Dungeon Siege II: Broken World Walkthrough :
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Walkthrough - FAQ/Walkthrough___________________ \ / \ _ / | | | | ____ __ ___ __________|_____|_| _ |_ _____ ______________________ / __ \/ / / / | / / ____/ ____/ __ \/ | / // ___// _/ ____/ ____/ ____/ / / / / / / / |/ / / __/ __/ / / / / |/ / \__ \ / // __/ / / __/ __/ / / / / /_/ / /| / /_/ / /___/ /_/ / /| /| / // // /___/ /_/ / /___ / /_/ /\____/_/ |_/\____/_____/\____/_/ |_/_|__/ /___/_____/\____/_____/ /_____/ | | | /______/ | |_| | / \ /_________________\ ______ _ _ _ _ _ | ___ \ | | | | | | | | | | | |_/ /_ __ ___ | | _____ _ __ | | | | ___ _ __| | __| | | ___ \ '__/ _ \| |/ / _ \ '_ \ | |/\| |/ _ \| '__| |/ _` | | |_/ / | | (_) | < __/ | | | \ /\ / (_) | | | | (_| | \____/|_| \___/|_|\_\___|_| |_| \/ \/ \___/|_| |_|\__,_| DUNGEON SIEGE II BROKEN WORLD FAQ/WALKTHROUGH V1.11 2006-09-16 Copyright 2006 by Barry Scott "PapaGamer" Will A premium version of this guide is available. See http://www.papagamer.com/ for more details. Dungeon Siege II Broken World is Copyright 2006 by 2K Games and Gas Powered Games. This FAQ/walkthrough is not endorsed by, nor is the author associated with, 2K Games or Gas Powered Games. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ CONTACT INFORMATION ) \__ \___________________________________________________ / |,-' To contact me about the guide, send email to: barry@papagamer.com Please include "Broken World FAQ" in your subject line so I do not auto- discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you find this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: paypal@cavecreations.net Or use the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ TABLE OF CONTENTS ) \__ \___________________________________________________ / |,-' [1] GAME OVERVIEW [1.1] What's New in Broken World [1.2] How to Start DS2 and DS2: Broken World [1.3] Tips to Get You Started [1.4] FAQ [2] WALKTHROUGH ** PRIMARY QUESTS ** [2.1] Part 1, Chapter 1: Kanred the Mage [2.2] Part 1, Chapter 2: The Mage's Tutor [2.3] Part 1, Chapter 3: In Search of Celia [2.4] Part 2, Chapter 1: Elves Under Siege [2.5] Part 2, Chapter 2: The Familiars [2.6] Part 2, Chapter 3: The Second Familiar Surgeon [2.7] Part 2, Chapter 4: Solanum [2.8] Part 3, Chapter 1: The Dwarves of Glorydeep [2.9] Part 3, Chapter 2: The Overmage of the Cinbri ** PART 1 SECONDARY QUESTS ** [2.10] Hunt for the Lost Dwarves [2.11] Missing [2.12] Lumilla's Special Recipe [2.13] Naturalist Ithara's Research [2.14] Anya [2.15] The Ancient Tome [2.16] Morden Redemption [2.17] Morden Ravagers [2.18] Greylok of the Kurgan [2.19] The Human Refugees ** PART 2 SECONDARY QUESTS ** [2.20] Naturalist Ithara's Research, Part II [2.21] Celeb'hel the Elder [2.22] Minli the Faerie [2.23] The Aman'lu Arena [2.24] Questionable Methods [2.25] The Vai'kesh [2.26] The Vai'kesh, Part 2 [2.27] Treasure Hunting ** PART 3 SECONDARY QUESTS ** [2.28] Naturalist Ithara's Research, Part III [2.29] Captured Miners [2.30] The Explosives Tunnel [3] LORE [3.1] Handbook [3.2] Quest Items [3.3] Books [3.4] Reagent Recipes [3.5] Unique Items [3.6] Item Sets [3.7] Monster Book [4] CHARACTERS [4.1] Character Races [4.2] Classes, Skills & Powers [4.2.1] Blood Assassin [4.2.2] Stone Fist [4.2.3] Fighter Skill Tables & Powers [4.2.4] Ranger Skill Tables & Powers [4.2.5] Combat Mage Skill Tables & Powers [4.2.6] Nature Mage Skill Tables & Powers [5] COMPANIONS [5.1] Henchmen [5.2] Pets [6] VERSION HISTORY & CREDITS To jump to a specific topic, open the Edit menu and choose Find in this Page (or just press Control-F) and enter the bracketed number, including the brackets. For example, enter [2.10] as the search text to jump straight to the walkthrough for "Hunt for the Lost Dwarves". __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [1] GAME OVERVIEW ) \__ \___________________________________________________ / |,-' ================================== [1.1] What's New in Broken World ================================== Dungeon Siege II Broken World is an expansion pack for Dungeon Siege II. You must have DS2 installed, though the expansion installs into a different directory. The story picks up one year after the end of the original DS2 and most of the same characters return. You can play through the original campaign using the new content; or, convert one of your DS2 characters over to BW and continue with that savegame; or, start directly into BW using a converted DS2 character or one of the six pre-made characters that come with the expansion. THE SAME: ----------- * Gameplay: everything pretty much works the same as in DS2. All the keyboard and mouse controls are the same as the original; however, hotkey settings do not carry over from DS2 to BW. If you've made changes to the keyboard controls in DS2, you'll have to go in and make those same changes to BW (Options > Input tab > Hotkeys button). * Original campaign: you can play through the original DS2 using the new race, classes and spells, but it's the same game. * Henchmen: you get three new henchmen in BW, though you have to complete quests to get them. If you convert a DS2 character, any henchmen in your active party, as well as all pets and henchmen stored at the Inn will transfer with you. Henchmen not stored at the Inn will be hanging out in the first area (Dryad Outpost). *NOTE* The party inventory at the Inn is pretty badly bugged and you may not be able to take out anyone in there. See the FAQ for more information. * Chants: there are no new chants in Broken World. Any chants learned by your character in DS2 are carried over and useable in BW. THE NEW: ---------- * Race: added dwarves (males only). Full details appear in the Characters section of