Dungeon Siege 2 by Grawl (grawler (@t) gmail (dot) com) http://www.grawl.nl 08/16/05 - Version 0.1 ============================================================================== Introduction ============================================================================== Ok, so let us go over a few basic things... 1) Don't steal anything from this guide. This guide is copyrighted according to the DMCA (http://www.copyright.gov/legislation/dmca.pdf) and stealing this guide and/or parts of this guide without my written permission will lead to a removal request. When this request doesn't get accepted within 48 hours, an official DMCA notice will follow. If this gets ignored, bigger steps will be taken. 2) Do you see someone use parts that look like parts of my guide? Please let me know. 3) If want this guide on your site, send a mail to me to ask permission. I have the right to reject or accept this request. I'll keep my own list of sites that are allowed to use my guide. If I find my guide on a site that's not allowed to host it, I'll ask to remove it. For more information see point 1. Once you are allowed to use my guide, you are only allowed to use this guide the way it can be found on www.grawl.nl. You're not allowed to ask money for the guide.. 4) Donations are more than welcome. I need the money to buy the latest games, fix problems with my PC etc. If you enjoyed this guide, head to http://www.donategrawl.cjb.net and donate something. It's more than appreciated. 5) I have the right to answer a mail or right. Be sure you checked the latest version of the guide. You can find the latest version at http://www.grawl.nl. I won't reply when you're mailing about something obvious, something that's already covered, something that'll end up in the guide in later versions or when you're not able to write a proper mail. Use proper grammar and spelling. ============================================================================== Table of Contents [DS.00.00] ============================================================================== + = Completed ~ = Under Construction - = Coming in next version(s) * Table of Contents................................................[DS.00.00]+ * History & Next Version...........................................[DS.01.01]+ * Introduction.....................................................[DS.02.01]+ * Walkthrough......................................................[DS.03.01]~ * Act 1..........................................................[DS.03.02]+ * Chapter 1: The Siege of Geilyn Beach.........................[DS.03.03]+ * Chapter 2: Prisoner of War...................................[DS.03.04]+ * Chapter 3: The Morden Towers.................................[DS.03.05]+ * Chapter 4: The Plague........................................[DS.03.06]+ * Chapter 5: The Dryad Exile Colony............................[DS.03.07]+ * Chapter 6: Leaving Geilyn Isle...............................[DS.03.08]+ * Chapter 7: Secret of the Azunite Beach.......................[DS.03.09]+ * Chapter 8: The Lost Azunite Artifact.........................[DS.03.10]+ * Chapter 9: Windstone Fortress................................[DS.03.11]+ * Chapter 10: The Temple of Xeria..............................[DS.03.12]+ * Act 2..........................................................[DS.03.13]~ * Chapter 1: The Town of Aman'Lu...............................[DS.03.14]+ * Act 3..........................................................[DS.03.xx]- * Quests...........................................................[DS.04.01]~ * Act 1..........................................................[DS.04.02]~ * Primary Quests...............................................[DS.04.03]+ * Secondary Quests.............................................[DS.04.04]~ * Act 2..........................................................[DS.04.05]~ * Primary Quests...............................................[DS.04.06]~ * Secondary Quests.............................................[DS.04.07]~ * Act 3..........................................................[DS.04.09]- * Primary Quests...............................................[DS.04.10]- * Secondary Quests.............................................[DS.04.11]- * Quest Log........................................................[DS.05.01]~ * Act 1..........................................................[DS.05.02]~ * Primary Quests...............................................[DS.05.03]~ * Secondary Quests.............................................[DS.05.04]~ * Act 2..........................................................[DS.05.05]- * Primary Quests...............................................[DS.05.06]- * Secondary Quests.............................................[DS.05.07]- * Act 3..........................................................[DS.05.09]- * Primary Quests...............................................[DS.05.10]- * Secondary Quests.............................................[DS.05.11]- * Lore.............................................................[DS.06.01]~ * Quest Items....................................................[DS.06.02]~ * Books..........................................................[DS.06.03]~ * Chants.........................................................[DS.06.04]~ * Bestiary.........................................................[DS.07.01]~ * Act 1..........................................................[DS.07.02]~ * Act 2..........................................................