and east to the exit to Eastern Greilyn Beach. A huge orange crystal
shard, guarded by a large group of Frail Shard Souls, blocks the trail. Break the shard and then
continue down the trail past a Nettle Cluster, an Incantation Shrine and a ghost, to find your old
friend the Azunite Scholar waiting for you on the beach. When you speak with him, a cut scene
plays, explaining the reason for the appearance of the Frail Shard Souls. Then speak with the
Scholar again. At the end of that conversation, a portal to the Azunite Desert activates. Enter it.
Act 1, Chapter 7: Secret of the Azunite Desert
When you arrive in the Azunite Desert camp, help the soldier fight off an invasion by a swarm of
pink Sand Reapers, Hyenas and perhaps a pair of Scorpions. Then speak with Captain Suzor, who
has been looking for an Azunite Artifact. She wants you to find four Stelae, which are stone keys
to an Azunite Chamber. The keys are guarded by four powerful Skaths. Then she runs down the
slope to open the gate. Now speak with Soldier Balamar, who hates the sand. Ask him what he has
sitting on the table. Exchange your flask of Elven Ale for his Skath Cat Ribs.
Now advance that quest another stage by using the nearby teleporter to return to Eirulan.
When you arrive, ride the tram to the Inn Terrace and then ride another tram to the Falls Terrace.
Just to the north of where you arrive, enter Tamari’s house and show her the head of the beast you
killed. Collect a nice reward from her. Then ride the tram back up to the Inn. Inside it, go upstairs
to the room just behind the Innkeeper. Speak with Jordhan, who is famished for red meat.
13
Ask Jordhan what is on the table and then exchange your Skath Cat Ribs for his Statuette of Xeria.
Return to the Merchant Terrace. Put the Statuette of Xeria in your Storage Vault, as you will not
need it for some time. Do some trading and then return to the Azunite Desert.
From the camp, go down the hill northeast and through the open gate. You can see the Devoted
Skath Avenger Stelae Guardian. Speak with him. When you ask to his Stela, he and his Stealth
Zealots attack. Take the Stela of Blindness. Watch for small fire-shooting Thrusks and Hyenas.
Next, open the gate west and then fight your way underneath the huge stone bridge. Just past it,
you find the second Stelae Guardian. Take his Stela of Life.
Then return to where you fought the first Guardian. Now open the north gate. Go up the ramp to
the tower at the top. Inside the tower, ride the lift down to where you can speak with Master
Thestrin. Ask him about “priceless treasures”. He is looking for one treasure in particular,
an heirloom created by the Manu Ostar. He wants you to solve the Riddle of the Crypt for him.
After the conversation, push the button on the west wall to reveal a secret treasure room.
Outside again, continue up the hill west, to find the third Stelae Guardian. As you approach his
group, watch for a Giant Thrusk Channeler to pop up out of the sand. Take the Stela of Death.
From there, go north to a point just before you enter a neat stone archway. Down the hill west of
the arch, find the fourth Stelae Guardian and his men. Take his Stela of Sight. Before you go up
the hill again, look for a camouflaged hole in the north wall. This is a short dead-end section of a
much larger cavern. Clear it of enemies and then return to the neat stone archway.
Past the archway, clear out the Azunite Cavern. It is full of Skath soldiers and their Skath Cats.
Work the main cavern first. Then clear out the Small Canyon to the north, watching for a tough
Belligerent Skath Cat mini-boss. Also in that canyon, activate a skeleton lying on the ground.
It has a note to Alarbus, mentioning hidden buried treasure. Activate the camouflage at the north
end of the cavern, to reveal the hidden chest. Then backtrack and clear out the western section of
the cavern. After you have done all of that, go up the ramp east. Watch for a Devoted Skath
Disciple who is assisted by some well-armored hopping Ironhorns and perhaps some Thrusks.
Inside the gold-tinted Ancient Azunite Shrine, watch out for Rotten Twisted Shails, led by a
Plated Twisted Shail. Look for a “Bas Relief” brick on the south wall of the first room.
After you push it, a secret treasure room is revealed. It has an Armor Stand, the Lesser Chant of
Purity and other treasures. Then go through the door at the end of the hallway east, around the
corner to a second door, and through the next room to a third door.
14
Beyond the third door, find an octagonal room with five chests. The chest in the southeast corner
is actually a very tough Mimic, which guards some good treasure. The other three chests in the
corners open the doors next to them, revealing Twisted Shails inside small treasure rooms, one of
which has the Mysterious Chant Requo Malum Es (five Rugged Kurgans fight for you for 30
seconds). The chest in the center of the room opens all four doors, including the southeast door.
After you have opened all five chests, open the door south. In the next room, ride the lift down to
an almost-identical lift room. Ride its lift to the Inner Chamber of the Ancient Azunite Shrine.
One door inside this room requires a level thirteen Ranger to open. Take a Lesser Chant of Melee
Awareness from the lectern on the east wall.
The rotating red, yellow, green and purple lights in the corners of the room mark locations where
you must place the four Stelae you have. Do this by clicking on the lights. After you have placed
all four of the Stelae, a short cut scene shows a Silver Mirror and a Map to the Lost Azunite Shrine
appear on the central altar. After you take them, a short cut scene shows a door open to the west.
Act 1: Chapter 8, The Lost Azunite Artifact
Enter the west room and then ride the lift up to a room with a second lift that takes you up to a
hallway. This exits to the Lost Valley of the Azunites. Watch out for an ambush by a Giant Thrusk,
some Sand Reapers and a big pack of Hyenas. This desert is literally crawling with enemies.
Fight your way north, past Blastwings that can breathe fire toward you. In addition, fight many
Ironhorns, Skath Cats, scorpion-like Iracas and Giant Thrusks. A stone tower has a chest and then
you come to a teleporter. By now, you probably have a full load of treasure. Use the teleporter to
return to Eirulan and do some trading. Then teleport back to the Valley of the Azunites.
From where you arrive, go east to find a lift inside a small ruin. It takes you down to some
Lost Elven Ruins but you will return here later. Instead, turn northwest through another set of
ruins with many Skath, Blastwings, Skath Cats, Ironhorns and a Devoted Skath Zealot or Avenger.
When you turn the corner west, you enter another Azunite Cavern. Be very careful in here!
Just inside, stand on the Health Shrine as you fight off an attack by some now-familiar enemies,
aided by some fast Scrub Boars. Your camera view changes radically when you cross the natural
stone bridge. Out the other end of the cavern, you enter a Small Canyon with a suspension bridge.
On the other side of the bridge, defeat a herd of boars and a few Blastwings.
Inside the next Azunite Cavern, cross a narrow stone bridge north and then fight more Skaths.
15
At the top of the slope north, push a button on the wall of the small ruin, to extend the Retractable
Bridge. Defeat a big group of Skaths led by a Plagued Devoted Skath Zealot. You will return to the
rock island later. A lever on the second bridge completes one of two routes to the Light Puzzle.
The mirror you carry with you fits only one statue, in the southeast
corner. A light shines down on it from above. After you click on the
statue to place the mirror, click on the statue again to turn it so that the
light reflects on statue #2, as shown in the drawing on the left.
Continue turning the statues, in order, as many times as needed,
so that light flows from statue #2 to statue #3 to statue #4 and so on…
After you turn statue #8, a twisting circular stairway is revealed.
Follow the stairway all the way down to a door that opens to The Lost Vault of the Azunites.
You see an elevated platform almost entirely surrounded by water. At the center of the platform,
pick up the Azunite Artifact bowl. After you do this, a spirit Ancestor of the Azunites appears.
Speak with him to learn that you are a member of the Tribe of the Azunai. In fact you are a direct
descendant of the great Azunai himself. Drevin, your companion who died at the hands of Valdis
when you assaulted the Temple of the Coast, was also a member of the tribe. He suspected that he
would not long survive, which is why he gave you his medallion. The Ancestor of the Azunites
tells you to take the artifact to the Windstone Fortress, to dip the bowl into the Eternal Fire of
Azunai. Then you are to take the sanctified bowl to the Temple of Xeria. The Ancestor of the
Azunites promises to meet you outside and then he vanishes. Left behind in his place is a big
treasure chest. In addition, your entire party gets an extra Skill Point!
Act 1, Chapter 9: Windstone Fortress
Back at the top of the stairway; speak again with the Ancestor, who tells you he chose to be a spirit
after having been defeated in battle with Zaramoth’s Immortal Dark Wizards. He also tells you to
guard Drevin’s medallion with your life. Then he uses magic to create a hole in the stone wall.
Past the hole, find an ancient roadway built with stone blocks - The Cliffs of Azunai. Just past the
teleporter, fight off a group of Scrub Boars and/or Iracas and Blastwings. The next passage south
of the road takes you through part of Isteru’s Caverns, full of Blastwings, Skaths, Ironhorns and
boars. Up the slope east and along the ledge south, find a door that opens to a crumbling twisting
stairway defended by Skaths. Watch for a Plagued Devoted Skath Avenger. At the top of the steps
is a door that opens to a small room defended by more enemies. A nearby door opens to a room
with an Incantation Shrine. A wall near the lift has two round valve handles. Turn them to start
the water flowing and also open a door to a treasure room south. You will return to the lift later.
16
Back at the bottom of the stairway; continue through the main cavern north, to exit back outside
on the rainy Cliffs of Azunai. You can see the old roadway below. The trail loops around south
and back inside Isteru’s Caverns. Skewer some Skaths and smash some Skitters. Across a short
stone bridge and up a ramp north, find a herd of boars, some Blastwings and maybe a few Shard
Souls and Skitters. You soon exit outside again to the cliffs, near a suspension bridge.
Watch out for the group of Plagued Windstone Fortress Soldiers and Archers. They are tougher
than they look. On the other side of the bridge, be even more careful of the Fire-Breathing
Blastwing Monarch or other tough mini-boss. Here, you find another section of the ancient
roadway. To the east, an Incantation Shrine is defended by boars or Ironhorns and Blastwings.
To the west, find a teleporter. Visit Eirulan to do some trading and then return here.
The next entrance north of the ancient roadway puts you in the Windstone Tunnels, where you
will battle with more Skaths, Plagued Windstone Soldiers, Rangers and Archers. Just inside the
entrance, clear out a small cave to the west. Then walk up a ramp north. The tunnel quickly exits
to the Windstone Fortress. An opening in the west wall of that fortress can allow three Plagued
Windstone Mages to do terrible damage to you if you keep standing where they can target you.
You can identify their location by the long streams of purple life-draining magic they hurl at you.
Down the causeway north, you can see many Plagued Windstone Fortress soldiers waiting for you.
These are a tough bunch if you try to take them all on at once. You might try using the Wait
command to send just one member of your group down the causeway and encourage some of the
soldiers to chase you back into your ambush. Remember that the Wait command must be set
manually in the Options menu, where you choose what keyboard button to use.
When you approach the huge door at the north end of the causeway, a cut scene shows Valdis and
his Archmage, who uses magic to cause some stones to fall, blocking a path behind him. The big
door north will not open, so go through the tunnel east, to the Windstone Fortress Gatehouse,
which is well-defended by Plagued Soldiers and Shard Souls.
First, clear the area south, to give yourself some running room. Note the War Pedestal, which can
recharge one character’s Power, one time, if you select the character and then attack the pedestal.
Now tackle the group of soldiers up the stairway east. Mages are the most dangerous of these.
At the top of the steps, find a hallway with doors opening off both sides. The first door on the
south wall opens to Private Banos. Speak with him to learn that while he was searching for
survivors, he saw members of his squad transform into beasts. Agree to escort him back to his
captain. Two other members of his squad are also missing, Privates Nolan and Caiden.
17
Both doors on the north wall open to a usually-empty room. The east end of the hallway has more
Plagued Soldiers and Private Banos is no help against them. The south door at the end of the
hallway opens to a small room with a tough little Mimic.
Past the door at the end of the hallway north, is a very small room with an exit door to a hallway
with Plagued soldiers. The first door in this hallway requires level seventeen melee to open it.
A book “Living and Working with Half Giants” lies on the floor of the hallway. A statue on the
south wall, near that book, turns to reveal a secret room. It has maybe two enemies and two chests.
The next door on the north wall opens to a large room with many Plagued Soldiers, usually led by
a Plagued Windstone Fortress Sniper mini-boss. A door on the east wall of that room opens to a
small room with a statue of a female soldier, undoubtedly Xeria herself, holding a pair of blades.
Take a Lesser Chant of Magic Skill and then push a button at the base of the pedestal.
This opens a door to a small treasure room on the east wall.
Back out in the hallway, the door at its west end opens to a set of steps going down to a small
room with several enemies. This room exits through a hole in the wall, to the part of Windstone
Fortress causeway on the other side of the huge locked door you found earlier.
Enter the Western Windstone Gatehouse through the hole in the wall west. Clear it of many
Plagued Soldiers in the long north-south hallway. The three mages at the end are especially tough.
Take a Lesser Chant of Melee Skill and then break the urns around Private Caiden. Then speak
with him to get him to follow you. Read a book “The Deeds of Xeria” lying on a table near Caiden.
Now exit the gateway, back onto the causeway. If they have not already, just north of the Mana
Shrine, another group of Plagued Soldiers attacks from the top of a set of stone steps going down
west to the Windstone Fortress Barracks. Go down there to find a hallway.
The door on the south wall of the hallway opens to a small room with perhaps a few enemies.
That room has a door on its west wall that opens to a small room with a few enemies, four Armor
Stands and another door. Past it, find a small room with more enemies and another door, which
opens to a hallway. Exit through two inline doors, to a room with a door that requires Combat
Magic level 17 to open. This room exits to a Blacksmith Shop full of enemies, a War Pedestal and
an Armor Stand. Two doors exit the Blacksmith Shop. The door on the west wall opens to Private
Nolan, who follows you after you speak with him. Take the Lesser Chant of Ranged Skill and
then exit east, to a small room that may be empty. The door on its north wall opens to a supply
room with an old wooden cart. The door on its east wall opens to a hallway with many defenders.
18
A button on the north wall of this hallway opens to another hallway with many Plagued Soldiers,
including a mage. A button on the east wall of that hallway opens to a large treasure room.
Back in the main hallway, the east door opens to an exit, up the steps back out to the causeway,
near a teleporter. Do not use the teleporter yet. Instead, go north and speak with Squadron Leader
Taarth, who thanks you for rescuing his men and gives you a Dusty Key, although he does not
know what it opens. Then speak with Sartan, the Half Giant imprisoned in a square hole.
Agree to try and get him released.
Then speak with captain Dathry about the vault in the Western Wing of the fortress. He gives you
one of two keys to the Azunite Vault - the Outer Vault Key. His Lieutenant has the other key,
but the man is missing. Now use the teleporter to do some trading and then return here.
East of Squadron Leader Taarth, go down the steps to the Windstone Fortress Outer Vault.
Activate the blue Arsenal Entrance Lock, using your Outer Vault Key. The next room may be
empty. Then open the door north, to a large room that usually has some Plagued Soldiers. Pick up
one Yellow Sight Hexahedron and then place it in the yellow socket to open the door east. There,
defeat any soldiers you find and then pick up two Green Life Hexahedrons from the pile in the
room to the south, which may also be defended by Plagued Soldiers.
Back in the room with the green sockets; put two green hexahedrons in them, to open the door to a
large room with up to a dozen Plagued Soldiers, including Lieutenant Namyek, who has the
Windstone Fortress Inner Vault Key. Take two Red Blindness Hexahedrons and then place them
in the red sockets, to open the door east. Your new key opens the Arsenal Red Inner Vault Lock.
In the next room, find the Plagued Windstone Fortress Grand Wizard, who is instant death for
your entire party if you go rushing in there without some planning. I suggest using the Wait
command to send the member of your party who can use lightning spells. This is because
lightning can penetrate the stone walls. Have that person stand on the other side of the wall from
the wizard and, if your luck holds, he will not walk around the corner to attack you. If he does, run
away fast. Then try again. Otherwise, hit him with all your Powers at once and hope for the best.
After you have defeated the wizard, watch for a nasty Bone Minion that sometimes hides inside
one of the many urns (rarely you may encounter two of these tough little monsters). Open nine
chests. Pick up four Purple Death Hexahedrons. Check two Armor Stands and two Weapons
Barrels. Three bookcases also have some treasure. Then click on the blue Font of Azunite Fire to
activate the Azunite Artifact bowl. Now, using the Dusty Key, activate the White Vault Lock, to
open a door north, to a small room with four Purple sockets. Fill them with Purple Hexahedrons,
which opens yet another treasure room west. It has four chests and a Weapons Barrel.
19
Now return to Captain Dathry. After you speak with him, a cut scene shows his men using
explosives to remove the rock rubble you saw the Archmage create earlier. Now speak with
Soldier Orayne, to have him free Sartan. Then speak with Sartan, who will join your group
if you wish him to. Otherwise, you can find him later at the Eirulan Inn, drinking ale.
Past the rubble pile north, you can see Xeria’s Temple. As you approach it, a cut scene shows a
swarm of flying Fellspines fluttering about. They are preparing to attack you with lightning.
After the cut scene, fight them off in the plaza and then enter the temple to find a wooden door.
Act 1, Chapter 10: The Temple of Xeria
Past the door, fight more Fellspines, including a Fellspine Warlock. Past a second door, find a
hallway with more Fellspines, including a Fellspine Despoiler. Three doors open off the hallway,
but the one on the east wall opens to an empty room. A pair of doors at the end of the hallway
opens to a large room with two stone sockets at its center, one green and one yellow.
Pick up three Green Life Stones and then place one of them in the green socket. A door opens to a
room west. There, take three Yellow Sight Stones and then put one into the yellow socket in the
main room. This opens a door on the south wall. In the room past that door, place one Yellow
Sight Stone and one Green Life Stone in the two sockets. This opens two nearby doors. From one
of those rooms, take three Red Blindness Stones. In the other room, place two of the red stones in
the red sockets. This action opens a door south, containing Purple Death Stones. Take three of
them and then place one of them in the purple socket in the room to the north. This opens a door
north, where you can place another Purple Death Stone. Then, in the room with four sockets, place
one of each color. This opens a treasure room west. Inside the room, take the Chant of Scholars,
one of the better chants in the game. Open three chests and check the Weapons Barrel.
Now open one of the five doors on the north wall of the main room. Past the doors is a large room
with about twenty Plagued Soldiers. After you have defeated all you can find, look in the west
room for a door on the north wall that opens to another small room defended by Plagued Soldiers.