this guide. * Classes: added two multi-class classes. Full details appear in the Characters section of this guide. * Spells: there are now four autocast spell slots instead of two; and, two reserve spell slots instead of four. The total number of spell slots per spell book remains 10 (4 active + 4 autocast + 2 reserve). New spells, mostly weapon enchant spells for the new classes, have been added. * Skills: skill ranks now go up to 30, but only with magic bonuses. You can only buy 20 ranks in a skill; magic enhancements can take you up to rank 30. But, don't get too excited, all the effects from skill ranks have been "rebalanced", so, in some cases, rank 30 in the skill doesn't provide as much effect as rank 20 under the old rules. For example, in DS2, Fortitude 20 provided +45% health; in BW, Fortitude 20 provides +30% health and Fortitude 30 provides +34% health. Whoopee. All the new skill tables are in the Characters section of this guide. * Powers: in addition to rebalanced skills, some powers have also been changed. For example, Waves of Force does less damage per wave. All the powers with their new stats are listed in the Characters section of this guide. * Trainer: a new trainer merchant can reset the skill points for any character in your party. Speak to the person in the Dryad Outpost with the curved arrow over her head. * Henchmen: added three new henchmen. Full details appear in the Characters section of this guide. * Pets: two new pets have been added. Full details appear in the Companions section of this guide. * Lots of new monsters: some with particularly nasty special abilities. * A new story that continues the previous story and actually makes use of the big plot twist that occurs during the final battle of DS2. * New items, including new set items. * Codes that allow items to be "transferred" to "Dungeon Siege 2: Throne of Agony" on the PSP, and vice-versa. You get or give codes to the F&K Society representative near the south gate of the Dryad Outpost. * The "Take Aim" Ranger power bug (used melee levels to calculate extra damage for Take Aim 1 and 2) has been fixed. Take Aim 1 and 2 now properly use your ranged levels to calculate extra damage. This guide is only going to cover the new material. For full coverage of the original game, including gameplay mechanics, pets, character races and classes and lore, see the original DS2 Walkthrough at: http://www.papagamer.com/faqs/ds2.txt ============================================== [1.2] How to Start DS2 and DS2: Broken World ============================================== Dungeon Siege 2 used a special CRC check to verify saved games. The primary result was corrupted saved games, due to the use of mods or NoCD cracks. To combat the problem, Elys released a DS2 All*Saves loader that would allow you to load up any savegame. She's recently released an updated version of this loader for use with Broken World: http://karamail.nerim.net/elys/forums/viewtopic.php?t=339 If you have any trouble converting your DS2 characters to BW, download and install Elys' DS2BW All*Saves and launch Broken World using her loader. (The BW All*Saves also includes a hack to unlock the camera, which you may or may not like. Try converting without the All*Saves first.) 1) From the main menu, choose Single Player. 2) Under the list of heroes, click the Convert Hero button. 3) Choose from your list of characters from DS2 and click the Convert arrow. 4) Your character now shows up in the main list of heroes. The conversion converts the character’s last saved game; so, if you’re in the middle of DS2, you can convert the character and continue playing DS2 using the Broken World content. If you want to play the most recent saved game, just click Continue from the main menu screen. To start a new game or load a saved game: 1) From the main menu, choose Single Player. 2) Select the hero you want to use and click Next. 3) Select the map you want to play, either DS2 or BW. If you select DS2, you can play the original game with the new race, classes, spells and magic items. 4) Click Next, and select the difficulty level. To play... > DS2 Mercenary: no requirement, recommended levels 0 - 39 > BW Mercenary: you must complete DS2 Merc, recommended levels 39 – 47 > DS2 Veteran: you must complete BW Merc, recommended levels 47 – 68 > BW Veteran: you must complete DS2 Vet, recommended levels 68 – 74 > DS2 Elite: you must complete BW Vet, recommended levels 74 – 94 > BW Elite: you must complete DS2 Elite, recommended levels 94 – 100 Clicking the difficulty level begins play. If you have a saved game from that difficulty using the selected hero, you will load the saved game. =============================== [1.3] Tips to Get You Started =============================== This is an expanded version of the 10 Tips that first appeared in the original DS2 guide. Explore the whole map ----------------------- There are lots of little cul-de-sacs branching off from the main path. These cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the time to make sure you're clearing the whole map to the edges. Pay attention to creature stats --------------------------------- The developers have mixed things up a little more in Broken World. Right off the bat you'll encounter creatures that shield themselves, becoming completely invulnerable, when their health gets low. Wasting attacks on them at that point is a bad idea, especially if there are other mobs around. Stay on your toes; if your party is diverse (as it should be) you won't have much of a problem. Use Mirror party orders and take out enemies one at a time ------------------------------------------------------------ The most effective combat tactic is to focus all your party's attacks on