[DS.07.03]- * Act 3..........................................................[DS.07.04]- * Pets...........................................................[DS.07.05]~ * Handbook.........................................................[DS.08.01]~ * Specialities.....................................................[DS.09.01]~ * Melee..........................................................[DS.09.02]~ * Ranged.........................................................[DS.09.03]~ * Magic Combat...................................................[DS.09.04]~ * Magic Natural..................................................[DS.09.05]~ * Spells...........................................................[DS.10.01]- * Weapons..........................................................[DS.11.01]- * Armor............................................................[DS.12.01]- * Party............................................................[DS.13.01]+ * Cheats & Secrets.................................................[DS.14.01]~ * Unlocking Higher Difficulties..................................[DS.14.02]+ * Infinite Resurrection Scrolls..................................[DS.14.03]+ * FAQ..............................................................[DS.15.01]~ * Conclusion.......................................................[DS.16.01]+ ============================================================================== History & Next Version [DS.01.01] ============================================================================== Version 0.1 (08/16/05) - Everything is new. (58,1KB) ============================================================================== Introduction [DS.02.01] ============================================================================== This introduction is taken from page 33 and 34 of the official manual. "You may wish to know the mysteries of this world: whom to trust, whom to battle. I'll give you a taste of the tale; the rest you must experience for yourself. Before your time, before the time of any ancestor you've ever known, Zaramoth the Unmaker ruled the earth. He drew his nearly godlike powers from the River of Souls, the underground flow that coursed the length of the planet from pole to pole. It was here that souls travelled after death, and it was their spiritual energy that transformed the river into a source of magical power. Zaramoth and his Dark Wizards ruled the planet with a certain firmness, which is to say, with an iron fist. There were many who were unhappy under Zaramoth's rule, but his power was unquestioned for centuries until the day when one tribe, led by Azunai the Defender, began to explore the power of the subterranean magic for themselves. Zaramoth had a problem with this, naturally. The inevitable result of this conflict came quickly - Zaramoth and Azunai were at war. Their forces ultimately clashed on the Plain of Tears and, at the front lines, Zaramoth and Azunai met. As their men raged around them, Zaramoth lifted his Sword and brought it down with a mighty roar against the Shield of Azunai. Then everything changed. Both Sword and Shield had destinies of their own - and the moment they collided, their time began. The earth opened. With a terrible scream, the souls of the soldiers tore from their chests and rushed into the fissure, leaving the lifeless bodies strewn on the field. In one horrific instant, the armies of Zaramoth and Azunai were utterly obliterated. The onrush of dying souls overloaded the River of Souls, stretching it beyond its limit. The river spilled over its underground banks into fractured lay lines, tipping the balance of the planet. And above the killing fields, the stars shifted. The Second Age had begun. A thousand years passed as a new world emerged from the ashes. Magic, which once travelled a single, controlled channel, now crisscrossed the planet in lay lines, putting its power in the hands of any brave enough (or foolish enough) to wield it. The kingdoms of Zaramoth and Azunai were part of the distant past; the world had become a far more chaotic, tribal, and wild place. People fought and loved and lived in their tribes, and the old ways were almost forgotten. Then one day, a prince of one of these tribes succumbed to a powerful illness. After several days of feverish delirium, Valdis, son of Utor, spoke of strange visions, which compelled him to travel into the mountains. Following that call, he spent three long weeks in solitude, and when he emerged, he wielded a precious object, something thought forever lost - the mighty Sword of Zaramoth. How had he found it? That is not mine to say. The whispering began - Had Zaramoth returned in the guise of Valdis? Might the great conflict between Zaramoth and Azunai return to this Age?" ============================================================================== Walkthrough [DS.03.01] ============================================================================== When you start a new game, you'll first have to select a difficulty. Once you did that, it's time to select the race of your character, appearance etc. Refer to the manual (it's also on the first CD) to learn what fits you the best. Dryads are the best archers and death magic; Elves can use any kind of magic; Half-Giant should go with melee weapons; Human is an all-around class with no real aim. Some general hints before we start, though; * Save often. It's not going to hurt you. * Be sure to use the powers of the characters in your party. * Once you or someone levelled