After you have defeated every soldier, the game will let you know with an audio fanfare.
In addition, the blue glow around the statue will disappear. Activate the statue, to place the
sanctified bowl in its hands. Then watch a cut scene in which all the remaining spirits in the
temple are released out into the courtyard, where they all take possession of an unfortunate snake.
The magical field that prevented you from accessing the northern part of the temple is also gone.
In there, find one book lying on a stone bench “The Death of Xeria”. Find another book lying on a
rock shelf “The War of Legions”. A statue just south of that book turns, revealing a lift that takes
you down to some treasure at the bottom of the shaft.
20
At the north end of the temple, find an Incantation Shrine. Near it, find another statue that turns.
This reveals a secret area west and two doors. Past them is the Cavern of the Earth. You will return
here later, but can do nothing here now. Back in the main room, find and open a door on the east
wall that gives you access to a teleporter. The door east of the teleporter opens to a pair of level 17
Nature Magic and Combat Magic Sanctuary doors. Return to Eirulan for rest and refit.
Complete two Old Quests
You should be just strong enough now to finish two old quests. Use the teleporter to travel to the
Eastern Greilyn Jungle. From there, walk east, until you reach Feldwyr the Blacksmith. Enter his
underground forge near the wooden suspension bridge. You may use the lift if you wish, or go
through the tunnel. However, continue past Feldwyr east, all the way to the intersection of the
hallways. At the bottom of the south steps, still waiting for you, is the Decorated Taclak Tracker.
Defeat this level 24 guard and then open the door behind him and defeat a hoard of his spearthrowing Taclak friends, who are also very tough.
After that battle, check an Armor Stand. Then open the four doors on the sides of the room, to find
more Taclaks, treasure and the Decorated Taclak Basher, who has Feldwyr’s Mythril Ore. The door
in the southwest corner opens to a room with a statue of a cherub. Turn it, to open a door south to
a hallway with Taclak Bashers. The flooded end of that hallway has a door that opens to a large
flooded room with more Taclak Bashers and a chest.
Back in the main room, one door on the east wall opens to a room with a low raised platform.
Push the button at the base of its steps to open a door east to a hallway with an Armor Stand.
The door at the east end of this short hallway opens to a small room, containing what can
sometimes be a large number of Taclaks, a Weapons Barrel and two Armor Stands.
Then, as you return to Feldwyr, a cut scene plays at the top of the steps, showing a Taclak burst
through a wall and then steal Feldwyr’s Hammer. So, enter the new area just north of Feldwyr, to a
fight with more Taclaks, led by two Decorated Taclak Trackers, one of whom has the hammer.
One door in the hallway requires a Melee Skill of level nine to open.
Now, finally, speak with Feldwyr, who tells you that he will make you a weapon with the Mythril
Ore and then give it to his brother Fyrndolf, a blacksmith’s apprentice who lives in Aman’lu,
which is the next city you will visit. This completes this section of the quest.
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Now, to advance an even tougher quest, use the teleporter to travel to the Azunite Desert and then
go southeast to find a vault entrance. Past the entrance door, you enter the Ruined Crypt that
Master Thestrin told you about. Open a chest in the hallway and then open the next door, to a
room with five doors. Behind two or three of the four side doors are very tough level 28 Undead
Azunite Soldiers, including some nasty mages. Three of those three rooms have a War Pedestal.
After you have cleared the side rooms, speak with the white Statue Guardian. Answer its
questions. If you answer any question incorrectly, then one or two Plated Twisted Shails attack.
The correct answers are: Azunai, Xeria, Elandir and Zaramoth, in that order. The door east will
open to more Undead Azunite Soldiers, led by a level 30 armored Undead Azunite Soldier Hero,
who may chase you all the way outside if you run. Note that a variation in the game sometimes
gives you a level 45 Hero. If this happens, be aware that you do not have to kill the Hero, just get
the sword he guards. So, run into the room, activate the sword and then pick it up from the floor.
In the room the hero came from, take the Heirloom Sword from the top of the coffin and then
open three chests. Then exit the crypt. Go west, north, east and then north again, up the hill to the
tower where Master Thestrin is still waiting for you at the bottom of the lift. When you speak with
him, he complains about an elf named Athelas and gives you a Mysterious Chant Magrum Erupto
which is instant death if you use it. If you choose to keep the Heirloom Sword, he curses you and
then disappears. If you give him the sword, he exchanges the deadly chant for the Mysterious
Chant Requo Amicum Es (five Ironhorns fight for you for 30 seconds) and then he disappears.
Return to the Eirulan Inn. Speak with the Grizzled Bar Patron, who rewards you for your effort.
Now, back in the Temple of Xeria, north of its teleporter; open the doors to a long empty hallway
that ends in steps going up to The Temple Courtyard, where a cut scene shows a giant threeheaded Trilisk serpent appear next to a big orange Crystal Shard. Each of the heads has a name:
Malac, Vitalus and Brune. The heads spew black, purple and green fumes at you. Brune has a
tentacled spine that he lashes about. Vitalus can heal the other two heads, so go after him first.
After you have killed them, a cut scene plays. Destroy the giant pink crystal shard and then watch
another cut scene showing the portal beyond the shard. After that, Captain Dathry rushes in and
speaks to you. Valdis has gone through the portal to the Northern Reaches and the town of
Aman’lu. So, step through the portal to continue your pursuit of him.
When you first arrive in Aman’lu, a cut scene shows Valdis torturing an elf for information on the
location of the town’s Aegis Artifact. Despite the fact that Valdis gets the information, he has his
Archmage hurl a huge ball of fire down from the heavens to destroy the town. After the cut scene,
Archer Guard Alwen welcomes you home. You have many quests to begin here.
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Act 2: The Northern Reaches
Act 2, Chapter 1: The Town of Aman’lu
First, enter Alt’orn Hall, just north of the teleporter. Speak with Celeb’hel the Elder, who tells you
that Princess Evangeline took the town’s Artifact, the Aegis of Death, to Snowbrook Haven Castle.
Now Valdis is on his way there too. However, they are taking different routes, because Evangeline
departed across the south bridge three days before Valdis destroyed the town and that bridge.
You think Finala may have been able to rebuild the bridge if she had not gone to the Elen’lu Isles
to activate the Prism of the Elves, in an attempt to extinguish the fires burning all over Aman’lu.
You pledge to complete that chore yourself, so that Finala can repair the bridge. Celeb’hel also
tells you that Drevin’s sister Drianjul has a letter from him addressed to you.
Pick up a book from the table “Turmanar and its Aftermath”.
Now visit the Pet Shop, which is southeast of the teleporter. Speak with Pet Seller Galeron.
Ask him if he has anything Special. He mentions Khartos the Wise, whom you will meet later.
Just southwest of the Pet Shop, enter the empty house of Merchant Kendril and then notice an
Intriguing Stone. When you pick it up, a cut scene shows an assassin watching you, but his attack
fails and then he runs off. After the attack, Danadel speaks to you about the attack and mentions
that Kalrathia is suspected of harboring the Assassin’s Guild. The Liantir Stone you picked up is
the Spiderwatcher’s gift to the one he intends to kill. The stone has marked you as the assassin’s
target. To find out how to remove the mark, you must speak with Enchantress Valeria in Kalrathia.
Southeast of the Pet Shop, off in the distance, notice the lone individual standing on the bank of
the river. With Deru in your party, speak with Prospector Albain, who has a map of buried
treasure but still cannot find the treasure. Rather than destroy the map, he gives it to Deru.
If you have not yet added her to your party, find her still standing at the north gate in Eirulan.
North of the prospector, enter the house of Eolanda the Combat Mage, who will tell you an old
tale about an elf named Arinth, who created an enchanted staff which drove him mad. Isteru and
Istaura took the staff from him and then broke it into three pieces: the Focusing Stone, the Jeweled
Shaft and the Carved Rod. The pieces are now stored at the Cliffs of Azunai, the Vai’lutra Forest
and Snowbrook Valley. She gives you a book “The Legend of Arinth the Mad” and tasks you to
use it to find the pieces of the staff so that she can recreate it. From her floor, pick up the book
“Fables of Ancient Artifacts”. From her table, pick up the book “Dryads and their Customs”.
23
You can probably hear Eumenidie practicing with her bow behind Eolanda’s house. When you
speak with the archer, she asks you to gather some ingredients to test her latest theory on how to
recreate a Viperclaw. You will need Jagged Arrowheads, a Griffon Feather and an Onyx Fragment.
If you do not already have them, you will find them later.
North of Eumenidie, note the Incantation Shrine. Just west of it, the house of Tywlis has a book
“Valdis and His Armies”. She would like to repair her grandfather’s staff, which requires a new
headpiece. The missing part is a Rainbow Trinket. You will find one of these later.
Just west of Tywlis’s house, find the house of Drianjul, Drevin’s sister. She tells you some
appalling news. The attack by Valdis killed your entire family. She also has a letter from Drevin.
North of Drianjul’s house, near the north gate, is the house of Ithir’renne the Fletcher. Ask her
about the object on her table. She will trade you her Aman’lu Orchid for the feathers of a powerful
creature. You will find those feathers later.
Up the road south, enter the burned-out blacksmith shop. Just past the door, pick up a book
“Taclak Perversity”. Then speak with Blacksmith Apprentice Fyrndolf, who is hammering on the
damaged floor. He has the weapon that his brother, Feldwyr created for you. Weaponsmith
Derowen and Armorer Leodegan stand just outside the shop, selling weapons and armor.
Continue up the road to the Magic Shop, just southwest of the teleporter. Inside, speak with
Lyssanore about the spirits. She wants you to find out what the Vai’kesh Cultists say during their
rituals; so that she can create a chant you can use to speak with Ghostly Spirits. Then go upstairs
to pick up a book from a table “Zaramoth’s Ascendance and Downfall”. Also upstairs, pick up
another book in the room to the south, “Symbology of the Azunites”.
A Few Notes about Powers
Your default Power for each character appears in the icon menu at the bottom of the screen.
To change that Power, pull out the fly-out menu just to the right of your character’s portrait.
Then left-click the Power you want to use as the default. Notice that the icon at the bottom of
your screen changes to that Power. You may have up to four Power choices in the fly-out menu at
one time. To change any of those choices, left-click and hold, any of the four Power icons, to see a
drop-down menu of all your Powers. Select from that menu, the choice you want in that slot.
To see a description of what Powers do, see the Specialties Menu for that character. Powers have
different levels, depending on the levels of your Specialties. In that menu, hover your cursor over
a Power to see what Specialties are required for the next Power level. Gear can raise the level of
your Specialties, but enhancements from gear do not count toward the next Power level.
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Now enter Aman’lu Tavern, west of the teleporter. Inside, with Lothar in your party, speak with
Roland, who is upset that Lothar is free. He thinks that Lothar is the person who stole his Golden
Cloak. Lothar vows to recover the cloak and find the real thief. If you have not yet added him to
your party, find Lothar still standing at the north gate in Eirulan.
Amren, the elf you met early in the game, stands at the bar and will join your party if you wish.
Standing near the Innkeeper is Athelas, who tells you not to trust Master Thestrin. Athelas wants
you to stop Thestrin from using the Heirloom Sword and insists that you to destroy a demon in
the Vai’kesh Forest. Agree to help, whether you gave Thestrin the sword or not. Note that you
must speak with Athelas after you get the Heirloom Sword in order to advance this quest.
Upstairs, in one of the smaller bedrooms, pick up a book from the table “Elandir’s Life and
Teachings”. Note the Ghostly Spirit standing on the remaining section of the floor north.
Speak with Barkeeper Drudwyn. Ask for some wine. He wants to hear a story of your adventures.
When he asks about the Sea Demon, answer that he has you confused with someone else. When
he asks about the Treacherous Aroogin, tell him you never heard of such a beast. When he asks
about the undead duchess Lurielle the Jilted, tell him that he has drunk too much of his own wine.
When he asks you if you want a challenge, ask for details. A man named Tristeth is waiting below.
The Aman’lu Arena
To find Tristeth take a ride down the lift, located just behind the bar. In a hall at the bottom,
a Cellar Beneath Aman’lu, find Tristeth sitting at a table. When you speak with him, mention the
Arena and speak the password “Cuivador”. He will open the door behind him, to a spiral stairway
that takes you down through five more doors, to the arena at the bottom.
There, speak with Daesthai. Choose dialog option #1 to test your strength in the arena. Buy a token
from him for 1,000 coins and then step out onto the arena floor. Touch the Arena Token Activator
at the center of the floor, to insert the token. After you do that, the entire floor lowers down like a
huge lift. Then your enemies come at you from the sides of the arena. After you have defeated
these weak enemies, they drop some minor treasure and the Black Key of the First. Then pull the
Arena Forfeit Lever on the east side of the arena, to raise the platform up. Your key will open the
door at the southeast part of the room, where you find a small cubby with a good treasure chest.
Speak with Daesthai again to repeat the process. The second token costs 1,500 coins and the
enemies will be slightly more difficult to defeat. After this fight, you get the Blue Key of the
Second, which opens another one of the treasure doors along the walls of the arena. Repeat the
process to fight in the third challenge, which costs 2,000 coins. Success gets you the Turquoise Key
of the Third, opening another of the treasure rooms on the sides of the arena.
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For the fourth challenge, pay Daesthai 3,000 coins and fight more-difficult opponents. When you
win this fight, you get the Green Key of the Fourth, for even better treasure. If you find at any time
that the fight is too difficult for you, pull the Arena Forfeit Lever to end the fight, although you
lose the coins you paid for the token. Note that you do not have to finish all of these challenges in
one sitting. You may return here at any time, after your characters have grown stronger and richer.
The token for the fifth challenge costs 4,000 coins and grants you the Yellow Key of the Fifth.
The token for the sixth challenge costs 6,000 coins and grants you the Orange Key of the Sixth.
The token for the seventh challenge costs 8,000 coins and grants you the Red Key of the Seventh.
The token for the eighth challenge costs 12,000 coins and grants you the Purple Key of the Eighth.
The token for the ninth challenge costs 16,000 coins and grants you the Iron Key of the Ninth.
The token for the tenth and final challenge costs 25,000 coins and grants you Daesthai’s Gold Key.
You also get two Skill Points for every member of your party! You also get the right to purchase a
Light Nyad pet (if you have an empty slot for it), which is strong in Nature Magic. Inside the chest,
behind the door that the gold key opens, find the Mysterious Token, part of the Mysterious
Mystery quest. Keep this item in your Storage Vault for use later.
Act 2, Chapter 2: Finala and the Broken Bridge
Open the north gate and then fight off some Kurgan wolves, large flying Outcast Vasps and small
flying Jabbing Tharvas. A house down the hill northwest has a corral full of Kurgans, feeding on a
pair of dead cattle. The house has a chest, as does the one across the street. You come to an
intersection. The northwest fork takes you to a house with some Outcast Vasps and possibly a
Forest Va’arth Frostcrusher. The house has an Armor Stand.
The east fork of the intersection takes you across a long stone bridge over a pond, to a field full of
enemies, including Forest Va’arths, Kurgans and Tharvas. At the south edge of the pond, find
some Jagged Arrowheads for Eumenidie. Farther up the road, one house near an overturned
wagon has treasure on its bookcase. The house across the street has a chest. Watch out for a
Hardened Forest Va’arth Brute mini-boss.
Up the road from the houses; find a Health Shrine. The house opposite the shrine is inhabited by
Taclaks and Tharvas. Check a Weapons Barrel inside the house. The basement has Taclaks, a chest
and a lamp on the north wall that turns, revealing a badly-damaged secret room with treasure.
26
Up the hill north, you find Finala, sitting upon a fallen log in one of the game’s more picturesque
locations. She says she is on her way to Elen’lu put out the fires in Aman’lu, but agrees to repair
Aman’lu’s bridge if you agree to activate the Prism of the Elves. She gives you a Diagram of the
Elen’lu Prism of the Elves and a Bridge Activation Crystal. Then she runs off to repair the bridge.
North of where Finala sat, defeat some Taclaks, Kurgans and Tharvas, including Shooting Tharvas
that toss arrows at you. Farther up the hill are more of the same kinds of enemies, including a pair
of Frost Va’arth Cannoneers. North of the teleporter, meet your first Adolescent Taugrim.
Some distance up the trail, you come to an intersection. A short walk up the slope south, takes you
to a chest and a Health Potion Bush near the Orchid Shrine. Then return to the intersection.
The north fork takes you into the Northern Vai’lutra Forest, past an Elite Forest Va’arth Cannoneer
or similar mini-boss and/or some Taugrims. At the Incantation Shrine, watch out for an ambush
by a hoard of Taclaks and Tharvas - at another intersection. North and west leads you into a
Damp Cave full of Taclaks guarding a chest. East of the cave, down a hill, fight a Decorated Taclak
Tracker mini-boss and possibly a Frost Va’arth Frostcrusher and his minions guarding a lift that
takes you down to an Ancient Elvin Reliquary with a Ghostly Spirit. You will return here later.
Back at the intersection near the Incantation Shrine, the east fork soon turns south (you may cross
the bridge instead). Work your way past some more enemies to a giant tree with a door in its side.
Push the button inside the tree to raise a lift with a chest on it. East of the tree, fight through mobs
of Taugrims, Kurgans, Taclaks and Va’arths, to a teleporter near a Mana Shrine. North of the
teleporter, find another hollow treasure tree. East of the teleporter, enter the Temple of Istaura and
Isteru, where you can see statues of them both.
Act 2, Chapter 3: The Elen’lu Isles
The east exit out of the temple takes you to the Elen’lu Isles. As you cross the first bridge, a cut
scene takes you on an aerial tour of the entire island chain. After the cut scene ends, on the first
island, defeat a Decorated Taclak Basher to get his Small Prism Refractor Crystal.
Then go east and activate the Magical Bridge. Cross the bridge to the next isle. Then activate the
bridge north. On the next island, go east and then north and then west, to an island with a lift.
Ride it down to a small Flooded Chamber. In this room or the next, fight several Taclaks,
led by a Decorated Taclak Tracker and/or a Taclak Basher.
Past the door west, through another flooded room, defeat more of the same kinds of enemies near
another lift that takes you up to another island. Pick up the Griffon Feather for Eumenidie.
Open a chest and then activate the next Magical Bridge.
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Now go south, east, north, east and east again, to find the Decorated Taclak Tracker with the
second Prism Refractor Crystal. Now hop south across three islands and then jog a bit east to find
a bridge that allows you to cross north to a Beam Focusing Device. Activate it to place a crystal
there and then click on it again to spin the crystal so that it points the light beam west.