one enemy at a time using the Mirror party orders. Rampage only works if you're being swarmed by very weak creatures, which doesn't really happen that often. Rather than disperse your attacks, and possibly end up with one character being ineffectual (such as your fighter running after a melee resistant mob), keep all characters on one mob until it's dead (which shouldn't take more than a few seconds) and then move on to the next. Use Powers to take out swarms or boss mobs -------------------------------------------- Use area-of-effect (AoE) powers (such as Whirling Strike, Corrosive Eruption or Aether Blast) to handle swarms of enemies. When you encounter a boss-level mob (distinguished by the glowing ring surrounding them), use a high-damage single-target power (such as Brutal Strike or Take Aim) to quickly down the boss mob. If you encounter orange-colored mobs, back off ------------------------------------------------ Enemy stats in DS2 are color-coded based on your active character's level: * Green--the mob is five or more levels lower * Blue--the mob is two to four levels lower * Yellow--the mob is from one level lower to one level higher * Orange--the mob is two to four levels higher * Red--the mob is five or more levels higher Red mobs, while not unbeatable, will give you heaps of problems individually. If you encounter red mobs, you're in way over your head. Orange mobs mean you're in a little deep. While you might be able to fight your way through; in large numbers, orange mobs will be the death of you. Anytime the mobs start getting into orange, back off and find an area where the mobs are blue or yellow and keep coming back (the monsters respawn) until you've gained some levels. Green level mobs don't provide enough experience for power leveling. Learn to calculate your Damage Per Second (DPS) ------------------------------------------------- In order to truly understand how much damage you are doing, you must learn to calculate DPS (damage per second). Since weapon damage is dependant on your ability stats and class levels, it will vary from person to person. However, you can compare two different weapons for your character by equipping each and calculating DPS for each. DPS can be calculated with this formula: (MAX DMG + MIN DMG) / (2 * SPEED) Where MAX DMG = Maximum damage of the weapon MIN DMG = Minimum damage of the weapon SPEED = Speed factor of the weapon according to the following table: Speed Factor ------ ------ Slow 0.9 Normal 0.73 Fast 0.67 Faster 0.625 For example, you want to calculate DPS between a bow and crossbow. Bows are Faster weapons while crossbows are Slow; but crossbows do more damage. Your 34th level ranger has a crossbow with a damage range of 97 to 165 and a bow with a damage range of 78 - 134 (damage ranges are from equipped weapons). The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each weapon is: Crossbow: (165 + 97) / (2 * 0.9) = 145.5 Bow: (134 + 78) / (2 * 0.625) = 169.6 As you can see, the bow in this case is clearly superior under normal circumstances. Now let's consider a 34th level fighter choosing between a one-handed and two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is 67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67: 2h: (143 + 90) / (2 * 0.9) = 129.4 1h: (105 + 67) / (2 * 0.67) = 128.6 The DPS of the weapons are almost identical. However, the 1h weapon allows the fighter to use a shield, thus drastically increasing armor ratings. On the other hand, the 2h weapon can stun enemies and would be greatly superior used with Brutal Strike. The upshot of all this: when choosing among several weapons, equip each one and run the formula. Take the one with the higher DPS or one with only slightly less DPS but more bonus enhancements. In the long run, the faster your enemies die, the better off you'll be. Pause the game. Frequently. ----------------------------- Don't try to play this as an action/combat game, relying on the twitchiness of your trigger finger to win the day. The combat in DS2 is very tactical, and pausing regularly during combat will help you assess your characters' positions, their health and mana status and the best available targets. You should also pause every time you stop to manage inventory or add skill points--especially if you are in hostile territory where a monster could wander up and start beating on you while you're absorbed in whether or not you should equip the Sword of Uberness or the Axe of Leetness. Don't be afraid to use potions. And carry plenty around with you ------------------------------------------------------------------ Whether you choose to invest in Natural Bond and Survival so you can harvest potions, or you just buy some from the friendly neighborhood potion pusher whenever you're in town; always keep plenty of health and mana potions in your Inventory. Versatility is a good thing ----------------------------- Monsters are resistant--or flat out invulnerable--to different types of damage, especially as you get deeper into the game. You must have a variety of damage types available to you. If you've got a party of two fighters and a ranger and you run into a mob that's resistant to melee and ranged damage, you're in trouble. The best way to handle versatility is to have one of each class in your party: fighter, ranger, combat mage and nature mage. Of the four, the combat mage is inherently the most versatile as she can fling death, fire or lightning damage as needed; and, she can curse enemies to make them weak to her favored attacks. Add a shield tank or mythrilhorn pet to Provoke mobs away from the caster and you've got all you really need. You can then add in ranged or healing/buffing/summoning support as suits your playing style. Don't