up, be sure to set the specialities. Later in the guide you'll find a full list of the specialities. * When there are lot of weak enemies around, let your party fight for them self by pressing G (Rampage Mode). Stronger enemies should be taking together by pressing F (Mirror Mode). * Pause the game with space when things get crowded. This give you the time to use potions, select powers etc. ------------------------------------------------------------------------------ Act 1 [DS.03.02] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 1: The Siege of Geilyn Beach [DS.03.03] ------------------------------------------------------------------------------ This part of the game isn't hard at all, and doesn't even require a walkthrough. Just follow the instructions you get on your screen. The path is very linear, and there is nothing you can do wrong. Eventually, you'll go through a cave, and then end up at a temple, where the computer takes over. You fight a bit, and when you are about to take the mighty treasure, you get kicked in your ass. Hard. ------------------------------------------------------------------------------ Chapter 2: Prisoner of War [DS.03.04] ------------------------------------------------------------------------------ You wake up in a cell. The Dryads have taken you as prisoner. Talk to the people in the cells next to you, and then talk to the guard. Amren will show up, and let you go. However, you're still a prisoner. You have to prove yourself worthy by doing a small quest. First, head to the blacksmith and talk to her. You'll get yourself the stones you need. Note you can also talk to Telinu to get a quest. You won't be able to finish it until you finished chapter 3, though. Talk to Lumilla here, in the same room to get another quest. She wants four nettle clusters you can find in the jungle. You can either get them in the jungle, or you can buy them from the merchant outside the building. They are quite expensive at this point though. Do as you please. Before you leave town, be sure to get yourself a (free) party member. If you have a person with melee attacks, get yourself the archer. If you use ranged attacks yourself, I suggest to take the half-giant. For now you can only pick one member (until you have 500 gold), but you can always kick them out of your party. They'll both be at level 3 when they join you. Head to the inn, and find the man at the bar. Talk to him to get a quest you can't finish until much, much later. Leave town the only way possible. Once you reached the ground, a guard will escort you to the nearby post. Talk to people on your way. Once you reached the post, you'll see Morden have taken it over. Kill them, and rescue the prisoner. ------------------------------------------------------------------------------ Chapter 3: The Morden Towers [DS.03.05] ------------------------------------------------------------------------------ So, it's time to wreck some havoc. You can return back to town if you need to get new gear and that kind of stuff. If not, just follow the arrow on your compass. You'll get to the first tower. Kill the enemies, and free the prisoner. You need to low the tower up. Grab a stick from the cage, and hold it in the fire. Now set the tower on fire, and back off a bit. You'll find a teleporter if you keep going. Near the teleporter, you'll also find two chants. Now simply follow the path again and keep blowing up those towers. Not really needed for me to write down this in details. You'll run into a woman who gets attacked by a Hak'u. Talk to her for the Hak'u quest. Between the third and four tower, you'll be able to fight the hidden Hak'u cave. It's a bit easy of the fourth tower. Once you found it, remember where it was, but don't enter yet. We'll come back here later. Once you blew up the fourth tower, walk a bit further to find a teleporter. Go back to town, and go talk to Celia. She'll let you go. Now you can visit all the parts of Eirulan. To finish this chapter, head to the great hall, and talk to Taar. You have the plague, and you need to cure it. There is a rumor that there is a fountain the Elven Shrine that might be able to cure you. ------------------------------------------------------------------------------ Chapter 4: The Plague [DS.03.06] ------------------------------------------------------------------------------ Before we head out to the Elven Shrine, we can get some additional quests. Since the ring is removed, we are no longer limited in visiting the town of Eirulan. First, head towards platform with the pets. Don't enter yet, but find the house where Lelani lives. Talk to her to get a quest. Her daughter was recently murdered, and she wants to fulfil the wish of her child, even though she'll never see it. Pick up the doll. Remember how Telinu wanted you to check on a book? Inside the great hall are two books. Pick them up, and read them. She needs 5 squares of leather, 3 pots of boiling wax, 12 stoneshrooms and 2 basketfuls of leaves. She'll craft some armor for you. Note that in the great hall you can also listen to an old woman telling you stories. This is just for fun. Now head inside the place of the pets, and talk to Neda. Keep asking until she begins to talk about the Dire Wolf. You'll get a quest, and you'll be able to get a Dire Wolf as pet. For now it's not possible though. Head up the stairs outside the pet store, and talk to Leanne. You'll need to go to the Elven Shrine anyway, so the quest can fit right in. Head towards the falls. Go down with