Go south, west and west again to fight another Decorated Taclak Basher and get his Prism
Refractor Crystal. North of there is a second Beam Focusing Device. Turn the crystal to point east.
Now activate the bridges south and east, to find the third Beam Focusing Device. Activate it as you
did the other two, turning it three times to point it north. Then retrace your steps to the second
refractor. From there; cross the bridge north. Take the fourth Prism Refractor Crystal from the
Decorated Taclak Basher. Then go north and east, to the fourth Beam Focusing Device.
Place the crystal and then turn it three times to point it south.
Again return to the second refractor west, south and south. Then cross the bridge east, to the Prism
of the Elves. Take the Large Prism Refractor Crystal from the Decorated Taclak Tracker. Place the
crystal at the top of the tower and then watch the cut scene. It shows a magical healing rain
extinguishing the many small fires in Aman’lu, one-by-one. After the cut scene, be prepared to
fight off a hoard of Taclaks. After the battle, activate a second westward bridge, for a shortcut out
of the isles. From there, go north and west to the teleporter.
Return to Aman’lu for rest and refit. Note that the town is brighter now. Also, go to the south end
of town and speak with Finala, who has repaired the bridge and now wants to go with you. She is
an accomplished Combat Mage and you need her in order to complete the next few quests. Put the
Griffon Feather and the Jagged Arrowhead in you Storage Vault and do not sell them.
Complete a Few More Unfinished Quests
Use the teleporter to get to Eirulan and then teleport to the Kithraya Valley. Enter the Upper
Kithraya Caverns and then find the broken lift. With Finala as the active character, activate the
broken lift to have Finala repair it. Then ride it down to a Hidden Morden Stronghold with no
enemies. Have Finala open the treasure chest, to get a map to four hidden Morden Towers.
Then exit east and south to find the teleporter. Ride it to the Southern Greilyn Jungle. Enter the
nearby Razka’s Ruins, down the lift. Fight off some Morden, including a Commander. Then, with
Deru as the active character, use the Prospector’s Key to open Deru’s treasure room south. Along
with some gold, she finds a Silver Riddle-Inscribed Key with the words “Opens the way to the icy
heart of the Corrupted Wood”. Side doors open to three Armor Stands and a Weapons Barrel.
28
Then go west to Some Abandoned Ruins, just west of the teleporter. Inside, Finala finds a secret
entrance. Fight off some Morden and then enter a Hidden Morden Passage to fight more of them.
Ride the lift at the end of the passage, up to a Morden Tower. Break the cage and then use a
fragment of it to light and explode the tower. After you do that, a squad of Morden come running
down the hill toward you. After you have dealt with them, climb the hill for some minor treasure.
Save your game. Now ride the teleporter to the Northern Greilyn Jungle and then go a bit north of
the teleporter to the low wall. Again, Finala finds and opens the secret entrance. Pass through the
opening in the wall and then destroy three more Morden Towers. Note that you may have some
difficulty getting all of your party through the opening, but it can be done. After the final tower
has exploded, Finala finds a map to a Durvla Hatchery in a city named Darthrul. She also finds a
gear that appears to be part of a Morden lift. Now use the teleporter to return to Aman’lu.
Act 2, Chapter 4: The Royal Caravan
Cross the repaired Aman’lu Bridge south of town to the first house on the right. Inside, ask
Alar’ithil what he has lying on the table. He is willing to trade his Elven Water, but you cannot do
that until later. Pick up his book from the floor “Downfall of the Manu Ostar”.
In the house across the street, speak with Eldoriath Wilwarin. His uncle Threnith’s death put a
curse on his family. Accused of stealing from Master Levreth, Threnith was executed on the orders
of the master’s wife, Lady Levreth. Eldoriath does not believe that his uncle was guilty and wants
you to find out what actually happened on the estate that day. Then his uncle’s spirit can finally
rest. Eldoriath gives you the crime report by Guard Tamwen, to help you in your investigation.
Down the road past the south gate, you enter the Southern Vai’lutra Forest, swarming with flying
Tharvas. At the intersection, go up the hill east and then inside the house infested with Kurgans
and Tharvas. Take the Chant of Strength. Open a chest. Clear the corral of three or more Rugged
Kurgans fighting over a dead animal. Then continue south and west, past more Kurgans, flying
brown Vasps and Forest Va’arth Barbarians wearing colorful teal armor.
At the next intersection, go up the steps northwest, to a house infested with Taclaks. Inside it, take
the Chants of Dexterity and Intelligence. Take some treasure and then get back on the main road
south, past similar enemies, until you get to a Health Shrine. East of it, a narrow path leads to
Magrus’s house, but the door is locked for now.
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South of the shrine, Taclaks begin dropping from the trees. You come to a hollow tree with a
button to raise a lift with a chest on it. East of the tree, you come to a teleporter. Just north and
west of it, find another Mushroom Circle. You need Amren in your party to activate this lift. If you
do not have him in your party, ride the teleporter to Aman’lu and then dismiss (upper-left button
on the character window) one of your party members temporarily. Find Amren inside the Aman’lu
Tavern and then speak with him. Agree to add him to your party. Outfit him as best as you can
and then use the teleporter again, to return to the Southern Vai’lutra Forest (north).
Have Amren be the active party member. As you approach the Mushroom Circle, a cut scene
shows his vision - a journey to all of the Mushroom Circles one-by-one, including a chest that
torments Amren, because he cannot open it. Ask him to pull the lever and then have your entire
group stand on the circle. Then find the one Peculiar Mushroom that acts as a switch to activate
the lift. Ride it down to a Mysterious Shrine. At the bottom, look west, for a book on a shelf “The
Path of the Sighted Eye”. Then open the door west, to a room with a chest. Have Amren activate
the statue of the cherub to learn that it is the Eye of Sight. Amren sees a vision that tells him you
are his kin. In fact, you all have Azunite blood in you, even though you are from different races.
Ride the lift back up and, with Amren still in your party, use the teleporter to travel to Eirulan.
Now ride the teleporter again, to The Southern Greilyn Jungle. East of your arrival point, go past
Razka’s Ruins and then north to the second Mushroom Circle. Again drop down to a Mysterious
Shrine. Take a book “The Path of Life” from the stone shelf. South of the book, open the door and
then open a treasure chest. With Amren selected as the active party member, activate the cherub
statue to learn that it is the Tree of Life, an Azunite symbol for growth. Amren feels its energy.
Ride the lift back up and then go west to the teleporter. Return to Aman’lu. You may dismiss
Amren here if you like and reenlist your previous party member. You will need Amren again later.
The next sequence requires that you have Lothar (from Eirulan or an innkeeper) in your party.
Now return to the Southern Vai’lutra Forest (north). From where you arrive, detour up the slope
east, to fight a Forest Va’arth Avalancher and his minions for the experience and to see a waterfall.
Then cross the short suspension bridge south, where Taclaks ambush you from the trees above.
Farther south, find an intersection with three forks. The two left forks merge farther south, past
tough Taugrims, Taclaks and Kurgans. Before you go there, turn west, through a narrow access, to
a Watery Cavern full of Kurgans and Forest Va’arths, led by a Hardened Forest Va’arth Barbarian
or other Va’arth mini-boss. Also inside the cave is Magrus, a half-giant. With Lothar in your party,
speak with Magrus. Lothar accuses him of stealing the Golden Cloak. Magrus admits to the theft
and then disappears, but not before dropping his Elven House Key.
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The cave has a back entrance east. It takes you to a point just beyond the last intersection.
From there, backtrack north, across the bridge and then west and north, to the Health Shrine.
Northeast of it, through a narrow canyon, use Magrus’s key to enter his house and then speak with
him again. After the conversation, beat Magrus until most of his health has drained away,
at which point he will yield and agree to return to Aman’lu to confess to his crime.
Return south, to the teleporter and then go to Aman’lu. Enter the tavern and speak with Roland.
He is contrite. Lothar insists that Magrus serve a penance of one year as Roland’s servant.
Roland agrees to this arrangement and then rewards you handsomely.
Return to the Southern Vai’lutra Forest and then continue south, across the bridge again until you
get to the south exit of the Watery Cavern. There, turn east, past some Fettershins and Sangors, to a
Small Cave with two or three mini-boss Va’arths and their minions. Clear the cave.
Up the hill south of the Small Cave, watch out for more Decrepit Fettershins and numerous Rotten
Brakens, along with a flight of Vasps, Diseased Sangors and some Taclaks. You come to a small
domed building with a lift in its floor. This is the entrance to the Levreth Estate.
Ride the lift down to a hallway with another lift at its end. At the bottom of the second lift is the
Ghost of Threnith, but you cannot yet speak to him. You also cannot yet open the south door.
The north door opens to an Armor Stand, a chest and the Chant of Fighter Health. The door on the
west wall of that room opens to a room full of enemies led by a mini-boss. They guard the Chants
of Mage Health and Ranger Health. A button low on the wall near the Ranger Chant opens a secret
room on the west wall with a chest, Armor Stand and Weapons Barrel. You will return here later,
but for now ride the two lifts back up to the surface and then continue west.
When you get to the destroyed caravan, a cut scene plays. Speak with Caravan Driver Mylindril.
He tells you that you are too late. The Aegis was stolen by the Vai’kesh. If you try to use the
nearby Incantation Shrine, watch out for an ambush by Brakens, Fettershins and/or Sangors.
South and east of the caravan, past some Kurgans, Taclaks, Sangers and Fettershins, you come to a
side trail. Up the hill east, fight more monsters, guarding a door in a hollow tree. It opens to a lift
that takes you down to a very small Flooded Chamber with a Forest Va’arth Glacial Avalancher or
similar mini-boss. Click on a wall lamp east, opening a secret room containing the Mysterious
Chant Rando Conjurum (Creates a random mid-level object). Also open two chests.
31
A Few Notes about the Mysterious Stranger ???
You may soon have a skirmish with a curious little character known as the Mysterious Stranger ???
A level 100 character, he has a slight chance of appearing every time a rare or better item drops in
the game, but he will only remain in the area for a few seconds. He wears a blue suit and a brown
cap and carries a backpack. He jumps around a lot, in a kind of dance, making an odd chirping
sound. The game makes him easy to see, by thickening the green circle around his feet, making it
even more noticeable than that of a selected character. He tries to pick up rare item drops before
you can. If you attack him quickly enough, he will drop his own rare items. If you can defeat him,
he also drops an item called The Mysterious Teleporter Activation Stone. It is one of four items
you need, to play the Mysterious Mystery quest. When you finally acquire it, the stone appears as
the last quest item, not as an Inventory item. To defeat the stranger, hit him quickly with multiple
Powers, even though you may be in battle with other combatants. Otherwise, he may escape.
Farther south, you come to another intersection. The southwest fork goes to a dead-end. The east
fork goes to a set of iron gates in the Vai’kesh Forest. If you speak with the two Vai’kesh Fanatic
Neophytes behind the gate, they deny any knowledge of the caravan. So go north and then speak
with the Neophytes guarding the entrance to a vault. They recite a proverb “Life from Death”.
When you speak with the Vai’kesh Zealot Neophyte near the vault door, you have two options.
If you appear to be curious, he says that their leader will open your eyes. Then the door opens.
Enter the Vai’kesh Sanctuary, where you meet the Vai’kesh Prophet, who tells you that the End
Times are coming. He believes that the Aegis rightfully belongs to the Vai’kesh. He denies that
Princess Evangeline is inside the Sanctuary. Then he orders his men to kill you. A cut scene shows
him run off through a door and then all of the Vai’kesh attack you.
If you choose the aggressive dialog option, all the Vai’kesh become hostile. When you go inside,
a cut scene shows the prophet run through the door behind his throne without speaking to you.
Act 2, Chapter 5: The Vai’kesh and the Aegis of Death
After you have dealt with the Vai’kesh, loot the big room. A door on the south wall requires
Nature Magic level 22 to open it. Behind the door is a chest. A door on the north wall requires
Ranged Skill level 22 to open it. Behind the door find a chest and the Chant of Ranger Power.
There are two buttons on the east side of the room. Find one on the steps at the base of a pillar.
It opens a secret area with the Chant of Mage Power. In that room, light the torch on the north wall
to open another secret room east, containing a chest. The second button, at the base of the east
wall, opens a secret area with a door to the Chant of Fighter Power. Before you leave the small
room, push the button just to the right side of the door. This opens another secret area east,
containing a Mimic which has the best treasure in the Sanctuary.
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Then go down to the lowest section of the big room. Open the door east. Just past it, pick up the
Chant of Casting. Then open four large treasure chests. Past the next door east, go up the steps to
another wooden door. In the room beyond, watch for Neophytes, including a Neophyte Seer who
shoots a beam of Death Magic. Exit the room west, up more steps, past a bench with a book on it,
“The Dark Wizards”. Open three more doors, up another stairway to a room with a candlelit altar.
The exit from the altar room takes you up steps to the Vai’kesh Forest again. You may see a Flying
Defiled Shadowy Naldrun or similar mini-boss as soon as you exit. Be prepared for an ambush
that may force you back down the steps. Besides more Naldrun, you must deal with a very tough
An’tul Vai’kesh Seer Neophyte who projects an intense purple beam of Death Magic. This boss is
surrounded by five Lesser Vai’kesh Diabolists who protect him.
West of there, watch out for more Naldruns and Fettershins near a Mana Shrine. Past it, find
Neophytes, led by an An’tul Vai’kesh Seer Neophyte. North of there, find the locked gate you
passed earlier. Now the gates will creak open. Then turn south, across a narrow stone bridge to a
much-needed teleporter, defended by a large group of Neophytes. After a rest and refit, return
here, to the Southern Vai’lutra Forest (south). Then enter the Large Vai’kesh Cavern, which is full
of Neophytes, including a large group of Seers. A lever on the north wall opens a door to a secret
area with a bookcase and two chests.
Exit the cavern east, to a teleporter in the Vai’kesh Forest. If you kept the Heirloom Sword, instead
of giving it to Thestrin, have it in your inventory for the next scene. Now find a Health Shrine
hidden in the trees to the south. Next to it is a vault entrance. Enter the Small Vai’kesh Prison.
If you kept the sword, Athelas tells you to equip it and then use it to break the Prison of Holding
surrounding the Demon of the Vai’kesh. Then kill the demon with any weapon you like.
Alternatively, if you gave the sword to Thestrin, a cut scene shows him breaking the Prison of
Holding surrounding the demon and then running to hide in the corner of the room. In that case,
you must still kill the demon. In either case, after the demon dies, a cut scene shows Thestrin
cursing you. Then he runs off. Nearby, Athelas thanks you for killing the demon and then rewards
you. Note that the Mysterious Stranger ??? may appear here after you have killed the demon.
When you travel northeast of the teleporter, a cut scene shows the Prophet, mounted upon a
monstrous steed. He says to his men “Eternal Glory to he who destroys the attacker!”
Then he gallops across the nearby bridge, leaving a row of Neophytes blocking your path.
After you defeat them, enter the Small Vai’kesh Cave to the north.
Inside the cave, you see an An’tul Vai’kesh Seer surrounded by a circle of ten Neophytes.
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They constantly refresh his health if you attack him. So attack the minions first and then go after
the Seer. Alternatively, target the seer with several Powers - all at once. After you have slain them
all, open the door north, to witness a Vai’kesh ritual.
An An’tul Vai’kesh Seer is surrounded by ten Diabolists and Zealots. Again, they can revive their
leader as long as they live. No matter what your offense, you cannot quite kill the leader without
first killing the minions, unless you target him with several Powers - all at once. No one in this
group will attack you until you step past the doorway.
After you have defeated all of them, take the Chant of Fortification. Check an Armor Stand,
a chest, a bookcase and a Weapons Barrel. Then backtrack south, to the teleporter. Use it to return
to Aman’lu and then speak with potion-seller Lyssanore. She will give you the Chant of the Dead,
which you can use to speak with Ghostly Spirits.
Now return to the Vai’kesh Forest (south) and then follow the Prophet east, across the bridge.
Pass an Incantation Shrine. Cross another bridge and then turn west. Enter a Small Vai’kesh Cave
with another Vai’kesh Seer who is surrounded by Neophytes. Pick up an Onyx Fragment for
Eumenidie. You cannot yet open the door, but open a chest.
Exit the cave and then continue south to another intersection, where you find another Small
Vai’kesh Cave with yet another Vai’kesh Seer, surrounded by acolyte Neophytes. Open a chest
and then go farther north and east, past a hollow tree, to the next teleporter, which is welldefended by Vai’kesh. Use the teleporter to return to Aman’lu.
In Aman’lu, pick up the Griffon Feather and Jagged Arrowheads that, along with the Onyx
Fragment you just found, are the ingredients that Eumenidie needs. Find her just to the northeast,
probably practicing with her bow. She gives you a Viperclaw reagent, finishing that quest.
Return to the Western End of Arinth’s Ravine and then go east. Fight with two more groups of
Vai’kesh and a few annoying flying Naldruns. You come to another bridge. Before you cross it,
clear a Large Vai’kesh Cavern to the north, which of course has many Vai’kesh, including perhaps
two mini-bosses. Open four chests. The door inside this cavern will not yet open for you.
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On the other side of the bridge, deal with yet another Seer Neophyte and his minion Zealots and
Diabolists. Helping them is a swarm of flying Naldruns and Thrines that look like large toads.
Now, with Deru as your active party member, enter the Frozen Vai’kesh Cave to the south.
Deru recognizes it as the cave in the riddle inscribed on her silver treasure key. Open the door to a
room with a chest and possibly a few Vai’kesh. Have Deru use the key to open the chest. In it,
find much gold and another key, this one a Golden Riddle-Inscribed Key. It reads “In the sands of
northern tears, lies a timeless deception”.
Back outside; continue north and east, past more Zealots and Naldruns to a hollow tree with a
door in its side. Open the chest on the lift inside the tree. Up the slope from the tree, a cut scene
shows the Prophet again. He says “Bring righteous fire down on this abomination who would
destroy you!” Then he rides across the next bridge. Defeat the minions, and other monsters.
After the battle you may notice, but cannot enter, a large Vai’kesh Cavern to the east. The Zealot
inside will not open the door for you. You will return here later. Instead, cross the bridge past a
swarm of Naldruns, to the next teleporter, next to a bridge. A large group of Zealots and Fanatics
defend the approach to the bridge. After you clear them out of your way, use the teleporter to
return to Aman’lu. Rest and refit your little army, preparing for your final meeting with the
Prophet. Then return here, to the Eastern End of Arinth’s Ravine.