forget the Summon Teleporter spell ------------------------------------------ Summon Teleporter is a level-0 nature magic spell. Level 0 means any character can cast it to open a town portal for a quick rest and refit. The standard teleporters are rather thick throughout Aranna, but it never hurts to have a quick escape method at hand. Make sure every one of your characters has a spell book with Summon Teleporter in it, even if they never cast any other spell throughout the entire game. Just remember that town portals do not last through a save/reload and are single-use only. You've got to know when to walk away, know when to run -------------------------------------------------------- Sometimes, when you're being overwhelmed, a "tactical realignment" is in order. In other words: run away, run away! This is especially important if you have casters. If they get surrounded by brutish thugs, they'll end up unconscious pretty quickly. Since your mages are generally your highest- damage dealers, any time mobs gang up on them, running to a clear area and regrouping your party is a good idea. Backup your saves ------------------- By default, your save games are stored in My Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer The game keeps your most recent save and five backups. This doesn’t allow a lot of leeway if you get stuck, hit a glitch, etc. Every time you start a new chapter, ALT-TAB out of the game, ZIP up your character's save game folder and archive it somewhere. If you hit a showstopper bug, replace your current save folder with the most recent archived save folder. The toughest enemy isn't always the biggest enemy --------------------------------------------------- When in combat, try to identify the mobs that are hurting you the most. It might be the boss, or it might be the boss' minions. You can even get seriously injured by green-level mobs if you are especially vulnerable to their attack. In boss fights, it is generally advisable to draw minions away from the boss and destroy them piecemeal before confronting the boss party-a- mano. You also need to be aware of any mobs that are hanging back casting nasty spells or summoning critters. Destroying a summoner also rids you of their summons, which is a good thing. Again, use the PAUSE key a lot to keep an eye on the ebb and flow of battle. Figure out which mobs pose the gravest danger to your health and focus your attacks on them. Use the map ------------- If, for some strange reason, this guide alone isn't helping you find your way, keep an eye on your map. It is full of helpful icons: * Green dots point out friendly NPCs * Blue dots point out interactive items (buttons, levers, doors, etc.) or treasure that's lying on the ground (including reagents and recipes) * Gold stars mark primary quest objectives * White stars mark secondary quest objectives * The compass map always shows a gold arrow pointing you in the direction you need to go to complete your current primary quest task You can zoom the maps (both small and large) using the slider under the compass map. Use it to search for secret switches and get your bearings. =========== [1.4] FAQ =========== Q. How do I unlock the higher difficulty levels? A. To play... > DS2 Mercenary: no requirement, recommended levels 0 - 39 > BW Mercenary: you must complete DS2 Merc, recommended levels 39 – 47 > DS2 Veteran: you must complete BW Merc, recommended levels 47 – 68 > BW Veteran: you must complete DS2 Vet, recommended levels 68 – 74 > DS2 Elite: you must complete BW Vet, recommended levels 74 – 94 > BW Elite: you must complete DS2 Elite, recommended levels 94 – 100 Q. How do I add more than four characters to my party? A. Four characters is the limit for Merc difficulty. At Vet difficulty you can add a fifth party member. At Elite difficulty, you can add a sixth party member. To add party member slots, speak to an innkeeper. Q. What are the item codes from the PSP? A. As codes are discovered and circulated, they'll be added to this guide. However, it should be noted there are no *unique* items in the PSP DS2: Throne of Agony. The F&K codes are, essentially, "cheat codes" that give you a free item in one game when you find that same item in the other. All magic items are available in both games and can be found as random loot, etc. If you look through the lists of reagent, unique and set items, you'll note that some are listed as "Crossover". These are the items that can be transferred between games. Q. What's with the ??? guy? A. This treasure thief showed up in DS2 and helped launch an Easter egg quest. He's back in BW, but seems to serve no similar purpose here. He's still annoying though. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [2] WALKTHROUGH ) \__ \___________________________________________________ / |,-' This is a complete walkthrough of the Broken World expansion story only. For a complete walkthrough of the original Dungeon Siege II, see: http://www.papagamer.com/faqs/ds2.txt If you've never played through DS2, you should do so. (You can play the original campaign using the Broken World interface, which will allow you to use new classes, races, etc.) The story in Broken World will make absolutely no sense unless you've finished DS2. First up is a step-by-step walkthrough of the main quest with basic details on the secondary quests included. Full details on each secondary quest are in the second section of the walkthrough, broken down by quest. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ PRIMARY QUESTS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ========================================== [2.1] Part 1, Chapter 1: Kanred the Mage ========================================== After learning that Valdis was merely the Dark Wizard's puppet, you watched in shock as the Dark Wizard escaped with Azunai's Shield. For the last year, you have traveled across Aranna and are determined that the Dark Wizard will not get away again. You arrived late last night at a Dryad Outpost in the foothills near Aman'lu, and awoke early in the morning to the sound of voices arguing. After leaving your tent, you met Burk, a Human refugee involved in the argument. Objectives: * Speak with Burk. * Find Kanred the Mage and try to reason with him. * Defeat Kanred the Mage. * Return to Burk at the Dryad Outpost. You begin in a Dryad Outpost somewhere in the wilderness. Standing right in front of you (with that nice little question mark floating over his head) is Burk, who's brother, Kanred, is a mage gone mad. The Dryads are out to kill Kanred and Burk wants you to find him first. This kicks off your first primary quest. Spend some time exploring the Outpost. You'll find these are the Dryads from Eirulan, and you'll discover the fate of Greilyn Isle. You'll meet old friends such as Celia and Kirani, who all hate you now. Boy, isn't that a change! You'll also find hanging around, not doing much, any henchmen NPCs from DS2 that you had not hired (or released from the Inn). There's an Innkeeper who will bring up your party inventory, which will have all pets and henchmen from DS2 you left there. There's one new "merchant" in the Outpost, a trainer. She will, for a fee, reset all skill points of any character in your active party. This will allow you to "fix" a broken character or re-purpose a character. For example, you decide you want your sword & shield fighter to dual wield, you can reset skill points and put more points into the dual wield tree and none into the shield skills. Or you want your bowman to be a throwing weapons ranger. Etc. On the west side of the Outpost is the teleporter and your storage vault, which still has all your old stuff from DS2. (You can't teleport from the Outpost to previous locations in DS2, they are separate games.) And, there are a few secondary quests you can pick up as well. Talk to the dwarf, Yoren, to get the quest "Hunt for the Lost Dwarves". Lumilla, the enchantress, will introduce you to reagent recipes, a new feature in Broken World. Reagent recipes are special combinations of enchantable items and reagents that produce a more powerful unique item when used together. Lumilla will also put you on a quest for three reagents for one of her special recipes. Soram is a man missing his wife; he'll set you on a quest to find her. Finally, Ithara is a naturalist who wants to study some of the new "bound" creatures that have begun to appear since the breaking of the world. (The breaking caused by you, just in case the Dryads don't mention it often enough.) Also in the outpost, near the south gate, is an F&K Society representative. This guy serves two purposes. First, you can buy items from him by giving him the Agallan Tablets you will find as you adventure. Give him a tablet and he will give you a choice of several items. These items are all Crossover unique or set items (see lists later in this guide). Second, the F&K Society handles transferring items between Broken World on the PC and Throne of Agony on the PSP. The F&K trader can give or receive codes for transferring items. When you're set, go through the south gate of the Outpost into the Blasted Valley. You'll quickly run into a merchant, Tomas, who will give you another quest. His partner, Anya, went mad (a recurring theme in Broken World), attacked him and made off with his backpack of trade goods. He wants you to get the backpack; Anya he's not so concerned about. Continue south, making sure to explore the map thoroughly. There are lots of little cul-de-sacs branching off from the main path. These cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the time to make sure you're clearing the whole map to the edges. You will also find, during your trek, Anya's encampment. It's to your left (east) after you go over the bridge south of the first teleporter (Blasted Valley North). Kill her and her cronies and you'll automatically get Tomas' backpack added to your Quest Items. You'll also discover some caves that are currently blocked and one cave that is not blocked. This cave entrance is south of the second teleporter, Blasted Valley (South). It's right before you move from Blasted Valley to Blighted Hills. Turn left (east) and work your way back into the woods to find the entrance to an Abandoned Mine. Walk to the back of the mine to automatically gain a clue for Yoren's Lost Dwarves quest. Continue south until you find Kanred. Kanred is your first boss fight and reveals what will become a typical pattern. One of his attacks is to teleport into the center of your group and release a powerful, radial magic attack. This attack is almost certain death for your mages and will put a serious hurt on rangers and some fighters. When he teleports into your midst, run. Then turn and pound on him. Beyond the teleport attack, Kanred isn't that dangerous, with very average magic attacks. After Kanred is dead, return to the Outpost and speak to Burk. Part of your reward is Kanred's staff, repaired, which will now allow you to open some of those caverns south of the Outpost. =========================================== [2.2] Part 1, Chapter 2: The Mage's Tutor =========================================== When you returned to Burk at the Outpost, you learned that the same grandmaster mage who tutored Kanred was there while you were gone. Thinking it likely that this may be the Dark Wizard's latest disguise, you immediately set off to find him. Objectives: * Use Kanred's staff on the magic sealing the cave in the