the elevator and walk around to the next elevator. Go up, and find a house where Tamari lives. She's afraid of spiders because she saw a pretty big one. We can't kill it yet, but at least we have the quest. Pull the lever to lower the bridge, so it's not a pain in the ass to reach the house later, just in case. Talk to Fenella in this area too. You can trade the doll for ale. In the great hall is the mage you needed to talk to for the Dire Wolf quest. Pay him a visit. He'll give you the direction of where to meet him. We certainly will... later. If you wish to get a third party member, talk to the woman that runs the inn. It'll cost you 500 gold, but it's worth it. Now go to the teleporter, and teleport yourself to the western part of the jungle, near the last tower you destroyed. Follow the arrow on your compass to get to the shrine. You'll meet some monsters on your way, but nothing too serious. Enter the shrine. Inside, you'll find a door with a target on it. Let someone shoot an arrow into the door, and it'll open. Inside is a chest. Take the other door. You'll find an elevator down. Remember the side-quest with the secret elven room? Push the brick on the wall. Grab the stuff and then pick up a green block. Put it in the slot. Pull the lever to go down. Push the brick here, pick up a yellow block, and put it in the slot. Now pick up a black block, and use the level to go down. Push the brick here too, and put the black block in the slot. And finally pick up a purple block and put it in the slot near the chest. Open the chest too, while you're at it. Now, the final room has three slots. Just enter the block of the same color in a slot, easy as that. Pull the lever to find the secret room. You'll find 3 chants here, the quest item and some other stuff you may like. Now return to the elevator (stay down). Follow the path. You'll find a room that needs magic to be opened. If you can't open it, you can come back a bit later. There is a chest inside. You'll end up in a room with quite some enemies. You'll need to defeat the special ones in order to gain access to the next room. In the next room is the fountain you need, so use it to fill the vial. Don't bother walking back, there is a teleporter to be found in a room nearby. Be sure to get the chant in the room with the fountain too. Get back to town, and complete the Secrets of the Elven Shrine quest first. Now return to the great hall and talk to Taar. If you wish her to join you, buy yourself another slot. This will cost you 1500 gold. ------------------------------------------------------------------------------ Chapter 5: The Dryad Exile Colony [DS.03.07] ------------------------------------------------------------------------------ The best thing is to select some spells you want Taar to use. She has some great spells that boost your stats, so I recommend setting those to autocast. She also has other great stuff, but it's up to you to decide what she should use. Also set her specialities and equip her with the stuff she has herself. Before we go for great adventures, we should solve a quest we already have for a while. Use the teleporter, and go to the western part of the jungle. Walk east and go to the hidden Hak'u cave. Kill everything, and pick up whatever you can. When you get near the cage, the woman will go free, and it's over. Go back to the teleporter, and go to the great hall. Walk to Hesla, and talk to her to finish the quest. You'll get a new quest right away though. The new quest is in the same direction as your main quest, so that's a good thing. Select Taar, and talk to Arianne near the great hall. She'll give you a new quest. You need to investigate about a big Hak'u beast. Teleport yourself northern teleporter in the jungle. From there follow the path north until you find a Hak'u camp. You'll find the Hak'u Ceremonial Blade here. Now head to the south gate of town (from the pet shop). Keep walking south, and you'll find a cave. Equip the Hak'u Ceremonial Blade, and use it to slay the beast. Go back to Arianne, and she'll reward you. Now head back to the south gate again, and follow the actual path. You'll find a small Hak'u camp. You can enter ruins here. If you move the chalice, you'll reveal a secret room with an enemy and some stuff. A bit east from the ruins is a small cave. The enemies have good stuff on them. Continue down the path. You'll be able to find two more small caves. The one that's north of the ruins lead to the mage for the Dire Wolf quest. Talk to him, and he'll open the portal. Simply kill all the Nawl Beasts and the wolf will come true. When you have time, return to the pet shop. From that moment on, you'll be able to buy a Dire Wolf. Head back to the ruins, and continue down the path ahead of you. You'll end up at the colony, but everyone turned into monsters. Save the Azunite Scholar, and talk to him. He'll tell you a story. Valdis has a sword, and if he finds a shield, which is shattered, he'll be able to bring havoc upon the world and change it to his wishes. Can you believe you helped him in the beginning of the game? ;p He'll open a path for you, and tell you where to go. Pick up the items he gives you too. ------------------------------------------------------------------------------ Chapter 6: Leaving Geilyn Isle [DS.03.08] ------------------------------------------------------------------------------ Remember the Hak'u quest? Don't take the path the scholar opened, but the other one. Enter it, and talk to Hrawn. Accept his quest to kill the