On the other side of the bridge, both paths take you to the same place, past a hoard of Braken, to a
point where a cut scene shows the Prophet harangue you in a long speech. Then he again orders a
large group of his men to attack you. Save yourself some grief and retreat to the bridge, which is
easier to defend. The minions will chase you there. Sometimes the Prophet will too.
After you have defeated all of them, find the Prophet. First whittle down the health of his steed
and then destroy the Prophet himself. At that point, he will drop much rare loot. The Mysterious
Stranger ??? may appear here and try to steal the loot. Attack him with your Powers, to try to get
his Mysterious Stone and even more loot.
Before you cross the next bridge, enter a Large Vai’kesh Cavern to the north. There are no enemies
in the cavern, but there six chests and an Incantation Shrine that you will use later. Then go east,
into a Vai’kesh Grotto. Inside it, there are no enemies for the moment. You see three passages, the
left one of which contains treasure, including two chests. The center route also has treasure and a
Ghostly Spirit that you will soon speak with. The right passage takes you to an arena where you
will meet the Knotted Shambler boss. Have plenty of potions in your Inventory.
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As you get close to the center of the arena, a cut scene shows you the layout, introducing you to the
boss Knotted Shambler. It is a huge green tree-like monster. It can tunnel a giant root toward you,
doing damage if it hits you. The Shambler also has a bashing attack, so keep moving around until
you have defeated all five of the Leaf Generators. These allow the Shambler to heal itself faster
than you can damage it. The generators pop out of round holes in the ground, ejecting Hatchlings,
which heal the boss and hurt you. Sometimes, while you are attacking them, the generators drop
back down into the holes they came from, to escape your attack. Only after you have destroyed all
five of the generators and all the Hatchlings should you attack the Knotted Shambler, which can
also disappear into any of four holes in the ground and then pop up from one of the other holes.
After you have destroyed the Shambler, pick up the Aegis of Death, the first of four pieces of the
Shield of Azunai. Then a cut scene shows a door opening and the Azunite Scholar walking
through it. When you speak with him, he tells you to rescue Princess Evangeline, who is being
held captive by the Dark Wizards, inside the deepest chamber of the Azunite Burial Grounds.
Complete a Few Ghostly Quests
Now that you can speak with Ghostly Spirits, exit to the northwest, back to Arinth’s Ravine.
Then enter the cavern to the north and use the Incantation Shrine you found earlier to activate the
Chant of the Dead. Now you have 300 seconds to return to the Ghostly Spirit inside the center
passage of the Vai’kesh Grotto. This is the first of 18 Ghostly Spirits in the game, each of which I
have numbered for you. This one tells you that the Vai’kesh sacrificed him to the Shambler.
Free him of his bonds. Then he disappears and leaves behind much good loot (1).
You can advance another quest in the Southern Vai’lutra Forest (south). From where you arrive,
go up the hill to the Incantation Shrine and again activate the Chant of the Dead. Then go east to
the Levreth Estate. Ride both lifts down to find the Ghost of Threnith Wilwarin. After you speak
with him, he will open the south door. Past it, pick up the Portrait of Lady Levreth and then speak
with the Ghost of Threnith again. He will open another door west, that gives you access to a Lock
of Golden Hair. Show it to the Ghost of Threnith. He will open a room south, containing the
Burned Letter. Show it to Threnith. He will open a door north, containing the Jewels of the
Levreth Estate. Speak with Threnith again and then travel back to Aman’lu.
On the north side of Aman’lu, just west of the Incantation Shrine, enter the basement of Tywlis’s
house. A lever on the wall, disguised as a lamp, opens a door to a secret room with a lift. Ride it
down to a Cellar Beneath Aman’lu. Open a door, cross a bridge and then open a second door to a
room with an Incantation Shrine. A button on the north wall of the hallway opens a secret door to
a hallway that leads to another Ghostly Spirit. Activate the Chant of the Dead and then speak with
the spirit to free her. Then pick up the treasure that she leaves behind (2).
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Now go to the Aman’lu Tavern and climb the stairway to the destroyed room with only a partial
floor. Speak with the Ghostly Spirit there. She was killed when Valdis attacked the town, but she
did not know that she had died. Free her and then take the good treasure she leaves behind (3).
Still in Aman’lu, go south, across the bridge to Eldoraith’s house. Speak with him to finish this
part of the quest. He rewards you. Then speak with the Ghost of Threnith, who is now standing
next to Eldoriath. This will advance this complex quest line still further.
Now use the teleporter to travel to Eirulan. Take the tram to the inn and then speak with Lady
Levreth. She wants to be left alone. But when you accuse her of having her husband killed,
she breaks down and confesses that her brother had convinced her that Threnith should die.
Her brother is the Guardian Commander of Aman’lu. Then a Dryad Guard arrests Lady Levreth.
Before you return to Aman’lu, ride the Falls Tram down to the Incantation Shrine. Activate the
Chant of the Dead and then take either lift down to the bridge at the falls. There, speak with the
Ghostly Spirit, who jumped from this bridge after the Morden killed his love. Tell him that you
will avenge his love’s death. Then he disappears, leaving behind a pile of treasure (4).
Now ride back to the Merchant Terrace and then down the north tram to the Northern Greilyn
Jungle. Enter the nearby Hak’u Caves by either entrance, and then fight your way to where the
Ghostly Spirit waits at the Clockwork Bridge. Speak with him to learn that the Hak’u attacked and
killed him because he could not pull the lever on the other side of the bridge and escape. Tell him
that you will avenge his death. Then he disappears, leaving behind a pile of treasure (5).
Then return to the Merchant Terrace and use the teleporter to travel to the Northern Greilyn
Jungle. From where you arrive, follow the trail west, to the Incantation Shrine. Activate the Chant
of the Dead and then continue a short distance south to the Tranquil Cave behind the waterfall.
There, speak with the Ghostly Spirit. Tell her that you are a “friend of the wood”, to free her.
Then collect some nice treasure (6).
Continue up the trail east and south, passing another Incantation Shrine and crossing a stone
bridge, until you come to the next teleporter. West of it, use the Incantation Shrine to activate the
Chant of the Dead and then find the Ghostly Spirit just west of the shrine. She warns you that the
dark shadows hide deadly things. Tell her that you will make the land beyond the wall a safer
place. She returns to the “shining shores” in peace, leaving behind some good treasure (7).
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Now use the teleporter to travel to the Azunite Desert and then go through the blue portal inside
the small military camp. When you arrive at the beach, go up the trail past the Ghostly Spirit, to
find another Incantation Shrine. Activate the Chant of the Dead and then return to the spirit and
tell her that you have defeated that which she feared. She will leave you some good treasure (8).
Return through the blue portal to the Azunite Desert. Then use the teleporter to travel to the
Lost Valley of the Azunites. When you get there, go to the Incantation Shrine at the south end of
the valley and then activate the Chant of the Dead. Speak with the nearby Ghostly Spirit, who
sees the ruined city as it was long ago. After you try to tell him the truth, he accuses you of having
been in the sun too long, but still disappears, leaving behind a nice pile of treasure (9).
Retrace your steps north, to the teleporter and then go to the Western Cliffs of Azunai. When you
arrive, go east and then inside Isteru’s Caverns. Look for the stairway in the southwest corner.
You should have already opened the door to that stairway. At the top of the steps, use the
Incantation Shrine to activate the Chant of the Dead and then push the button at the base of the
steps near the lift, to ride down to an Ancient Elven Reliquary. Speak with the Guardian of the
Staff who, when he realizes that you are the Seeker, unlocks the big chest. Then he disappears,
leaving you with gold and Arinth’s Stone of Focus, part of Arinth the Mad’s legendary staff.
Then teleport to the Temple of Xeria. From where you arrive, go west, up the stairs to the
Incantation Shrine. West and south of it, find a Ghostly Spirit on a balcony. She is happy to see
visitors to the temple. When you tell her the temple is in ruin, she awakens from her dream (10).
Now use the teleporter to return to Aman’lu and then the Elen’lu Isles. After you arrive, go west
and north, and then jog west again to the (slightly hidden from this direction) Incantation Shrine.
Then activate the Chant of the Dead. Travel north from the shrine, to a narrow zigzag trail that
takes you down to a narrow valley and across a small pond, to a lift. Ride it down to an Ancient
Elven Reliquary. Speak with the Guardian of the Staff. When he realizes that you are the Seeker,
he unlocks the big chest and then disappears. Inside the chest, find some gold and Arinth’s
Carved Rod, which is another part of his legendary staff. Push a button on the east wall,
to open a door to a secret area near the lift, with two chests and an Armor Stand.
Return to Aman’lu and then enter Alt’orn Hall to speak with Guardian Commander Wethril.
Tell him that you spoke with his sister, Lady Levreth. Accuse him of murder. He becomes agitated,
confessing not just to the murder, but to supporting Valdis by telling him that the Aegis he sought
was in the town. At the end of the conversation, he attacks you. After you kill him, speak with
Celeb’hel, who cannot believe that Wethril betrayed Aman’lu. The Ghost of Wilwarin speaks to
you, thanking you for clearing his name and granting all your party members two Skill Points!
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Act 2, Chapter 6: Princess Evangeline
Back on the main quest; use the teleporter to travel to Eastern Arinth’s Ravine and then go east to
the Vai’kesh Grotto. In the cavern where you fought the Knotted Shambler, open the wooden door
and then walk through the blue swirling portal to the snow-covered Garden of the Ancients.
When you arrive there, fight off some Snow Kurgans and then go east and down into to a Frozen
Crypt. Fight off some Undead Azunite Soldiers. In the southeast corner of the crypt, find a cherub
statue that turns. This opens a secret area with a coffin and the Chant of Master Self Awareness.
Back outside, go south, watching for swarms of green Stabbing Grangeflies and orange
Spewing Grangeflies, to the next teleporter. As you near it, Snow Va’arth Brutes attack you.
Just south of the teleporter, enter another Frozen Crypt. Fight off Undead Azunite Soldiers,
Grangeflies and some quick-moving alligator-like Lertisks. A Champion’s Death Mask lies at the
center of the room. Buttons at the bases of the west, south and east walls all open doors to welldefended secret areas. One room may have a very tough Undead Azunite Archer Hero. The east
and west rooms have buttons to turn off the frost pulsors coming from the walls.
Outside again, go east of the teleporter to another Frozen Crypt, with similar enemies and a
similar layout. If you did not see the Undead Azunite Archer Hero in the first crypt, look for him
in this one. Take a second Champion’s Death Mask. The secret east room has a door that requires
Combat Magic level 25 to open. The west room has a button to turn off the frost pulsors.
Outside again, go farther east, past a mass of enemies, many hiding in the trees, until you come to
a third Frozen Crypt. The space inside this one is basically square. Fight off another Undead
Azunite Archer Hero and then take a third Champion’s Death Mask. A secret hallway on the south
wall has six frost pulsors. The door at the end of the hall opens to a room with a cherub statue.
Turn it, to shut off the pulsors. A secret room on the east wall also has six pulsors. Spin the statue
to turn them off. A secret hallway on the north wall is defended by Grangeflies, Lertisks and/or
Azunite Soldiers. Turn the statue in the room at the end of this hallway, to stop the pulsors.
A Sanctuary door past the statue opens with Nature Magic level 25. Nearby, open another chest.
Outside again, return west to the teleporter. West of it, find more Snow Va’arths, Kurgans,
Grangeflies and their boss, the Stabbing Slimy Grangefly, all near a fourth Frozen Crypt.
Inside it, look for another tough Soldier Hero and then take a fourth Champion’s Death Mask.
A secret room on the east wall has an Undead Azunite Mage and a pair of frost pulsors. A secret
room on the south wall has a few Azunite soldiers and/or Grangeflies. A secret room on the west
wall has and a pair of frost pulsors and may have a few enemies too.
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When you continue west of the teleporter, you come to another Mushroom Circle. Find another
teleporter just south of the circle. If Amren is not in your party, use a teleporter to get to the
Aman’lu Tavern and then speak with the innkeeper to add Amren to your party. Take him back to
the Mushroom Circle and then push the mushroom to ride the lift down to a Mysterious Shrine.
Inside it, pick up a book “The Path of Death”. A nearby door opens to a room with a chest and a
cherub statue that responds only to Amren’s touch. Beside it are some shriveled brown branches.
Back on the surface, south of the Mushroom Circle; speak with Champion Rahvan, who thinks he
is still living, a thousand years in the past. When you show him the four Death Masks you have
collected, he realizes his error and then begins reliving the horrible memories of his death.
He tells you details about a lich named Letiso, who forced Rahvan to guard the entrance to the
catacombs. You promise to destroy Letiso and return Rahvan’s soul stone to him.
Then he drops a Mysterious Chant (Letiso). You will use it later. Take some treasure he offers.
Now enter the first room of the Azunite Burial Grounds. Defeat any creatures guarding it.
Notice the four symbols painted on the floor. They represent Death, Blindness, Sight and Life.
Past the room’s exit door, find a stairway that may be defended by Undead Azunite Soldiers and
Grangeflies. At the bottom of the stairs, open a door to a room usually full of the same kinds of
enemies. One Sanctuary door requires Ranged level 25 to open. Then Azunites come running
through the south door before you have a chance to open it.
The next door south opens to a huge cavern with ice chunks falling from the ceiling. These can
cause you serious injury if you stand underneath them. Clear the entire cavern of enemies.
The stairs to the west take you outside to a small snowy plateau. However, do not rush out there.
Instead, stand near the top of the west steps and then wait a few seconds until the enemies waiting
just outside come running down the stairs. Only after you have defeated them, venture past the
top of the stairs to the remainder of a tough battle in tight quarters.
Watch for an Elite Snow Va’arth Cannoneer who hates people who use Powers. Also watch for a
Snow Va’arth. At the top of the tower, take the Chants of Ranged and Melee Awareness. Check a
Weapons Barrel and two Armor Stands. A Ghostly Spirit stands near a building up the hill east of
the Incantation Shrine. She tells you that the Dark Wizards killed her. She saw them abducting
Princess Evangeline. After you reassure her, she disappears, leaving behind a few treasures (11).
Back inside the huge cavern, look to the east of a natural bridge that crosses the chasm.
There, behind some stalagmites, find the Chaotic Chant of Might. At the south end of the cavern,
find the next teleporter, protected by two pairs of frost pulsors which stop functioning after you
pass by them. Farther south, enter the Azunite Catacombs.
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South of the Azunite Burial Grounds teleporter, cross either bridge and then rotate the obelisks so
that they conform to the following order: Purple Tree, Red Eye, Yellow Eye and Green Tree.
After you have them in the correct order, a cut scene shows a lift rise up to your level. Ride it down
to the lower catacombs. There fight a large mob of Azunites, Flaypicks, Lertisks and Grangeflies.
At the intersection, go around the corner south, to an oddly-shaped room with a tree symbol
painted on the floor. Clear the room of enemies. Then stand on the symbol and incant the
“Mysterious Chant (Letiso)” (not any of the other Mysterious Chants). When you activate the
chant, it opens a nearby door to the room where the lich Letiso waits for you, along with a few
Grangeflies and Lertisks. After the fight with them, take the Chant of Purity. Open two big chests.
Now return east, to the lift. Ride it up to the huge Azunite Burial Grounds cavern. Then use the
teleporter to travel to the Garden of the Ancients (south), where Champion Rahvan waits for you.
When you speak with him, he says farewell and then disappears, leaving some nice treasures.
Back down the lower catacombs lift, when you continue northwest, watch out for a Bone Minion
that sometimes spawns inside one of the clay pots. In addition, inside the room with the columns,
a high level Undead Azunite Hero archer sometimes spawns.
After you have cleared the column room, continue quickly across the narrow bridge, because it is
equipped with multiple frost pulsors. On the other side of the bridge, be ready to fight a huge
mob of enemies. Farther into the room, you must deal with more opponents and multiple frost
pulsors. Stand where they cannot hit you. Most of the enemies will come to you. A smaller room
west is almost not worth the trouble, as the danger is greater than the reward.
Then continue north through the larger room until a cut scene shows four Dark Wizards in a
group. They have suspended Princess Angeline above the floor, supported by four magical
iridescent purple spheres. One of the wizards sends the other three away and then faces you alone.
This Dark Wizard of Valdis is very tough. However, he never leaves the central platform.
He teleports around it quite a bit though, and conjures three giant Undead Infantry Summons.
If you kill all three of them, he merely conjures three more. So, to make your life easier, kill only
two of the giants. Then just stay out of the way of the one remaining. The Dark Wizard can also
use his magic to conjure electrically-charged circles at your feet. Quickly move out of them
whenever you see them, or suffer terrible damage.
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To defeat him, you must first destroy the three small cone-shaped crystals surrounding him.
Then you can damage the wizard. However, he can re-form the crystals and conjure a large blue
crystal that heals the smaller ones. Then you must destroy them all again. After considerable time,
you finally whittle down his health to nothing. At that point, a cut scene shows Princess
Evangeline (Eva) falling from her perch above the floor.
When you speak with her, she tells you that she knows the location of the Aegis of Blindness.
Then she runs over to a nearby door. Follow her there and then speak with her again. There, she
will unlock the door to Snowbrook Haven. If you wish, she will join your group. A good melee
fighter, she will wait for you inside the Aman’lu Tavern if your party is already full.
So, go north, to a well-defended lift room. Then ride the lift up to a room with more enemies.
Exit north to a room with more opponents and a few sarcophagi scattered about. Then exit east to a
room with more enemies. In the next room east, find more sarcophagi and a Sanctuary door that
requires Nature Magic level 26 to open.
Pass east, through a long columned hallway with a squad of Azunite Soldiers defending six
sarcophagi. Exit that hallway farther east, past some more Grangeflies and Kurgans, up some steps
to sunny Snowbrook Valley. Be ready for an ambush.
Fight your way past Kurgans, Armored Lertisks and Snow Va’arth Barbarians, to the next
teleporter, near a Mana Shrine. Use the teleporter to return to Aman’lu. Now that you have access
to Princess Evangeline, add her to your party (at least temporarily). Find her standing at one end of
the bar in the Aman’lu Tavern. Outfit her as best you can and then use the teleporter to travel to
the Southern Vai’lutra Forest (south). Have Eva speak with wounded Caravan Driver Mylindril.
He tells you that Dark Elves kidnapped Jessic.