Blighted hills. * Find and confront Kanred's tutor. * Defeat the Morden Gral rogue mage. * Speak to Sentinel Kirani to get directions to Aman'lu. Back at the Dryad Outpost, talk to Yoren about the clue you found and then add him to your party. Teleport to Blasted Valley (North) and head almost due west to one of the blocked caverns you passed by earlier. With Kanred's staff, you can now go through into the cave. Deeper in will be a north branch; at the end of the branch you'll see a glowing book on the floor. Click it and choose to pick it up, entering "The Ancient Tome" quest into your journal. Go back to the teleporter and jump ahead to Blighted Hills (North). Go north, over the bridge, then turn east and find the Abandoned Mine you explored earlier. Go to the corner where you found the clue and Yoren will find a secret door. Click the now glowing symbol on the wall to open the door. Pick up the glowing book inside to get an update to the Lost Dwarves. That's all you can do with Yoren right now, so return to the Outpost if you want to replace him. While you're at the Outpost, find Mage Nari in the northeast sector, across from the Innkeeper. Talk to her to fill in "The Ancient Tome". Return to the Blighted Hills (North) teleporter and open the cave entrance to the east. Follow this Dusty Cavern until you enter the Kelvaran Waste. You will quickly come to a teleporter (Kelvaran Waste West) with a dryad nearby. Talk to the dryad, Jorena, to open "Greylok of the Kurgan". Then continue into the Waste. Along the way, before you reach the next teleporter, you'll find a camp of peaceful Morden. Speak to their leader, Lorksul, to open the "Morden Redemption" quest. Continue east until you reach the Kelvaran Waste (Central) teleporter. Jump back to the Dryad Outpost and find the dryad quartermaster in the northeast corner. She'll give you some poisoned bread. Teleport back to Kelvaran Waste (Central). Go south to find a Ravager camp and depopulate it. At the extreme southern end is a mini-boss fight with a lot of minions. Get up on the platform the mini-boss is on (or was on, if he jumped down to fight you). There are doors in the east and west walls that will lead up to the platform. Grab the vial of blood. Return north to the teleporter and then head west to the peaceful Morden camp. Talk to Lorksul. You can give him the poisoned bread, or not, it makes no difference in the final outcome. He'll then ask you to obtain a vial of the Overmage's blood. Lucky you! You already have it. Give it to him, watch the cutscene, then talk to him again to end the quest. Continue east through the Waste. You're now looking for a plateau to the north of the main path. Up on the plateau is a cave entrance that you can't enter and a glowing trap on the ground out front. Click the trap to place the meat you got from Jorena and you will be swarmed by Kurgan. Kill them, including the mini-boss, Greylok. Then go east some more to your Chapter 2 boss fight against Kikrak. This fight is almost identical to the one against Kanred, except Kikrak has a Familiar. Kill the Familiar first (you have to kill it twice, and watch for the explosion after you kill it the first time). Make sure you run away when Kikrak teleports inside your party. After the Familiar is dead, Kikrak himself should be a piece of cake. Walk back to the Kelvaran Waste (East) teleporter nearby and teleport to Kelvaran Waste (West). Talk to Jorena to end the Greylok quest, then teleport back to the Dryad Outpost. ============================================= [2.3] Part 1, Chapter 3: In Search of Celia ============================================= As you suspected, Kanred's tutor turned out to be the Cinbri you knew as the Dark Wizard. He is now calling himself the 'Overmage' and told you his plans to return his people to Aranna. He asked for your help, but instead you swore to gather the Elves and oppose him. However, he revealed that the Elves have already fallen before him. Now, you are desperate to get to Aman'lu and find out what happened to your hometown. However, Sentinel Kirani told you that the path to Aman'lu is sealed and only Warden Celia can open it. She agrees to give you the password to the area in which Celia is currently hunting another rogue mage so you can talk to Celia yourself. Objectives: * Give the password Kirani taught you to the Guardian statue in Arinth's Heights. * Find Warden Celia. * Destroy Celeb'hel the Rogue Mage. * Convince Warden Celia to open the path to Aman'lu. Find Kirani in the domed structure on the east side of camp and speak to her. She'll give you a password that will allow you to pass Dryad Guardian Statues that block entrances with vines. Refit your party and teleport to Blasted Valley (South). Head north, over the bridge, then west to a cave blocked with the glowing lights. In the back of the cave is a vine-blocked door. Use your password on the statue to enter a large room containing Eliza (Soram's wife), who is now a bound creature (and a mini-boss one at that). Defeat her and her minions, then open the sanctuary doors around the room. There are four, one for each main class and each requiring level 36 in that class. Venture back to the Blasted Valley (South) teleporter and continue south into the Blighted Hills. As you enter the Hills, before crossing the bridge, go west to a cavern blocked with the vines and statue. Use your password to get in and loot the place. There's nothing quest-related in here, but there are a lot of goodies. Teleport back to the Outpost and visit Soram in the southeast corner. He'll be rather upset that you killed his wife and will fight you. When you reduce his health, he surrenders and thereafter refuses to speak to you. Wow. Really breaks you up, doesn't it? Now it's time to explore the environs north of the Outpost. Leave by the north gate and enter Arinth's Gorge. You'll go over a bridge, then down into a gully and under that same bridge. As you go north, you'll go down a couple of ramps. At the bottom of the ramps, look for a little cul-de-sac to the southeast (your right). At the end is a broken mana shrine. Click it to obtain the mana-infused stone you need for Mage Nari's "Ancient Tome" quest. Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave. Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This is a long, relatively straight climb with three teleporters along the way (Lower, Upper and Summit). About halfway between the Lower and Upper teleporters, you'll see a dryad hanging about along the west side of the path. She has the distinctive orange exclamation point over her head, so talk to her to do "The Human Refugees". The canyon you need to clear is right behind the dryad, so you can wrap this up immediately. Continue on up to the summit of Arinth's Heights, where you encounter another mage gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the Aman'lu. You are forced to fight him and the fight plays out exactly like the ones against Kanred and Kikrak. The biggest difference this time is Celeb'hel is a bit more dangerous even when not executing his teleport-circle-of-death attack. You may need to buff up a bit and stock up on health potions using the Arinth's Heights (Summit) teleporter before you take him on. When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the Elder" side quest, a conversation with Celia and the next chapter. ============================================ [2.4] Part 2, Chapter 1: Elves Under Siege ============================================ The shock of encountering a maddened Celeb'hel the Elder makes you even more worried about what's happened to the Elves. It's hard to believe that the Overmage managed to break Celeb'hel, and that does not bode well for the rest of the Elves. At least you were able to convince Warden Celia of the serious- ness of the situation and she's agreed to open the path to Aman'lu. Objectives: * Meet Warden Celia on the other side of the bridge north of the Outpost. * Journey to Aman'lu. * Look for Elven Survivors. Teleport back to the Dryad Outpost and refit. By this point you should have finished every Part 1 secondary quest except "Hunt for the Lost Dwarves", "Naturalist Ithara's Research" and "The Ancient Tome". Go north out of the Outpost and find Celia right across the first bridge. She'll open the Passage to Aman'lu. As you enter, you encounter some bound hyenas, the last creature on Ithara's list. After you've killed them, run back to the Outpost and complete her quest. She'll give you some nice armor and another Research quest. Go back to the Passage and head through to Aman'lu. You'll find the town mostly destroyed (which, come to think of it, was the state it was in last time...). This time it's a bit worse. After clearing out the areas south of town, talk your way through the gate to end this rather short chapter. ======================================== [2.5] Part 2, Chapter 2: The Familiars ======================================== You arrived in Aman'lu to find it a very changed place. Most of the Elves are dead, and the survivors are despairing the loss of their visionary powers in the cataclysm. Danadel, the de-facto leader of the Elves, explained that they are currently threatened by their ancient enemy, the Familiars. The Familiar Surgeons are adept at creating horrific mutilations of creatures and people. Unable to face these horrors, the Elves barricaded themselves in a small section of town near the tavern. You would like the Elves' support in the coming battle with the Overmage, but first you'll have to help them regain their strength by destroying the Familiars. Objectives: * Travel beyond the western Vai'lutra Forest in search of the Familiar Surgeons. * Look for the Familiar Surgeons within the abandoned Elven ruins. * Destroy the Familiar Surgeon. * Release Drianjul from the cell. * Speak with Drianjul. Aman'lu is a reduced-services home base. There's a base teleporter, a necromancer, your storage vault and an all-in-one merchant inside the Inn. However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society merchant, etc. You'll have to teleport back to the Outpost for those services. Fortunately, every teleporter in the game can take you back to any of the base teleporters, including the Dryad Outpost. North of the Inn is a burned-out building. Talk to Kylis on the top floor to get "Minli the Faerie" added to your quest log. Take the metal scraps he drops on the ground, and go back to the south bridge leading out of town. Drop the scraps on the ground (you have to actually open your inventory and remove them, it's not automatic). You'll be swarmed by faeries. Kill them and another wave comes at you, this time with the mini-boss, Minli. Kill her and the remaining faeries, then return to Kylis to complete his quest. Right next to Kylis' building, down by the river, is an elf who will give you a vial of Aman'lu water. This is an item needed for Mage Nari. Inside the Inn, talk to Talain to start "The Vai'kesh" quest, and pull the lever in the south wing to travel down to the Aman'lu Arena, which is still open for business. When you're ready to go, head west into the Western Vai'lutra Forest. As you're exploring, you'll come across, to the south, the entrance to a ruin that is blocked by a door on which is nailed a bound elf. Lovely. You can't get through these doors yet, but you'll get the key soon enough. To the north is a campsite where you meet Ressa. She's a Blood Assassin, potential