Hak'u leader. Now head back, and take the path that was opened for you. Follow it, and you'll find another teleporter. You probably want to go back to town right now to get rid of a lot of goodies and make money. Continue down the path, and you'll find a cave. Pass through it, and you'll find Vix. He tells you his story. You can either take him in the party, or just tell him to get lost. You can also get two chants and a book here. Enter the caves, and simply find the exit. You'll find an elevator, but it's broken, so that'll have to wait till later. Outside you'll find a teleporter. Follow the path to enter the lower level of the cave. You'll find one of Tyr's man, but he'll transform into a zombie. A bit later, you can go either left or right. Go right to find the Kithraya Hive Queen you need to kill for Tamari. This area is hard, so beware. Once you killed the Queen, head back and follow the other path. You'll be outside again. Find the shard, and destroy it. This may just be the cause of the plague. Walk a bit further to find the scholar. Talk to him. He'll explain how the shard was indeed used to spread the plague. The plague isn't a disease though; those spirits you saw take over the bodies of men and beasts to fight again. Once they are killed, they'll find their peace. Take the portal to leave this island. Then talk to Captain Suzor. ------------------------------------------------------------------------------ Chapter 7: Secret of the Azunite Desert [DS.03.09] ------------------------------------------------------------------------------ Talk to Soldier Balamar to trade the Elven Ale with Skatch Cat ribs. Remember who wanted meat? Indeed, someone in the inn. Take the teleporter home (the one outside the camp, mind you) and go to the inn. Trade the Skatch Cat ribs with Soldier Jordan for a statue of Xeria. While you're here anyway, head to the falls and show the head of the spider to Tamari. She'll reward you. Head back to the desert, and follow the arrow. You'll find a big monster, but he's not hostile (yet). Talk to him, and he'll try to kill you. Once you killed him, you'll get the Stela of Blindness. Only three left. Head straight west from there, and kill the monsters to find the Stela of Life. Head back to were you found the first Stela, and open the other gate. Head that way. Once you find a tower, enter it and take the elevator down. Talk to Master Thestrin to get a quest. Let's do this quest first. Head back to down, and go southeast to find the crypt. Inside, don't open any door. There are level 28 monsters here, and it can easily be your death. Talk to the statue, and give the answer. If you give the wrong answer, you'll be attacked. I actually recommend to answer wrong until no monsters will attack you anymore. Why? Because they give a great deal of strong weapons and armor. Anyway, the correct answer is the order 3412. This will open the door, but inside are some level 28 and one level 30 enemies. What to do? Grab the quest item, try to open the chests (they contain good stuff, trust me) and make sure no one dies. Then return to Master Thestrin to get your reward - a chant. Give him his thing back, and he'll teach you a real chant. The other one isn't very wise to use. Now continue your main quest. Follow the path and kill the monsters to get the Stela of Death. One final one to go. Head north and a bit east to find the Stella of Sight. Now all you need to do is put them into the Lost Vault of the Azunites. You can first enter the cave for some fun, but the main goal is to walk east a bit, and enter the cave north. From there, you can reach the Lost Vault by going down some elevators. Good treasures here too, but watch out for the Mimics; they look like treasures, but are able to use magic against you and hurt quite a bit. However, by opening all treasures new rooms (where enemies come from) will be opened. One of them contains a chant. Whatever you do, head down and place the Stelas. Open the door and grab the chant in the main room. Then pick up the Silver Mirror and the map. ------------------------------------------------------------------------------ Chapter 8: The Lost Azunite Artifact [DS.03.10] ------------------------------------------------------------------------------ Enter the door that just opened, and go up. Then, walk to the north until you find a teleporter. Perhaps it's time to sell some stuff? ;p When you're done, follow the path. It'll lead to a cave, and eventually to a room with lots of statues. Place the mirror you found in the statue that has no mirror. Then just solve the easy puzzle; the light must shine into the stone that's in the pillar next to you. Once this is done, the floor will lift up. Head down, and pick up the artifact. Then talk to the Elven Spirit. You have the blood of the Azunite in you, and are one of them. So much for that. The elf will leave a chest. Open it for goodies. ------------------------------------------------------------------------------ Chapter 9: Windstone Fortress [DS.03.11] ------------------------------------------------------------------------------ Go up, and talk to the Elven Spirit again. After a story of history, he'll open a path (or you can tell him to cut it, and open it right away). Head there. Outside is a teleporter. There is only one way to go, and that's inside the cave. In here, one path goes up a staircase. It leads to a shrine to chant. It's not really worth it, but the extra kills won't hurt you. In the Room with the Skaths you'll be able to