Now use the teleporter again to travel to the Western end of Arinth’s Ravine. From where you
arrive, go south, west and north, to a bridge. Do not cross it. Instead, turn west along a narrow
ledge to a Small Vai’kesh Cave. Eva knocks on the door at the western end of that cave, telling the
Vai’kesh Zealot behind the door that she has come to pay the ransom. After your group enters the
room, the Zealot demands that Eva hand over the gold. However, she tells him that she wants to
see the prisoners first. The Zealot refuses this request but Eva remains firm. The Zealot accuses
her of deception and she then freely admits it, after which the fight with the Zealots begins.
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After the fight, you notice three doors exit the small room. The north door opens to a small room
with a chest and a Weapons Barrel. The south and west doors open to a room with Neophytes and
a Vai’kesh Jailor mini-boss, who drops the Bronze Vai’kesh Jail Key. Check the Armor Stand and
then use the key to open the cell and speak with the Royal Guard of the Northern Reaches, who
tells you that Jessic is in another stronghold. He knows not where, but he mentions that he
overheard a phrase “coiia tuulo gurthae”. This is a password.
Exit the cavern and then backtrack south and east, past a teleporter, into Arinth’s Ravine. Keep
going until, just before the next bridge, you can turn north into a Large Vai’kesh Cavern. As she
did in the previous cavern, Eva knocks on the door inside, telling the Vai’kesh Zealot behind it
that she has some information. She repeats the cryptic phrase that her Royal Guard mentioned and
then the door opens. When your little army enters, the Zealot says he does not recognize Eva.
Asked if she comes in peace, Eva says “Not a chance”, which is the point when the fight begins.
After the fight, open the door north, to clear another cellblock of Vai’kesh. Open a chest.
In the room west, check the Armor Stand, bookcase and Weapons Barrel. Then open the door
south, to another jail with some Vai’kesh minions and a Vai’kesh Jailor, who drops the Silver
Vai’kesh Jail Key. Use it to open the cell and then speak with another Royal Guard, who tells Eva
that Jessic is in another stronghold, although he does not know where. Check a Weapons Barrel.
Exit the cavern and then continue east, across the bridge. When you get to the next bridge, do not
cross it. Instead, continue east to a Large Vai’kesh Cavern. Again Eva knocks on the door. When
the Zealot refuses to open it, Eva shows surprising strength by kicking in the door, starting a fight.
After the initial fight, open the door to the room west, where you must defeat the Vai’kesh Jailor,
who drops the Gold Vai’kesh Jail Key. Then open the east door and clear out any Vai’kesh
Soldiers. A Sanctuary door in here requires Melee level 24 to open. A second door north opens to a
small flooded room that may have no enemies. If you do encounter enemies in the flooded room,
then the next room may not have any. That room is the cellblock. Defeat any enemies there and
then use the gold key to open the cell and finally speak with Jessic. Open a nice chest and then
return to Aman’lu to rest and refit. Dismiss Eva now if you wish.
Act 2, Chapter 7: The Siege of Snowbrook Haven
Use the teleporter to return to Snowbrook Valley. Follow the wide path west. Fight large numbers
of Lertisks, Snow Kurgans and Ornate Stabbing Grangeflies until you come to a log bridge at the
base of an icy waterfall. On the other side of the bridge, go up the hill southwest and then enter a
Frigid Cave. It has some familiar enemies and a Rainbow Trinket for Tywlis in Aman’lu.
You cannot yet access the lift in this cave, but you soon will.
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So continue north and then enter the tower. Ride its lift up to the top to get the Chant of Magic
Awareness. Below the tower northeast, you can see a snow-covered lift. Before you go down there,
go a bit farther west, to the Incantation Shrine. There, activate the Chant of the Dead and then go
down the steps near the tower. Activate the lift, to ride down to an Elven Reliquary. Speak with
the Guardian of the Staff who, when he realizes that you are the Seeker, opens the chest. Then he
disappears. Inside the chest is Arinth’s Jeweled Staff and much gold. A nearby button opens a
door to a room on the west wall. Inside the room, open a chest and check an Armor Stand.
Back outside; continue south up the mountain to the Snowbrook Foothills. Where the trail widens
out to a field of black leafless trees, turn southeast along a narrow trail up the hill to the other end
of Frigid Cave. This entrance also has a lift, which takes you down to a small room. Exit this room,
through another room, to a room with the exit lift. There, look for a button that opens a door to a
secret room with a chest and another button that opens another door to another secret room with
an Armor Stand and a Weapons Barrel. Then ride the exit lift up to the section of Frigid Cave you
entered earlier. Go through the tunnel north, to return to Snowbrook Valley - near the log bridge
at the waterfall. You have come full circle.
Retrace your steps northwest, past the Incantation Shrine and up the slope south, to where you
found the other entrance to Frigid Cave. Now notice the tunnel entrance on the west side of the
trail. It is the first entrance to the largest ice cave system in the game - Snowbrook Grotto.
Clear the entire system, to get the experience points. There are a total of five entrances:
The second entrance is on the east side of the trail, just before the Snowbrook Foothills Teleporter.
The third entrance is on the south side of the trail, west of the Snowbrook Foothills Teleporter.
The fourth entrance is on the southwest side of the trail, just west of the third entrance.
The fifth entrance is on the west side of the trail, just before you get to the ornate stone bridge.
Now return to Aman’lu to recreate Arinth’s Legendary Staff. Have the Rainbow Trinket in your
inventory. Find Eolanda on the east side of town. She will put Arinth’s Staff back together.
Have your Combat Mage equip the staff. Before you leave town, visit Tywlis’s house, west of the
Incantation Shrine. When you give her the Rainbow Trinket, she will give you gold. Alternatively,
if you refuse to take her gold, she will give you some nice gear instead.
Now, with the staff equipped, teleport to Eirulan. From there, use the teleporter again, to travel to
the Lost Valley of the Azunites. Just east of where you arrive, locate the lift, among some
crumbling walls. Push a button on the nearby wall to ride the lift down to Some Lost Elven Ruins.
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Past the north door, fight off any enemies and then push a button at the base of the north wall.
This opens a secret area to the south, containing a few enemies and a chest. Here, push a button at
the base of the wall just past the entryway. This opens a room to the south. In that room, push a
button on the north wall, to open a door to a room east. There, push a button on the south wall,
to open a door to a set of steps east, going down past some Skitters and zealots, to a wooden door.
Past the door, find An Elven Prison, where you can see Arinth behind bars. If you speak to him
five times, he gives you five different responses:
“Power shall be mine!”, “The weak shall grovel, or be crushed!”, “Scorching, blasting, melting!”,
“Isteru, the fires, I burn!”, “I see you staring at me. You will die first!”
Using Arinth’s Staff, have your Combat Mage break the Enchanted Pillar. A short cut scene shows
Arinth, gleeful at being released, saying “Free? Now for revenge!” Then he runs off. The quest log
tells you that he has fled to the Temple of Istaura and Isteru in the Northern Vai’lutra Forest.
On your way back outside, stop at the base of the stairway and then activate the lamp on the wall.
This opens a secret area, halfway up the stairs. There, inside a small room, open a Big Chest that
contains the Mysterious Bucket. This item is part of the Mysterious Mystery quest.
Store this bucket in your personal Storage Vault until you need it.
Return to Aman’lu and then teleport to the Elen’lu Isles. Inside the nearby temple, defeat Arinth,
gaining two Skill Points for every member of your party! Then return again to Aman’lu and speak
with Eolanda once more, on the east side of town. She will reward you with gold and some gear.
After rest and refit, teleport back to the Snowbrook Foothills.
Fight your way up the mountain west and north. Along the way, inside a low square tower, collect
the Chant of Ranged Skill and open a chest. Up the hill from there, you come to the ornate stone
bridge crossing a river canyon. Nearby is the fifth and last entrance to Snowbrook Grotto.
On the other side of the bridge is the Southern Face of Snowbrook Mountain teleporter.
Farther up the mountain, you enter a Morden camp. A low square tower in that camp has an
Armor Stand. The camp stretches along a narrow ridge at the top of the mountain. Then the trail
drops you down to an icy shoreline where a cut scene shows a huge Morden army attacking
Snowbrook Haven. Clear the Morden from the shoreline camp and activate the next teleporter.
Just to the west of it, find a Health Shrine and the entrance to the Snowbrook Haven Servants
Quarters. Inside, easily clear a few Morden from the first room. Then exit through either of two
doors on the north wall, to a large room with 12 columns, many more Morden and eight Armor
Stands. Clear several side rooms and open one Sanctuary door that requires level 29 Melee Skill.
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At the north end of the room, find two doors. The west door opens to a room with an Incantation
Shrine, defended by one or more Klasks. Check two Armor Stands and two Weapons Barrels.
The east door opens to a room with one or more Klasks and two exit doors. The north exit opens to
the Cavern of Frost, where you will return later. The south door opens to a room with many
Morden and the beginning of a bridge that crosses over the room with the columns. Before you
cross the bridge, note a side room with a Ghostly Spirit. Use the Incantation Shrine to activate the
Chant of the Dead and then speak with the spirit. He was one of the defenders of Snowbrook
Haven (12). Pick up the Mysterious Chant “Requo Amicum” (five Lertisks fight for you for 30
seconds). Now cross the bridge. Pick up a book “The Kings and Queens of the Northern Reaches”.
Then open the door north, to a lift room defended by a group of hulking Klasks. Ride the lift
down to the Snowbrook Haven Living Quarters. Take the Mysterious Chant “Requo Malum”
(five Orthracs fight for you for 30 seconds). Check three Armor Stands and a bookcase.
Exit to the east, through a door to a small room with two Armor Stands and a few Morden.
Then open either of two doors to get to a stairway that takes you down to the Snowbrook Haven
Throne Room. Note four Rustguard Soldiers frozen near the throne. After you activate the throne,
it slides back to reveal a section of floor that rises up to reveal a Display Case Key. After you take
the key, a short cut scene shows the four Rustguards come to life. Then they attack you.
After that battle, exit through the east door and clear out any Morden. Check two Armor Stands
and then open the next door east, to a room well-defended by Morden, including perhaps a miniboss. The room east of there has a teleporter, usually defended by Morden. East of the teleporter,
a Sanctuary door requires level 29 Combat Magic to open. If you do not have the Statuette of Xeria
in your inventory, use the teleporter now, to retrieve the statuette from your Storage Vault.
South of the teleporter, through several connected rooms, you come to a lift that takes you up to
the Snowbrook Haven Courtyard. Before you ride the lift, open the door northwest of the lift, to a
room with several Morden. From here, the west door opens to a dead-end room with even more
Morden. A button on the west wall opens the square room in the center of the larger room. It has a
chest and Armor Stand. The nearby north door opens to a very small room with a tough Mimic.
At the top of the lift, walk up steps strewn with corpses. When you open the door at the top, a cut
scene shows an ongoing battle on the ramparts. Help the defenders repel the Morden and Klasks.
Then enter the dining hall, just to the left of the stairway. Inside, speak with Soldier Kiernan, who
will trade you his Morden Head on a Pike for your Statuette of Xeria. Then go up the stairway and
speak with the Snowbrook Haven Commander. She wants you to go up to the top of the keep and
then kill all of the Morden up there.
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Act 2, Chapter 8: The Siege of Snowbrook Haven, Part II
Back down in the courtyard, go through the door on the east wall (the other opening is the bottom
of the lift shaft). Past that door is another door. Past the second door is a small room with some
Morden and maybe a Klask. Check three Armor Stands and then open the door west, to a stairway
that may have some enemies. At the top, find a dining hall with more Klasks and Morden.
Check one Armor Stand. Then open either of three doors to a small, usually-empty room.
Exit to the east, through a door to a room with more Morden. Clear a small bedroom past the door
southeast. Check an Armor Stand and then open a door to a stairway defended by Morden. At the
top, open a door north, to a large octagonal room with Morden and/or Klasks. Exit that room east,
up a stairway to a door. Past it, the stairway continues to another door. Past it, find a small,
sometimes empty, room with two exits. The north door opens to a usually-defended bunk room
with a chest. The south door opens to a small room with perhaps one enemy. South of there, exit
outside to the lofty Snowbrook Haven Inner Keep.
Destroy all of the Morden, Klasks and Bralls you can find. Then ride the lift down to the courtyard
and approach the Commander. After you speak with her, a cut scene shows a huge Klask break
through the north wall. Behind the Klask is a hoard of Morden. After you have defeated all of
them, speak with the Commander again. After that conversation, another cut scene shows your
next enemy, a giant dragon. The Commander tells you to go up the lift to defeat the dragon.
At the top, position your party well away from the large ballista. Then use the Wait command to
send your most heavily armored member walking alone toward the ballista. As he or she nears the
weapon, a cut scene shows the dragon, named Talon, perch on the battlements. It will sit there for
a few seconds and then fly off, sending balls of fire down onto the platform from above. Before it
flies off, point the ballista toward the dragon, using the gears to the right and left of the machine.
While the ballista is pointing at the dragon, activate the weapon, to shoot a spear at the dragon.
At that point, the dragon will fly off, peppering the platform with fireballs. Talon will land on one
of five perches near the ballista. Use the gears to reposition the ballista and then fire the weapon
once more. After two or three hits on the dragon, a cut scene shows catapults below, launching
Durvla up onto the ballista platform. Half of them may chase you back to where the rest of your
party waits. There, your people should be able to defend themselves. The rest of the Durvla
remain near the ballista. However, your single heavily armored fighter can easily outrun them.
After the dragon lands again, try to ignore the Durvla milling around near the weapon. Instead,
concentrate on positioning the ballista to target the dragon. It takes a total of eight shots to defeat
Talon, after which, it falls to the base of the outside walls.
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After the battle with Talon is over, open a chest and then speak with the Commander, who has
joined you on the ramparts. She gives you a key to the Reliquary, just before a purple crystal
appears; releasing Shard Souls that convert the Commander and her soldiers into enemies who
immediately attack you. At that point, all you can do is defend yourself against them.
Destroy the crystal and then go a bit east, to the Reliquary door, which you can now open.
Inside the small room is another door. When you pass it, a cut scene shows the Relic Vault.
Open it, to get the Aegis of Blindness. Open seven chests too.
At the east end of the room, open the doors and then watch another cut scene, showing Talon the
dragon break through the wall, still dangerous though mortally wounded,. He begins shooting
powerful fireballs at you. Dodge them. Finish off the dragon, which is eventually crushed by
falling masonry. Then speak with the Azunite Scholar, who has magically appeared nearby.
He warns you again of the growing power of Valdis and then the scholar sends you to the city of
Kalrathia. Surrounding the teleporter to the southeast are three Chants: the Greater Chant of
Dexterity, the Greater Chant of Strength and the Greater Chant of Intelligence.
Now use the teleporter to travel to the walled desert-city of Kalrathia. When you arrive, a cut scene
shows a city occupied by Morden troops, although they will not attack you. Cross the plaza and
then open the door to Kalrathia Hall, to the southeast. Inside, speak with the young boy, Lord
Kalrathia, who is the nominal leader of the city. He wants you to restore the town’s water supply,
even though the crusty Kynos advises against it. The north gate is now unlocked.
Act III: The Plain of Tears
Advance Some Old Quests and Begin Some New Ones
Inside Kalrathia Hall, speak with Historian Leontia. Ask how you might assist her.
She wants you to locate the three lost parts of the Dwarven Song of Ore.
Northwest of Kalrathia Hall, speak with Berseba, who mentions a Half-Giant named Agarrus.
She points you to Tai’esse in the Aman’lu Tavern for more information. In the building just
behind Berseba, find the book “Elves and Elven Culture”. Down the alley north of her,
enter the building with no door, to find another book “The Legacy of Azunai”.
Near the north gate, speak with Nora the Nature Mage, who wants you to break the seal
preventing her from using the Kalrathian Nexus. She gives you a Soulstaff that needs imbuing
with the essence of three Ley Lines, by incanting the phrase “Arcesso Arcanum”. Then you will
use the Soulstaff to destroy the seal. She tells you the locations of two Nodes of Power.
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Up the steps on the east wall, inside a domed building, speak with Telgrey the Scholar, who will
reward you for delivering to him all of the Lore Books of Aranna. There are twenty of them and he
will take the ones you already have.
South of the teleporter, in the Magic Shop, speak with Enchantress Valeria. Tell her that Danadel
of Aman’lu sent you. Valeria tells you that, to remove the effects of the Liantir Stone, you must
bring her a special ring made of Dwarven Mythril. You can find one inside the Mines of Kaderak.
The ring, when properly enchanted, will allow you to see through the mirage of the assassin who
stalks you, allowing you to kill him, removing the curse on you.
Near Valeria, speak with Mage Boden. Ask him about “another matter”. He wants you to find his
good-for-nothing apprentice Darek, who has gone missing. In addition, Darek has Boden’s
Research Journal. Boden gives you a Golden Mirror that he was using in some experiments.
He sends you to some ruins near the Morden city of Darthrul.
South of the Equipment Shop, enter the tavern and then speak with Kevarre the Explorer. Inside a
desert ruin, he found an amulet created by Soranith the Eldersmith. He will give you the amulet if
you find the remaining jewels inside the ruin.
Near Kevarre, with Sartan in your party, speak with Feltan the Drunkard. He tells you of lurking
spies, one in particular is a man named Osric, who came from Windstone Fortress. Sartan is very
interested to learn that Osric is hiding somewhere in the nearby desert.
Also in the tavern, speak with Khartos the Strong, who has consumed a few too many alcoholic
drinks. Talk to him about the Mythrilhorns. He agrees to help you find one if you defeat him in
battle. Easily defeat him. Then he agrees to meet you at the Rift Site.
In the room behind the bar, ride a lift down to a Cellar Beneath Kalrathia. Pull a lever on the wall,
to open a door to a second lift room. Ride that down to a room with three doors. The east door
opens to a room with a book “The Morden: Allies or Enemies?” The west door opens to an empty
room. The south door opens to a room with five rebels: Ixus, Bertram, Hakom, Aden and Tehruth,
who all complain about the Morden and the town’s lack of water. If you repair the water supply
before you enter this room, you see only an empty room.
On the battlements southwest of the teleporter, stands a Ghostly Spirit. Just outside the north gate,
use the Incantation Shrine to activate the Chant of the Dead. Then speak with the spirit.
The Morden killed him and his entire family (13).
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Now, with the Morden Head on a Pike in your inventory, use the teleporter to travel to Aman’lu
and then go south across the bridge. Enter the first house on your right and then exchange your
Morden Head on a Pike for Alar’ithil’s Bottle of Elven Water.