henchman (after you complete her quest) and will kick off "Questionable Methods". You'll get to your first task, collect elf blood, later. Continue west to the Western Vai'lutra Forest (South) teleporter. Here the path splits, going west and north. Take the west path into the Western Vai'kesh Forest. You cross over an ornate stone bridge as you enter the Vai'kesh Forest, and the path splits after the bridge, going north and south. Go south into a camp of peaceful Vai'kesh and speak to the leader. This advances "The Vai'kesh". Now go north and you'll quickly find, off to your right, the entrance to a crypt with a bunch of elven bodies. Entering the crypt advances "The Vai'kesh" again. Your path now turns west again, and you will soon reach the Western Vai'kesh Forest teleporter, which is not far east of the entrance to a dungeon. Enter the ruins, which are not that exciting, but quite gory, with plenty of blood and body parts. Not to mention a large number of mobs. When you reach the end of the dungeon, you're in for your next boss fight, against a Familiar Surgeon. This giant brain is pretty nasty in a fight. It uses primarily death magic against you, so beefing up your death resistance would be a smart idea. Additionally, it summons crawlers from two pools located near the entrance to its lair. These crawlers creep over to the surgeon and regenerate it. Fun stuff. With decent death resistance, you can ignore the surgeon's attacks. Unload high-damage, single target powers on it, then attack it. Keep one area power in reserve. When crawlers pop out of the pools, unleash your AoE power on them. If you can keep the surgeon at the far end of the chamber, away from the pools, you'll have time to kill the crawlers before they get close enough to the brain to restore its health. Then go back to your head banging. After the Surgeon is dead, release Drianjul from her cage and talk to her. When you killed the Surgeon, you got a strange metal object added to your Quest Items. Drianjul tells you that item is a key that unlocks special doors guarded by bound elves. She also tells you there's another Familiar Surgeon in Calennor Stronghold to the north. ====================================================== [2.6] Part 2, Chapter 3: The Second Familiar Surgeon ====================================================== You discovered the chilling manner in which bound creatures are created, and saved Drevin's sister, Drianjul, from becoming one. She is grieving and in shock, but she is able to tell you about a second Surgeon somewhere nearby. You will have to find and destroy it too if you hope to gain the Elves' help. Objectives: * Use the Surgeon's key to enter the Calennor Stronghold. * Speak with the Overmage's projection. * Find and destroy the second Familiar Surgeon. * Return to Danadel in Aman'lu. Return to Aman'lu for rest and refit. Teleport to the Western Vai'lutra Forest (South) teleporter and go southeast to find the bound elf-blocked door you saw earlier. You can now stick your key into the bound elf and release it, kill it, then open the door. This is a simple treasure vault, nothing more. However, to thoroughly loot it, you'll need to find all the secret doors. Look for interactive torches on stands on the ground and on the walls. And beware of one chest that turns out to be a mimic. Go back to the teleporter and go north. You'll start encountering bound elves, and they will drop vials of their blood. These are actual inventory items-- not Quest Items--that drop on the ground, so be sure to pick them up. As you progress, keep an eye out to the east for an entrance to some ruins. This is the Vault of Therayne and the "Treasure Hunting" side quest. When you reach the Western Vai'lutra Forest (North) teleporter, teleport back to the South teleporter and return to Ressa's camp (just to the east). You should have ten vials of elf blood now, so give them to her and get your next task: collect a child's tears. Teleport back to the Dryad Outpost and find Arlen, Soram's son, in the southeast corner of camp. Anything you say to him (regardless of whether you completed his dad's quest) will make him cry and you'll automatically collect his tears. Teleport back to Ressa's camp and give her the tears. She now asks you to bind the soul of Lorethal himself. Teleport to Western Vai'lutra Forest (North) and go a little bit north and then turn east to find the entrance to the Sepulcher of the Crimson Hunters. It will be empty going in. Make sure you loot the place thoroughly, including some level 42 Sanctuary Doors (one for each of the four main classes). After binding Lorethal's soul, the dungeon fills with the ghosts of Lorethal's Crimson Hunters. These are not pushovers--they're level 45 and very angry. You can't summon a teleporter inside; but, there is a cheesy trick you can use if you don't want to (or can't) fight your way out. Save your game and quit. When you reload, you'll be back in Aman'lu. Regardless of how you get out of the Sepulcher, teleport back to Ressa, complete her quest and hire her if you're so inclined. (Note: Ressa is not needed in the party for any future part of the story.) After, teleport back to Western Vai'lutra Forest (North) and continue your journey north. After reaching the Calennor Wood (South) teleporter, start looking for an unmarked path to your right (east). This will lead to a ruined shrine where you find Celeb'hel. Didn't you already kill him? Well, talk to him to get the full story. You'll find his two other soulstones in the near future. Continue north until you reach the Calennor Stronghold, which is again guarded by a bound elf. The Stronghold, besides being the site |
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