Now enter Aman’lu Tavern and speak with Explorer Tai’esse about the Legendary Mace of
Agarrus. She gives you a Stone Key that unlocks a tomb where you can find a fragment of a stone
tablet that she needs in order to determine the location of the mace.
With the Soul Staff equipped by one of your party, use the teleporter to travel to the Eastern Face
of Snowbrook Mountain. Then enter the Snowbrook Haven Servants Quarters. From the north
end of the large room with twelve columns, enter the smaller room east and then zigzag north to
the Cavern of Frost. There, stand on the yellow snowflake pattern. Now recite the Mysterious
Chant Arcesso Arcanum. This imbues the staff at this Power Node.
Return to the teleporter and then travel to the Snowbrook Foothills. From there, go west a short
distance and then turn south, into Snowbrook Grotto. Inside the grotto; turn east at the first
intersection. Find, and then walk down, the steps on your right (south). If you have not already
done so, from the lecterns take the Chants of Magic and Melee Skills. Then go farther down the
steps and open the Ancient Stone Doors, using the Stone Key that Explorer Tai’esse gave you.
Past the doors, pick up the Stone Tablet Fragment from the floor.
Now use a teleporter to return to Aman’lu and then enter the tavern again. Speak with Explorer
Tai’esse. The fragment you found completes her tablet, which reveals the location of the tomb of
Agarrus - in the Lost Valley of the Azunites. She gives you the tablet, because it acts as a kind of
key to unlock the tomb. Exit the tavern.
Now use the blue portal just outside the tavern (not the teleporter) to travel to the Xeria Temple
Courtyard. From where you arrive, go south, to the teleporter and then turn up a stairway west and
north, to the Incantation Shrine. West of the shrine, enter the Cavern of the Earth. Stand on the
yellow root pattern and then, with the Soul Staff equipped, recite the Mysterious Chant Arcesso
Arcanum. This imbues the staff a second time.
Return east to the teleporter and then travel to the Western Cliffs of Azunai. Enter the Azunite
Cavern nearest the teleporter - south. Then cross the natural stone bridge west. If you have not
already done so, stop at the Retractable Bridge that leads to a rock island north. To connect the
sections of the bridge, push the button at the base of the nearby small ruin. Then cross the bridge
to the rock island and eliminate any Skaths defending it. Break a rock near the lift shaft, to reveal
a button that raises the lift up to you.
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Ride the lift down to the Tomb of Agarrus. Past the Ancient Stone Door that opens using the
Repaired Stone Tablet, speak with Agallan Giant Guardian Magentus, who has been waiting a
long time for someone like you. After a long conversation with him, he gives you the Mace of
Agarrus, a very nice weapon. Then he disappears.
Back at the Cliffs of Azunai teleporter, travel to the Lost Valley of the Azunites. At the south end
of the valley, enter the cavern of the Phoenix. There, stand on the yellow image of a bird and, with
the Soul Staff equipped, chant the Mysterious Chant Arcesso Arcanum. This imbues the staff a
third time. It is now permeated with the elements of Frost, Earth and Phoenix and can be used to
destroy the seal on the Kalrathian Nexus. Return to the city of Kalrathia.
Act 3, Chapter 1: Restore Kalrathia's Water
If it is not there already, put your bottle of Elven Water into your Inventory. Now, with all your
quests up to date, exit the city of Kalrathia through the north gate. Fight your way through Thracs,
Mucrim Shockers, plodding Borgas, Korven Boneslayers, Korven Blightwalkers and Morden.
Just before you get to the next teleporter, find a ruined building across from a tall round tower.
The floor of the building is a lift. Push a button on the west wall to ride the lift down to some
Crumbling Ruins. Open two chests and then either door. In the next room, trade your bottle of
Elven Water for Prospector Gareth’s Battered Agallan Relic. Before you leave, push a button on the
wall behind Gareth, to open a secret room with an Armor Stand and the Greater Chant of Purity.
Back outside; enter the round tower and then ride its lift up to the treasure at the top. East of that
tower, down a hill, through some major Morden resistance and past two towers, come to an oasis.
Walk into the water to find that it is an illusion which hides the entrance to a Magical Oasis.
Inside, pick up the Chant of Health and then open the door to a small room. With Deru as the
active character, open a large chest containing much treasure, completing this quest. At this point,
Deru realizes that searching for the treasure was more enjoyable to her than actually owning it.
Back outside; enter the least-damaged of the two towers. Push a button to descend to A Mysterious
Vault. Then open the door to a small room defended by several Korven. Kevarre the Explorer has
already solved this light puzzle. Then open the door south, to a much larger room full of Korven.
After that battle, you must solve a more complicated light puzzle. Turn each of the blue-glowing
buttons so that light fills all of the channels on the floor. The statue on the south side of the room
resets the puzzle. There is more than one solution to the puzzle.
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One solution I have found is: 4,2,3,1,5,2,1,4,3 - After you have solved the
puzzle, the doors at the south end of the room open. In the small room past
those doors, first open the door to the west. It contains a treasure chest with
Soranith’s Silver Ring and an Armor Stand. Then open the door south, to a
set of winding steps that take you down to another large puzzle room,
though without enemies. In the new room, the puzzle is even more complex.
Again, there is more than one solution to the puzzle. One solution
that I have found is the following series: 8,4,9,8,7,5,4,3,5,2,1,7,6,1
Once you solve the puzzle, the south doors open to a room with the
Mysterious Chant Rando Conjurum IX (Creates a random highlevel object). Open the treasure chest to get Soranith’s Gold Ring,
advancing this quest to the next stage.
Back outside again, go to the teleporter. From there, walk a bit east and then downhill north, to
where Khartos the Strong waits for you. Speak with him He will summon a Mythrilhorn through
the large white rift. While he does that, a hoard of Durvla come through the same rift and then
attack you. After you have killed them, Khartos takes the Mythrilhorn to the Pet Shop in Aman’lu.
Return to the teleporter and then go west, to the huge doors of the Water Chapel, which are welldefended by Korven. Past the doors, walk to the end of a long causeway, where a giant Ganth
mini-boss waits. It can heal itself every time it hits you. If you have trouble defeating it, have all
members of your party equip ranged weapons. Never let the Ganth hit anyone, including pets.
Back up all the way to the teleporter if you have to. Use your Powers.
After that battle, open the door north, to a hoard of Morden, including a mini-boss, who comes
running down a stairway toward you. You have plenty of room to retreat. At the top of the
stairway, find the Chapel Courtyard. Push a button on the wall to activate a cut scene that shows
the water flowing along the aqueduct to the fountain in Kalrathia. Watch the reaction of the
Morden when they see the water flow. Nearby, pull a lever on the wall, raising a lift with a chest.
Then use the teleporter to return to Kalrathia. Speak with Lord Kalrathia, who now wants you to
distract the Morden Chief in the eastern city of Darthrul, giving the citizens of Kalrathia time to
prepare a military operation against the Morden occupiers of Kalrathia.
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Complete a Few Quests
While you are in town, with the Agallan Relic in your inventory, go up the steps northeast, to the
patio just outside the domed building. There, cross the two wooden planks west and north, to get
to the ramparts. There, speak with Nalus, who will trade his Bundle of Harpy Feathers for your
Agallan Relic. Then enter the tavern on the south wall and speak with Kevarre the Explorer.
He gives you Soranith’s Amulet, completing the set of three.
Now use the teleporter to travel to Aman’lu to get a reward from Pet Seller Galeron, completing
that quest. In addition, at the north end of town, just east of the north gate, speak with Ithir’renne
the Fletcher. Give her the Harpy Feathers for which you just traded the Agallan Relic.
In exchange, she gives you the Aman’lu Orchid.
Now take the orchid to Eirulan. Once there, ride the tram to the Pet Shop terrace. Next door to the
shop, enter the house of Lelani and then give her the orchid. She will give you a very nice reward,
completing that very long quest. Now return to Kalrathia.
Act 3, Chapter 2: The Morden Chief
Back in Kalrathia, with the Soul Staff in your inventory; exit the city through the east gate to the
Eastern Plain of Tears. Fight your way past many familiar enemies. Before you reach a tower,
turn south to a dead-end with a lever sticking out from a rock. Pull the lever to reveal a lift with a
treasure chest and then return to the main trail.
Closer to the tower; the trail splits. Take the north fork to the cave entrance. With the Soul Staff
equipped, enter the Kalrathian Nexus. At its center, use the staff to break the Seal of Dark Magic.
Now return to Kalrathia and speak with Nora the Nature Mage (near the north gate). She enhances
your Soul Staff, creating the Soul Staff of the Nexus. She also gives you much other treasure.
Back out on the Eastern Plain of Tears, cross the chasm to the tower. Defeat a Shaggrot and
possibly an Iraca, along with several other monsters. Then enter the tower. Take the Greater Chant
of Mage Health. Open a chest and a Weapons Barrel.
East of the tower, just past the next teleporter, notice a Ghostly Spirit standing on the bluff.
An Incantation Shrine is nestled in a depression to the northeast. Clear the enemies from around
the shrine and then incant the Chant of the Dead. Speak with the spirit to learn that he is a bit of a
poet. He tells you that a new dawn is coming (14).
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East of the shrine, enter a Mysterious Cavern. With Sartan in your party, knock on the door at the
east end of the cavern to speak with Soldier Osric, who tells Sartan to go away. Undeterred, Sartan
expresses his wish to join the resistance, convincing Osric to open the door. At that point, a cut
scene shows Sartan killing Osric for being a spy, before Soldier Orayne can explain to Sartan that
Osric was working to free some prisoners of the Morden. Now chastened, Sartan vows to make
amends for what he has done, by freeing the prisoners.
Two side tunnels run off the main cavern, north and south. The end of the south tunnel has two
Weapons Barrels, an Armor Stand, a chest and a bookcase. A Sanctuary door requires level 31
Melee Skill to open. The north tunnel has an Armor Stand, Weapons Barrel, chest and a button on
a step that opens a secret area to an Armor Stand and a Weapons Barrel.
Back outside; just west of the Incantation Shrine, enter a tower to get the Greater Chant of Ranger
Health. Also open a chest and check a bookcase.
Now turn north into the Ruins of Okaym. Enter another tower to get the Greater Chant of Fighter
Health. Open a Weapons Barrel and a treasure chest.
North of the tower, find a fourth Mushroom Circle. With Amren in your party, approach the circle.
If he is not with you, find Amren by speaking to Innkeeper Angus, just up the stairs east and
north of the tavern bar in Kalrathia. Stand on the circle to activate one of the mushrooms.
Push the mushroom button, to ride down to a Mysterious Shrine. At its west end, pick up the final
book in the Lore of Aman’lu series “The Path of Blindness”. Then open the door to a chamber
with a statue and a large treasure chest. Amren can activate the statue, the “Eye of Darkness”,
which kept the Azunites from seeing unpleasant events in their future.
Because this is the fourth Mushroom Circle that you have activated, a blue Mysterious Portal
opens at the center of the shrine. It takes you to another Mysterious Shrine with a Big Chest.
Amren must open it. Inside the chest, find much treasure, including the Virtuous Rebellion Bow.
Return to the Shrine of Blindness and then ride the lift back up to the surface.
Now that you have found all 20 volumes of the Lore of Aranna series, return to Kalrathia and then
climb the steps at the northeast corner of the city. Inside the domed building at the top, speak with
Telgrey the Scholar, who is indebted to you. He gives you a book “The Mercenary and the
Scholar” as a reward for your trouble. Speak with him again, to learn that he was only having a bit
of fun at your expense. This time he rewards you with much treasure. Part of it is a Mysterious
Book, part of the Mysterious Mystery quest. Keep the book in your Storage Vault for later.
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Now return to the Ruins of Okaym and then continue north until you get near the next teleporter.
A Traveler’s Sanctuary door requires level 30 Nature Magic to open. Inside, open a chest.
Check an Armor Stand and a bookcase.
Near there, enter a vault to a Large Abandoned Shelter. Inside it, past a door, ride the lift down to
a small room that may have Korven. Both exit doors open to the same large room, which is chock
full of Korven. After you have defeated them, take one green Azunite Life Stone from the pile.
Now go through the door to the southeast and down the steps to a door that opens to a large room
with Shaggrots, Korven and/or Mercrus, which can reduce your magic damage by 50%. Two pairs
of pillars are joined to each other by electric arcs. You must join the other four columns so that all
of the columns are connected by electric arcs. Note one column that has a green tree symbol on top.
Activate this one to place the green stone on it, creating an electric arc.
Open the door on the south wall and then defeat some Shaggrots, Korven or Mercrus. Exit south to
a possibly-empty room. Exit south again, to a cavern with many reptilian Mercrus and/or Korven.
At the east end of the tunnel, pick up one yellow Azunite Stone of Sight.
Then reverse course west, fighting your way through a much longer tunnel until you come to a
room with a door that opens east, to a room with several Korven, an Armor Stand, a bookcase and
a pile of silver Azunite Stones of Blindness. Pick up one of them, opening a secret area east that
provides you a shortcut back to the room with the eight columns.
Now open the door on the north wall of the column room and then a second door north. Fight off
several enemies and then go through the door north to a room that may be empty. Then open the
door west, to another possibly-empty room. Then go south, to a room with a Golden Chalice.
When you pick it up, two doors open east, to a well-defended passage east and north. Buttons at
the bases of the west and south walls open secret areas east which have some minor treasures.
Continue past the door north. Fight off some Korven and then open the door west, to another
angular room that may have enemies. A button at the base of the north wall opens a small secret
area west. It has a bookcase and a basket. Exit south, to a room that may have some enemies.
Push a button on the east wall to open a secret area west. It has some minor treasure.
Continue south, to a room with a pile of purple Azunite Death Stones. Pick one up, opening a
door east that provides a shortcut back to the column room to the south of you. Now place the
three stones on the three empty columns to complete the pattern of light between the pillars and
opening a secret passage east. It takes you to a small room full of Korven, led by a mini-boss.
The room has two chests, an Armor Stand, a Weapons Rack and a bookcase. It also has the Greater
Chants of Mage Power and Ranger power. Now return to the surface, west from the column room.
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Back outside, with Sartan in your party, pass the teleporter and keep going west to find the
entrance to a Morden Arsenal. Inside, a cut scene shows Sartan breaking down the door. Past the
door, fight several Morden, including a mini-boss. Check a Weapons Barrel and bookcase.
Two doors exit the room. Open the north door first, to find a room that may be empty, except for
an Armor Stand and a button at the base of the east wall. It opens a secret area with an Armor
Stand, a chest and a Weapons Barrel.
Now open the south door and then fight off any Morden you find. Check an Armor Stand, chest
and a Weapons Barrel. Then open either door west, to a bigger room that may contain large
numbers of Morden. Check two Armor Stands and two Weapons Barrels. From here, the room
south is sometimes empty except for a chest and an empty jail cell.
The west doors open to a large cellblock. Use a ranged weapon to destroy the spiked silver
“bombs” lying on the floor next to each cell door. This releases the prisoners. One cell has a
large chest that Sartan must open. Now use a teleporter to return to the Eastern Plain of Tears.
When you arrive, go south and east, to return to the Mysterious Cavern. Inside, speak with Soldier
Orayne to complete this quest. Sartan vows never again to strike in anger alone.
Back outside; make your way north again, through the Ruins of Okaym until you come to the gate
guarding the Morden city of Darthrul. Before you attempt to open the gate, turn through a narrow
passage west, down into a dry depression that was once used as a canal. Climb out of it, up the
next set of steps south, to find a vault entrance.
Enter Some Ancient Ruins. Past two doors west, enter a large puzzle room full of statues holding
mirrors. The statue at the base of the light beam is missing its mirror, but you have the one that
Mage Boden gave you. Now you know its use. Activate that statue to insert your mirror, bouncing
the light beam to the statue in the center of the room. You must now solve this light puzzle.
In order to open the doors north and west, the light beam must shine on them. The north door is
the easiest to open. Turn the first statue south of the one your repaired, until the light shines west.
Turn the west statue until the light shines south. Turn the south statue until the light shines east.
Turn the east statue until the light shines on the north door, at which point it opens automatically.
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To open the west door, direct the light as in
the diagram at the left. In this puzzle,
however, you must turn some of the center
statues out of the way, to get the light to
travel all the way across the room.
Past the opening west, climb the steps to a room with three treasure chests and other assorted
treasure containers. Past the opening north, speak with Mage Apprentice Darek, who tells you that
Mage Boden and some of his Morden friends locked Darek in there to die. The journal he carries
is proof of what he says. He gives you the journal and then runs off. Take the Greater Chants of
Casting and Fighter Power. Then return to Kalrathia.
In the city, purchase extra potions for the big fight coming up inside the Morden city of Darthrul.
While you are speaking with Mage Boden, select dialog option #3, to tell him that you have his
missing journal. He wants it back. When you question him about its contents, he loses his friendly
disposition and then threatens you. At the end of the conversation, he attacks you. After you have
defeated him, speak with Mage Apprentice Darek, who has just sauntered in. He tells you that he
is taking over Borden’s duties as potion seller and then he rewards you very nicely.
Now return to the Darthrul city gate. There, speak with the Morden - Viir City Guard, who
foolishly opens the gate for you. His friends beyond the gate try to aid him but they are no match
for your little army. As you approach the central square of the city, a cut scene shows the Morden
Patrol Leader, who recognizes you as the “troublemaker” from Kalrathia. Then he attacks you.
When he falls, he drops the Key to the District of the Sword. This will be the first of five districts
that you must clear of Morden, each with its own key.
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From the central square, with Finala in your party, go east. Clear the Morden from you path until
you can enter the building at the east end of the avenue. There, Finala discovers a secret entrance
to a Durvla Hatchery. Down the steps south, fight your way through dark tunnels to a locked gate.
Use a ranged weapon against the silver spiked bomb to the right of the gate, which then opens
automatically. Past it, select Finala to open the Big Chest. Inside it, find the Morden Wrench,
which you will use later.
Back outside, return to the central square of the city and then clear the Morden from the avenue to
the north. You cannot yet open the doors to the building at the end. Find a Ranged Sanctuary door
on the west wall. Just to the east of it, your key will open the door to the District of the Sword.
Inside, kill the City Lieutenant to get the Key to the District of the Crossbow.
Now return to the central square and then go south just a bit, to open the door west, opposite the
wooden wagon. Inside the District of the Crossbow, kill the City Lieutenant to get his Key to the
District of the Lance. You cannot yet open the locked door to the Supply Vault. Instead, use the
Incantation Shrine to activate the Chant of the Dead and then speak with the Ghostly Spirit
standing at the southeast part of the central square. The Morden tricked him into joining their
army, but turned on him when he refused to kill one of his own kind (15).
Return north and then open the door west, to the District of the Lance. Kill the City Lieutenant, to
get the Key to the District of the Chief. A small building on the north side of the district has a lift.
Pull the handle to drop down to a room with an Armor Stand and a basket. Past the door, kill the
City Lieutenant to get his Key to the District of the Shield. Collect a fair amount of treasure.
Back on the surface; pass through the central square, almost to the entrance gate south. There,
open the door to the District of the Shield. The second room has a fireplace, a large cauldron and a
Mimic on the north wall. Again, the door to the Supply Vault is locked. A pit south of the vault
has a button on the west wall that activates a hidden lift. It drops you down to a small room near
an extension of the dry canal you found earlier. Clear the canal of many enemies and then climb
the steps up west, to a section of desert outside the city.
Follow the trail east until you meet an unlikely pair of Morden, Nordax and Neilliok. Speak with
them to find out that they are deserters from the Morden army. They need supplies, so that they
can take a vacation away from the war. Agree to help them. Nordax gives you his Key to the three
Supply Vaults inside three districts (Lance, Crossbow and Shield) of the city.
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Return to the city and then use the key to open the three vaults. Each Supply Vault has a large
chest. One vault is in the Lance District to the northwest. One is in the Crossbow District to the
southwest. One is in the Shield District in the southeast.
Then, just south of the Shield District vault, ride the lift down to the dry canal again. Follow the
trail back to where Nordax and Neilliok wait for you. After you give them the supplies, they
instruct Bruno, their pet Klask, to knock down the nearby wall. A cut scene shows the threeheaded animal doing this. Then Bruno and the two Morden run off, leaving you to loot the
Ancient Vault. Clear the enemies from it and then open five chests.
Also, take the Greater Chant of Fortification from the north wall.
Now return to the Darthrul central square and then go north to the doors of the District of the
Chief. Fight your way past the doors up the steps to the room with the chief. Have a short
conversation with him. When the talk ends, the battle begins. After the fight; return to Kalrathia.
Enter Kalrathia Hall and then speak with Lord Kalrathia. After having stockpiled supplies and
honing their skills, his people are now ready to eliminate the Morden occupying their city.
Act 3, Chapter 3: The Kalrathian Rebellion
There are 30 Morden in the city. A cut scene shows the battle already in progress. Exit the hall to
begin aiding the residents of the city. As you kill each enemy, a message on your screen counts
down the number of Morden remaining. The red dots on your mini-map show their locations.
This chapter ends after you have killed the last Morden.
Act 3, Chapter 4: The Mines of Kaderak
After the battle, enter Kalrathia Hall and then speak with Tehruth. Lord Kalrathia gives you the
Aegis of Sight and tells you that the Dark Wizards have the remaining piece of the Shield of
Azunai - the Aegis of Life. He sends you to the Mines of Kaderak.
Use the teleporter to travel to the Southern Desert of Kaderak. Hike up the hill and then down
again, to find the fort that protects the entrance to the mines. However, ignore the fort for now and
instead clear three side areas. The first area, east of the fort, is a dead-end with only a few enemies.
The north trail leads downhill, underneath the line of tall stone columns, to a collapsed domed
building. Swarms of enemies attack you there. Near the building, find a teleporter and a broken
lift that only Finala can repair. After she uses the Morden Wrench to make the repair, ride the lift
down to a Large Morden Intelligence Camp. Past a gate, have Finala open the Big Chest.
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Back at the fort, the west trail takes you to two sets of ruins. There, find the Greater Chants of
Melee Awareness and Ranged Awareness. Both lecterns are difficult to see. At the extreme
western end of this trail, push a button attached to a rock. This raises a lift with a treasure chest.
Now return to the fort that protects the entrance to the mines. Easily destroy the four Statues that
provide energy to the blue rotating sphere at the center of the fort. After you have done that, a cut
scene shows the sphere disappear, revealing a large lift. Pull the lever to drop down to the Upper
Mines of Kaderak. Open a Big Chest. Past the door, walk down the steps of a long hallway and
then open a door to the mine, where a cut scene shows miners taking explosives from an ore cart
and then detonating those explosives in the wall of the mine to uncover the embedded crystals.
Act 3, Chapter 5: The Mines of Kaderak, Part II
Your first task is to defeat the Uhn Blaster Demolitionist to the south of you. Then climb the steps
south, to the balcony with the explosive red barrels. Do not stand near them, Detonate them with a
ranged weapon, this will often destroy enemies standing near those barrels. Before you enter the
first room on the south wall of the balcony, shoot the red barrels inside the room. Destroy any
enemies and then pull a lever on the south wall of the room to open a secret area with a Big Chest.
It contains the Dwarven Mythril Ring that you will later have Enchantress Valera enhance.
Open a second chest and then continue along the balcony west, to another door. Detonate the red
barrels and then move on to a Sanctuary door, which requires level 33 Ranged Skill. Clear the
enemies from a fourth room on the balcony and then return below, to the main floor.
From there, go east and defeat any Uhn Miners, Uhn Scorchers or Morden on the other side of the
bridge north. This is the start of a long zigzag path for you, constantly crossing back and forth over
the ore car tracks below you. Open a door north, clear out any enemies and then carefully detonate
the red barrels inside the room. Pull the lever to open the door east and also turn the section of
tracks with the ore car sitting on it. The car rolls down the tracks and then stops at the junction.
Then continue east, fighting more Uhn and activating a teleporter. A side room north has minor
loot. Cross a bridge south and then pull a lever to move the ore cart farther along the rails.
Farther east, fight another tough group of enemies. A side room south has minor loot.
Detonate some red barrels on the other side of the gap east.
Now cross the bridge north. A side room has a Health Shrine. Then pull another lever to move the
cart again. Farther east, detonate some red barrels and then enter the room north. Inside it, open an
Ancient Dwarven Chest, to get the Silver Stanza of the Dwarven Song of Ore.
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Cross the bridge south and then pull the lever to move the cart again. Continue east, defeating the
enemies. Then pull the lever to move the cart again. Up the steps east, kill some enemies and then
open the door to a platform with even more enemies. Open a door on the south side of the
platform and then carefully explode a red barrel inside the room, for some loot. Open either door
east, to a room with the Greater Chant of Magic Awareness.
Then cross the bridge north, to the teleporter. Pull the lever to move the ore cart closer to the large
orange crystal in the distance east. Detonate the red barrels before you climb the steps north.
Then take a side trip up the steps west. Detonate two sets of red barrels. Across the bridge east,
open the door to a small room with an Incantation Shrine. The west end of the bridge has a door to
a room that may be empty, or full of enemies. Also in the room, find a Ghostly Spirit and an
Ancient Dwarven Chest. From it, take the Iron Stanza of the Dwarven Song of Ore. Then return to
the Incantation Shrine and activate the Chant of the Dead. Return to the spirit and speak with her.
She touched one of the Dark Wizard’s Ley Lines and died instantly (16).
Back downstairs, detonate the red barrels east and south. You may see some Plagued Tragloks.
On the other side of the bridge, pull the lever to move the ore cart and open the door east. Past the
door, detonate the red barrels and then clear the platform of enemies. Pull the final lever, and then
watch a cut scene as the explosives-laden cart rolls over the edge of a pit. The cart then strikes the
large orange crystal, destroying it.
In the next room east, destroy any enemies on a platform with a lift. The room south of there has
some enemies and two side rooms. One of them opens west, to a bunk room. A lever on the south
wall of that room opens a secret area with an Ancient Dwarven Chest. Inside it, find the Gold
Stanza of the Dwarven Song of Ore. The Sanctuary door to the east requires level 33 Combat
Magic to open. Inside that room, watch out for enemies and explosive red barrels. Open a chest.
East of the lift, detonate some red barrels. Then enter a side room east of the lift. Inside it, find
more red barrels, some treasure and perhaps some enemies.
Only now, ride the lift down and then climb up some ramps to the other side of the chasm,
where you enter the Lower Mines. Work your way north, past two sets of red barrels and then turn
to an intersection with more red barrels. Take the east fork, exploding three sets of red barrels as
you battle Plagued Feasters, Uhn and Plagued Crawns until you come to a wooden door. With Vix
in your party, have him attack the door. A cut scene shows him doing this. If you have not
previously had him in your party, find Vix in the Eirulan Inn, otherwise talk to any innkeeper.
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Past the door, explode some red barrels and then walk down a narrow twisting rock ramp to an ore
cart. Pull a lever to orient the track. Pull another lever to roll the cart down the track east. Follow
the ore cart. As you approach it, a cut scene shows you a large orange crystal. Pull a lever to orient
the track. Pull another lever to send the cart crashing into the crystal, destroying it and giving you
access to the area south. Up the steps east, explode some red barrels and collect some coins.
To the south, pull the lever to orient the track and then another lever to run the cart into the
nearby crystal. Explode some red barrels to the south and then go through the opening east.
Explode more barrels and fight more miners. Now the area opens up wide. Go east and then send
another ore cart into the third and last crystal, completing Vix’s quest. However, do not release
him until he has opened the Big Chest just past the opening where the crystal was.
Be aware of the red barrels and/or enemies in that room.
Clear the rest of this large platform. Be very careful of all the red barrels. An upper level ramp to
the north takes you briefly outside. After you have cleared the entire area, backtrack south, west,
north and west again to the spiral rock ramp. At the top, go west to the intersection.
Now continue north into unexplored territory. Explode some red barrels and then turn the corners
west and north, past more explosive red barrels, to an intersection with a teleporter. Just south of
the teleporter, open an Ancient Dwarven Chest to get the Mythril Stanza of the Dwarven Song of
Ore. Now, while the teleporter is handy, return to Kalrathia and then enter Kalrathia Hall. Speak
with Historian Leontia. She rewards you well, including the Chant of Prosperity and the Greater
Chant of Prosperity, for finding the four song stanzas.
While you are in town, speak with Enchantress Valeria. She will enchant your Dwarven Mythril
Ring, changing it into a Dwarven Mythril Ring of Sight. Equip the ring and then enter the tavern.
Go up the stairs east and north of the bar, to the room behind Innkeeper Angus. There, speak with
Merchant Kendril, to begin a cut scene where tiny Luun the Assassin appears. Easily kill him and
then speak with Kendril, who was similarly cursed. He grudgingly awards you a bit more loot.
Stock up on potions, because you will soon meet the Dark Wizards. Having a Nature Mage who
can automatically cast the spell Spirit Embrace will also help you in the upcoming fight. Now,
back inside the Lower Mines of Kaderak, at the intersection, go east and explode a few red barrels.
Just past them, find a lift that takes you up to the Summit of the Dark Wizards. Finding no
enemies here, you enter the tunnel east to find another lift. Ride up to an arena where a cut scene
shows the Archmage lecturing you on why you must die. Then he tells the three red-robed
Dark Wizards to kill you. They attack you as soon as the cut scene ends. The first thing they do is
conjure a spectral Xzeihoranth, but while it lives, the wizards have no other offense.
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After the Xzeihoranth dies, watch for the wizards to cast circular runes on the floor. If you step
inside them, you take damage. Three small grey crystals surround each of the Dark Wizards.
Before you attack them, destroy the crystals. Concentrate on one wizard at a time. The other two
will throw a few attacks at you, but with frequent use of Health Potions, you should survive.
Sometimes, partway through a battle with one of the wizards, the crystals regenerate and you must
destroy them again. Much of your success will depend upon how much effort you have put into
your characters. If you have followed this walkthrough carefully, then you have earned a lot of
extra Skill Points. If you have spent them well, this battle will go much more easily for you.
After your army has defeated all three wizards, a cut scene shows you the final shield piece, the
Aegis of Life, hanging nearby. Pick it up and then return to Kalrathia. In a side room off Kalrathia
Hall, speak with Lord Kalrathia, who has taken to his bed. He sends you to the Agallan Giants,
who are the only ones who can re-forge the shield. Then the young leader dies.
Act 3, Chapter 6: The Agallan Trial
Speak with Advisor Kynos. He believes that re-forging the Shield of Azunai will only bring more
violence and destruction and demands that you hand over the four pieces of the shield. You refuse
to do that and instead accuse him of murdering Lord Kalrathia. After your talk with him ends,
Kynos attacks you. Defend yourself and then have a talk with Tehruth. He tells you about a vast
network of tunnels beneath the city. You now have the Kalrathian Crystal, which is a key to the
entrance to those tunnels. If you wish, you can now enter the quarters of Kynos, on the north wall.
Before the Agallans agree to re-forge the shield, you must endure the Agallan Trial, to prove your
worthiness to hold the Shield of Azunai. Allow yourself much time to complete this next section.
Otherwise, you may have to repeat much of it because it is a long way to the next teleporter.
Activate the glowing statue at one corner of the fountain in the city square, to install the missing
Kalrathian Crystal. A cut scene shows the fountain drop down to form a lift, activated by any of
four buttons on the sides of the lift. Ride it down to an Ancient Stairway Beneath Kalrathia.
At the bottom of the long stairway, enter an Ancient Chamber Beneath Kalrathia.
Before you can approach the Ancestor of the Azunites, he shows and tells you how you must
restore the flow of water into a Central System. This will create a bridge across the gap to the
north, behind the ancestor. Then speak with the ancestor, who has been watching your progress
with interest. He is bound by a secret protocol and so cannot give you much more information.
Now open the door west and then walk down many steps to another door. Past it, find the giant
Agallan Water Puzzle Room. At its center, a stone column protrudes through a stone rectangle
divided into four sections. Each section is a bridge that you must raise into place.
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At the bottom of the first steps, pull a lever to open the first sluice gate. Past the gate, turn a valve.
A cut scene shows water flowing, allowing one section of the bridge to rise into place.
Now go through the broken wall north. Destroy three Rustguards and then continue through the
tunnel to an intersection with two more Rustguards. Go north from there, dealing with 11 more
Rustguards, until you re-enter the puzzle room. There, find three Flow Gate Controllers in a row.
Pick up the nearby Mysterious Chant Requo Amicum IX (five Iracas fight for you for 30 seconds).
Then stand in front of the three controllers. Push down the two buttons on the right.
This opens two doors to the east of you.
Now go down the steps to the sluice gate. Pull the lever to open the gate and then turn the valve
past the gate, to start the water flowing. Note that a second sluice gate stops the water after it flows
a short distance. Enter the room east of the valve and then go south, east and north to the next
controller. Push the button down to give you access to the larger south room. Then push the
controller in that south room to give you access to the platform east.
On that platform, push the button on the east wall to provide you with a shortcut on your way
back. Go down the steps south and then pull the lever to open a sluice gate. Then return to the
platform and go west, down some steps. Pull another lever to open a sluice gate. A cut scene shows
the second piece of bridge moving into place. Past that gate and up the steps, enter the room west.
In that room, push a button on the south wall to open the door south. Go down the steps to the
water channel. From there; turn west under the sluice gate, to re-enter the tunnels north.
Make your way back to the tunnel intersection and this time take the south fork. Destroy 5 more
Rustguards, pass a Ghostly Spirit, and then find an Incantation Shrine. Activate the Chant of the
Dead and then speak with the spirit, who was an historian. She did not survive the challenge (17).
Back at the Incantation Shrine, the room to the northwest has a button on the north wall which
opens a shortcut to the base of the long stairway going up to where the Azunite Ancestor stands.
Go down the steps east of the shrine and then pull the lever to open the sluice gate. Past the gate,
open another gate. East of that gate, turn a valve to start the water flowing. West of the valve,
open another sluice gate. Destroy the Rustguard defending the platform with two controllers on it.
On that platform, push down the button on the right, to open the door west.
Walk under the nearest sluice gate and then through the doorway you just opened. In that room,
push the controller button to open the door west. In the west room, push the controller button to
open the door south. Go south and then pull two levers, opening two sluice gates. A cut scene
shows water flowing and the third bridge section rising into place.
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Now return to the platform with two controllers and then push the right button again so that it is
again in the up position. Then push the left button so that it is in the down position. Return under
the two sluice gates west and then turn into the room to the north. In that room, push the
controller button. Enter the next room north and then push its controller button. Now enter the
water channel north and pull a lever to open a sluice gate. Then pass through the room east,
to another section of the water channel. It has two levers. Pull them both, to open the two sluice
gates and then turn the valve east, allowing the water to flow. A cut scene shows the fourth and
final bridge section rising into place, providing access to the blue portal behind the ancestor.
Go up the stairs to the Mana Shrine, where you find a Mysterious Chant Requo Malum IX
(Summons 5 Hulking Shails to fight for you for 30 seconds). A button on the wall west of the
Mana Shrine completes the shortcut out. Find the long stairway near the Incantation Shrine.
It is west and south of your current position. Then climb that stairway all the way up to where the
Azunite Ancestor is standing. Cross the bridge that you spent so much time constructing.
Open four Big Chests. The Mysterious Stranger may appear here. Then step through the portal.
Act 3, Chapter 7: The Agallan Giants
After you step through the portal, every member of your party gets an extra Skill Point. Open the
giant doors. In the next room, take a book “The Meaning of the Obelisks”. Then open the next
giant doors, cross a beautiful waterway and open more giant doors. Finally, meet the three Agallan
Giants, sitting on thrones. Their names are Liraldon, Tiernan and Elandir. Have a very long
conversation with them. They would not help you re-forge the Shield of Azunai if you were not
wearing the medallion that Drevin gave you so long ago. The giants call it the “Lost Fragment”.
It was the piece missing from the shield when they last forged it. The shield broke because it did
not have that missing fragment to make it perfect. Now they agree to re-forge the shield for you.
After they do that, another blue portal appears behind you. Step through it.
Act 3, Chapter 8: Zaramoth’s Horns
Immediately after you step through the portal, a swarm of flying Harpies attacks you. Go east,
fighting off a group of Kluun Legionnaires. Notice the Eye of Zaramoth standing in the middle of
the long hallway. Two seconds after you strike it, a short white beam of energy shoots out from
the east side of the weapon. It deals 1,000 points of damage per second to an enemy or to you.
If you have only a thousand Hit Points then, if you are standing in the wrong place, you can die
instantly. However, you must learn how to operate this machine. You will use one like it later, to
defeat Valdis. Lure one of the enemies in this hallway near the business end of the machine and
then strike it with any weapon or spell. With practice, you can kill some of the Hulking Shails,
Twisted Shails and legionnaires in this hallway. Just be certain that none of your characters stand
in front of the weapon after you have activated it.
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Then go through the next doors, past more Shails and legionnaires and across a long bridge.
Be aware that the bridge has fire nozzles all along its side. At the other end of the bridge, open the
door to a stairway full of legionnaires and/or Shails. At the top, open another door to another
section of the stairway. At the top, open another door to a third section of the stairway. Open an
Arcane Case. At the top, open two inline doors to a room with many enemies and a lift at one end.
The set of steps east, take you a short distance to a ledge outside with Qatall Minions and Harpies.
Ride the lift down to a cellblock with a few enemies and then ride a second lift up to a square
platform with three other lifts and an Agallan Obelisk. This grants any party members standing
near it 30 seconds of invulnerability. Activate the obelisk and then ride the southwest lift down to
a group of Qatall Minions. Then open the door south and climb the steps up to a door. Past the
door, find a room with a hole in the floor. Despite this limitation, the room has many legionnaires
and Qatall Minions inside it. Pick up the Chant of Power. Open a chest and an Arcane Armory.
Then hike back down the stairs and ride the lift back up to the square platform.
Activate the Agallan Obelisk again and then ride the northeast lift down to more Qatall Minions.
Open a Sanctuary Door requiring level 35 Ranged Skill to open. Take the Greater Chant of
Ranged Skill. Then open a door on the east wall, to a room where Qatalls and a mini-boss defend
an Incantation Shrine. A Sanctuary door requires level 35 Melee Skill to open. In that room take
the Greater Chant of Melee Skill. Open two armories. Ride the lift back up to the square platform.
Activate the Agallan Obelisk again and then ride the northwest lift down to a cellblock where
Qatall Minions will suddenly appear. There are two Sanctuary doors here. One requires level 35
Combat Magic to open. The second door requires level 35 Nature Magic. Although both of the
rooms have a lectern, only the first one you activate will give you the Greater Chant of Magic
Skill. The other lectern misfires; which may be a tiny error in the game. Then ride up the lift in
that cellblock. Fight some enemies, possibly a mini-boss. West of there, find a teleporter.
After you have taken a break, go north from the Lower Zaramoth Horns teleporter, fighting
enemies past the door north. Then cross a long bridge lined with fire nozzles and defended by
Qatalls. Past the door at the end of the bridge, find a small room with many enemies. The room
has three exits. The small north and west rooms have some treasures and some enemies.
The east door opens to a stairway swarming with enemies.
Fight your way up to a door. Past it, a small room has significant enemies. Exit east, past a few
monsters and up more stairs, to a ledge outside. There, fight a large self-healing Ganth and some
Harpies. On the other side of a curving stone bridge, you can see more Harpies flying around.
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On the wide platform past the bridge, note the Ghostly Spirit. Clear the platform, watching for a
tough pair of Biraths or Ganths near the Incantation Shrine at the top of the steps. Incant the
Chant of the Dead and then speak with the final spirit in the game. Dark Wizards killed him as he
was installing the Agallan Obelisks. Free him from his torment and get a very good reward (18).
Open the door west of the shrine by pushing a button on the wall. The small room is full of minor
enemies. Collect the Chant of Chaotic Skill. Open a chest. Open two Arcane Cases on ledges to the
left and right of the Incantation Shrine.
A lever on a pillar in the southeast corner of the large platform opens a small room to the south.
Inside it, find and defeat a tough Mimic.
Exit the area through the door south, along a bridge lined with fire nozzles and Qatalls.
At the other end, open a door to a small room full of enemies. West of there, the door opens to
yet another room full of enemies. Exit north, to a wide hallway full of enemies. North of there,
a stairway goes up past many enemies to a room with an Agallan Obelisk and even more enemies.
The steps west take you up to a door which exits to a ledge outside. Harpies swarm all around you.
To the southeast; watch out for a large Ganth.
Down more steps to the east, open a door to a very large room with the most enemies yet.
Watch out for an Eye of Zaramoth weapon in the center of this room.
Then exit east, along a bridge that takes you to door. Behind it, find an octagonal room welldefended. Exit the room east, to another angular room with enemies and a lift that takes you up to
a small room with only a few enemies. Past the door south, exit outside to a long ledge with many
enemies and an Eye of Zaramoth on your right, just as you exit. Then steps take you back down
west through a door to the final teleporter in the game, which is defended by many Qatalls.
The Archmage’s Chamber
Rest and refit in Kalrathia. Then return to the Upper Zaramoth’s Horns teleporter. Go through the
door north, to enter the Archmage’s Chamber, where you will engage the Archmage in battle.
He stands at the center of a circular platform with five Agallan Obelisks and two War Pedestals
placed equidistantly from each other around the edge of the platform. As you enter, a cut scene
has him accuse you of being much like Valdis himself. After the cut scene ends, the battle begins.
The Archmage has a pathetic offense, but a superb defense. His number of Hit Points is based
upon your level in the game, but they are in any case significant.
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In addition, he can co-opt the five Agallan Obelisks into serving him. At intervals, he converts
them into cannons that shoot deadly slow-moving spheres across the platform. You can easily
dodge one of them, but if he transforms them all, you are in big trouble. You can attack the
converted obelisks, causing them to revert to their normal state. Then they can again provide you
with 30 seconds of invulnerability. The Archmage can also spawn a trio of grey crystals around
him. These, as you have seen in previous fights, shield the Archmage from your attack. Destroy
these crystals. In addition, the Archmage can also damage your party with a circular repulsion
wave. This can knock back any party member inside the range of the circle as it expands.
After you have defeated him, another cut scene shows large stone blocks rising into place to form
a ramp up to a tunnel which provides you an exit from the chamber.
Act 3, Chapter 9: The Final Ascent
Walk up the newly-created ramp, to the outer ring. Four chests and two Arcane Armories are
sitting against the wall. A few monsters stand just inside the tunnel west. Past them, open a door
to a two-level room full of familiar enemies. Steps allow those enemies to come up to you.
Exit the room through the door south, to a stairway well-defended by enemies. At the top of the
stairway, open a door to a bridge. On the other side of it, open a door to large square room full of
enemies. Exit up the stairs south, to a large platform full of Harpies and a pair of Ganths.
Two long stairways on either side of the platform connect to a very long stairway going up north
to a bridge. The bridge ends at a doughnut-shaped platform full of enemies.
From there, more steps lead you north, to the Temple of Valdis.
The Temple of Valdis
Here, there are no more minions to fight. The hallways are empty until you come to the arena
where you must fight Valdis. The arena is small and narrow. A cut scene plays as you enter.
In that scene, Valdis calls you a fool to oppose him. Evenly spaced along the sides of the arena,
note four machines of a type you have seen before - Eyes of Zaramoth. You must use these to
damage Valdis because any other attack on him will be ineffective.
You can move much faster than Valdis, but just one hit from his sword can kill you. Stand near,
but not in front of, an Eye of Zaramoth and then encourage Valdis to pass in front of it. If you
stand in the beam, you die instantly. A ranged weapon works better to activate an Eye of Zaramoth
than a melee weapon because you do not have to stand so close to the deadly machine.
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For the first part of the battle, I use the Wait command to leave all of my party on the entrance
steps, except for my strongest ranger. Valdis will not enter that space. The small arena is so
confining that protecting an entire group from the Eye of Zaramoth energy beam is difficult.
This can result in unnecessary casualties for your group.
Valdis swings the Sword of Zaramoth wildly back and forth, creating area-of-effect patterns on
the floor. One of them is circular, spiky and orange. The other effect is wedge shaped and looks
like a white fog. If you step inside either of these areas, you take damage.
So, using a single ranger to strike one Eye of Zaramoth, time your activation of the machine so that
it fires just as Valdis passes it. After your first successful hit on Valdis, he calls a large group of
Qatalls to aid him. Reform your group and then deal with these interlopers. After you have killed
all of them, lead the rest of your party back to the stairs again. Then use the Wait command again.
Hit Valdis with the energy beam twice more. After those two hits, your old friend the Azunite
Scholar appears in the arena alongside Valdis. It happens that the scholar has concealed his true
identity from you. He is actually one of the Dark Wizards. In a short cut scene, he magically takes
from you the Shield of Azunai. He tells you that it is time for you to go home to your own people,
to spend your final hours. You demand that he return the shield, to no avail. Valdis is highly
amused by your discomfort and gives a short triumphant speech. Another short cut scene shows
Valdis use his sword to strike the shield, in an attempt to destroy it. However, the shield is now
strong enough to withstand the blow. Instead, his sword breaks into many pieces and the altar he
stands upon cracks. Valdis is appalled by this turn of events. He is also betrayed, by the Azunite
Scholar, who tells you to destroy Valdis. Then the scholar exits the arena, taking the shield.
The arena has been magically transformed. No longer does it have the Eye of Zaramoth machines.
Instead, two long pools of lava run along the sides of the arena. Your party can survive short walks
through this lava but do not stand in it too long. Now assemble your entire party to attack Valdis.
When you see a yellow glow around him, quickly move behind Valdis, because in a few seconds,
he will send out a deadly long wide yellow flame. Valdis can also knock you back with a
repulsion wave, bring blocks of stone down from the ceiling, heal himself, shoot balls of fire and
conjure two clones. When you strike a clone, it will not move. Valdis will move. After you have
depleted a third of his health, Valdis calls in a hoard of Qatall Minions. After you have depleted
another third of his health, a cut scene shows the cracks in the altar grow wider.
After all of his health is gone, Valdis falls down and the shell around the altar falls away,
revealing a much larger version of the Eye of Zaramoth. Valdis gets up and then conjures a large
rainbow-colored spherical shield around him. Stand to one side of the Eye and then use it to melt
a huge hole in the chest of Valdis. At that point, a very good cut scene shows him vaporize.
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Speak with the Azunite Scholar, who has magically re-appeared. He tells you that the world is
now balanced. You cannot kill him and he cannot kill you, but that you will meet again when the
time is right. Then he disappears, leaving behind the Azunite Scholar’s Portal. Collect the treasure
Valdis dropped. When you enter the portal, the long final cut scene shows the fortress mountain
called Zaramoth’s Horns exploding. This is the end of the Second Age. Then the game credits roll
up the screen. After that, you find yourself back in Kalrathia.
The Mysterious Mystery Quest
This quest is an Easter Egg and you may play it only if you acquired (and held onto) the following
items: the Mysterious Bucket, the Mysterious Book and the Mysterious Token. You must also have
gotten the Mysterious Stone that the Mysterious Stranger ??? drops after you defeat him.
This stone appears as a Quest Item. It is not an Inventory item unless you acquired it in Broken
World (see the green text below). If you want an enhanced Hak’u Ceremonial Blade, then you
must also have that item in your inventory, although it is an optional part of the Mystery Quest.
If you did not have a chance to pick up the Mysterious Teleporter Activation Stone in DSII, you
can still get it from the Stranger by defeating him in the Broken World Expansion. Then, if you
kept the Mysterious Bucket, Mysterious Book and the Mysterious Token, you may still play the
Mysterious Mystery Quest. To use a Mysterious Teleporter Activation Stone that you acquired in
the Broken World Expansion, start a new game in DSII, using your Broken World hero. All five of
your companions will join you in the Eirulan prison cell. After you get out of prison, take the
Sharpening Stones from Weaponsmith Duma and then go north, to the Dryad Outpost tram.
Ride it down to the first Incantation Shrine. Drop the Mysterious Stone on the ground.
It will be instantly added to your Quest Items menu.
Have a liberal amount of potions in your inventory, along with the Mysterious Mystery items.
The opponents you will face are level 40 (level 68 in Veteran mode and level 94 in Elite mode).
Activate any Incantation Shrine. Then hit the “Enter” key. Then type “columnarius sectorus”.
Then hit the Enter key again. The game will transport you to a Mysterious Cave.
When you get there, a teleporter will allow you to exit but not re-enter this cave. You can chant the
spell again to enter the cave, but you must start the entire quest from the beginning every time you
enter the Mysterious Cave from an outside teleporter. However, once inside the cave, you may use
a Summon Teleporter spell to travel to and from the cave, as long as you can stay alive. Use it to
exit the cave and then restock your potions and/or travel to an Incantation Shrine - to enhance the
fighting abilities of your characters. You can save your game, but that save will not recognize your
progress in this quest. If you quit the game, you must play the entire quest again, from the start.
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Go west, to the first door, which opens using the Mysterious Bucket as a key. Note that the
character who has the bucket in their inventory must be the one to open the door. Past the
doorway, fight a battle with tiny powerful, heavily-armored Prairie Dogs. Look for the first of
their burrows just past the first door, a small dirty hole in the middle of the hallway.
Even one of these critters can be a good match for your six well-seasoned characters. However,
it gets worse. Half a dozen of them emerge from that hole, all attacking you at once. Be ready to
die or run away, though there is little room to run in this cramped cave. If you find them too
tough, you may have to do some leveling up first and then return later.
After you have dealt with the Prairie Dogs from the first burrow, be wary of five more burrows at
the intersection of the hallways - where you turn south. Just past there, where you turn west again,
find five more burrows. Then, just in front of the next magically-sealed door, find yet another five
burrows. In addition to the normal Prairie Dogs, you must defeat several Mutant Prairie Dogs.
After you have killed every Prairie Dog, the magical seal on the next doorway disappears.
Now have the character holding the Mysterious Book use it as a key to open the next magicallysealed door. Past the door, inside a natural cavern, find nine powerful doppelgangers:
Evil Amren, Evil Vix, Evil Deru, Evil Finala, Evil Eva, Evil Sartan, Evil Taar, Evil Lothar and Evil
Drevin are standing near each other, but not in a group. So, it is possible to lure each of them away
from the others, one-by-one. This is best done by using Wait mode to send only one character to
do the luring. Defeat the evil ones separately, because every one of them is a match for your group.
Amren’s last words are “I have seen this place in my visions so many times”.
Vix’s last words are “You know, back home we could use women with talent like yours”.
Deru’s last words are “Have you made your funeral plans?”
Finala’s last words are “Some of us have more important things to do than poke around in smelly holes”.
Eva’s last words are “I’m not alive. I’m the walking dead”.
Sartan’s last words are “… and Sartan was magnificent”.
Taar’s last words are “You seem very amused with yourself”.
Lothar’s last words are “You remind me of someone. I can’t put my finger on it”.
Drevin’s last words are “Hey maybe later we could go around back and meditate on my medallion”.
After the battle with the evil doppelgangers, the door west opens. You pass through seven rooms
filled with characters that have the names of some of the game’s developers. Many of them have
something amusing to say. Two of them have tasks for you to complete…
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The first room has eleven avatars.
The second room has eight avatars. If you activate Chad Verrall, he plays a short cut scene for you.
The third room has five avatars. Kelly Kristek says “Oh my stomach! I don’t feel so well”.
Then he explodes into small chunks of red goo.
The fourth room has eight avatars. One of them is Chris Gorski, who wants you to play an oldstyle text adventure game, to kill a Giant Gremel. The four major compass directions appear in the
dialog windows, along with arrow-firing options. One solution to the game is the following:
Choose to go south once, east nine times, south twice, west once, south twice, west once, south
twice, west once and then fire an arrow west, to kill the Gremel. Gorski rewards you with the
Gremel Gun. It has Super-Fast attack speed, shooting fireballs 13 meters - with a Damage of 26-42.
In the same room, Andres Mendez has a history quiz for you about Columbia. Answer: Bogota,
yellow-blue-red, about 8660 feet above sea level, 55 percent and Simon Bolivar. The reward for
completing the test correctly is a sword called the Spirit of Bolivar. This is a Fast Attack sword that
inflicts Damage 25-58. It also gives you +18% resistances to Fire, Lightning, Ice and Death Magic.
The fifth room has eight avatars. Sarah Boulian tells you a story about her writing for Dungeon
Siege II. If you have the Hak’u Ceremonial Blade with you, Brian Fricks offers to enhance it,
turning the blade into the Hak’UBER Ceremonial Blade. This Fast Attack blade now inflicts
26-44 Damage. It also adds +30 to Dexterity and +30% to Physical Damage Reflection.
The sixth room has ten avatars. Jeremy Snook recites a poem for you.
The seventh room has five avatars.
In the eighth room, you witness a pillow fight between Chris Taylor and six members of the
Pillow Squad. If you speak with Taylor, he says “I’m a hard-core video game addict”. When he
drops his pillow on the ground, you have the opportunity to pick it up. The pillow is a melee
weapon, called the Fluffy Happy Pillow, which has Damage of 1-2. After you take his pillow,
Taylor sits down on the bench and then you have no more opportunity to interact with him.
On the west wall of the room, with the Mysterious Bucket, Mysterious Book and the Mysterious
Token all equipped, stand in front of the door and manually incant “requo furtivum ixo”.
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All three of those set items disappear from your inventory and the magical barrier disappears.
Inside the room, a small green Goblin Inventor appears from behind a folding room divider, but is
visible for only five seconds, so you must enter the room quickly in order to see him. He cackles
“Hee-hee-hee-hee” and then teleports away. To see him clearly, pause the game as soon as you
enter the room. Then use your game camera to find the goblin. Inside the room, open three
Big Chests, each with unique items inside them…
Sarah’s Mug of Frothing Goodness is a two-handed throwing weapon dealing 41-62 Damage
out to nine meters range. It also gives +10% to Ranged and Melee Resistance, 13 to 15 Fire
Damage, and +20% Health Regeneration. However, it also takes away 12 Intelligence points.
The mug supposedly grants +90 to Health too, but you may get less than that.
Eli’s Bucket is a helmet with Armor 23 that gives +8% to Melee Resistance, +20 to Strength,
+20 to Dexterity and +20 to Intelligence.
Borgrim Thul - The Demon’s Visage is a pumpkin helmet that has an Armor rating of 53.
It also maximizes your Death Resistance to 80%, adds +8% Combat Magic Damage and adds
+3 to the Debilitation, Grim Necromancy and Vampirism Combat Magic Skills.
You may chant your way back inside the Mysterious Cave if you wish. However, because you lost
the three Mysterious items, you cannot pass the magical barriers.
So now you are ready to play the Broken World Expansion, continuing the main storyline, where
you learn that much of the tragedy prescient Advisor Kynos warned you about came to pass.
After Broken World, you may want to play Dungeon Siege II all over again - in Veteran Difficulty.
Starting the game with fully-developed characters can be surprisingly entertaining.
Chris Barton - Customwalkthrough.org - 08.23.2014
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