turn two valves in order to open a secret room. Inside are enemies and goodies. Now head back to the other exit. For a brief second you'll be outside, but soon enough you'll be in the cave again. You can walk back to the other room on a higher level to access a chest. Now continue down your little journey. You'll find a teleporter, and a bit further the fortress. However, it's pretty heavily guarded. Don't you love it when that happens? Once you reached the fortress, someone will block the way to the bridge. What a warm welcome. Head to the end of the entrance, then head east. In the small hall, you'll find a room where Private Banos stands. Talk to him for a quest. We need to save some people. Continue down the hall, and open the rooms for goodies. Watch out for Mimics though. You'll find a book about half-giants on the floor. In that same hall, enter the door to find a chant. Go back, and look at the small statue in the hall. Active it to open a secret room. Leave the hall. You can go either to the west wing, or continue the main quest. First head to the west wing. You'll find a survivor here, a book about Xeria and a chant. Now head the other way, up to the bridge. You'll find a teleporter, and both Squadron Leader Taarth and Captain Dathry. But first, head to the west, into the barracks and find the last survivor. In the same room you'll find a chant. Head back, and talk to Squadron Leader Taarth. He'll give you a key and some other stuff. Now talk to the half-giant in the hole to start yet another quest. Talk to Soldier Orayne about this matter. Anyway, talk to Captain Dathry. You'll get one of the keys to the vault. Now head down to the east, and open the vault. Continue to the next room. Pick up a yellow block here, and put it down the socket. In the next room, find yourself two green blocks, and put them down the socket. In the room after that, kill the enemies to get a key, then put two red blocks down the socket. Use the key to open the vault. Inside, kill the enemies, grab the stuff and then combine the bowl with the blue flames. Time to head back to Captain Dathry. Talk to him, and they'll blow the barricade up. After that, talk to him again, and he'll let Sartan free. You can let Sartan join your party, if you want to. Anyway, continue over the bridge, into the temple. You may want to help the soldiers slay the demons though. ------------------------------------------------------------------------------ Chapter 10: The Temple of Xeria [DS.03.12] ------------------------------------------------------------------------------ Inside, kill every enemy you'll find. Be sure you open every door as well, just to be sure. Once they are all killed, the magical field will vanish. Don't do anything with the artifact yet, though. Simply walk to the room before the one with the statue, and find the green balls. Put it in the socket. This will open a new room, with more balls, more sockets etc. I explained this already, and I'm sure you'll manage. In the final room you'll find a lot of stuff, and the quest item. Go back to the inn one way or another, and talk to the man at the bar. He'll give you some stuff. Now head back to the statue and use the artifact on it. You can now enter the next area. There are a lot of secret rooms here. Also find the book. Just find the shard by taking the obvious route. You may find the earth chamber when looking for secret rooms. You can't do anything there for now. You'll find the boss of Act 1; a giant multi-headed snake. Fun stuff. You need to kill each head, but it's not that hard. Once it's killed, destroy the shard and enter the portal. ------------------------------------------------------------------------------ Act 2 [DS.03.13] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 1: The Town of Aman'Lu [DS.03.14] ------------------------------------------------------------------------------ After the cinematic and the small talk, head inside the magic shop. Talk to the woman to get a quest - it'll allow you to talk to the spirits later on. On the top floor of the shop, you can find yourself two books. Head towards the south gate (the bridge is broken). There is a small house to the east. Enter it, and pick up the stone. This will start another quest. After this, go to the pet shop and get another quest for another new pet. After that, head south from there, and be sure you have Daru in your party. Talk to the prospector for another quest. Head back to the southern jungle of Act 1. From there, walk to the ruins next to you. This is where you'll find the hidden treasure. Let Daru open it to find some gold, and a riddle. That's it for now. Return back to the town of Aman'Lu. Go northeast of the portal, and talk to Eolanda. Accept the quest for the quest itself and a book. Inside her house is another book. Around the house is Eumenidie. Talk to her for another quest that requires you to gather ingredients. You can find them in the forest. You can buy a griffon feather at the local magic shop. From there, head to the northwest, and talk to Tywlis. She has another quest for you. You can also find a book in her house. In the house behind the armor and weapon sellers is another book to be found. Head to the inn. With Lothar in your party, talk to Roland. You'll get yet another quest. Then talk to Athelas for another quest (that is, if you did the Family Heirloom quest). You can get Amren to join your party, if that's what you wish. Upstairs is another book. Now head to Celeb'Hel (the main quest, remember? ;p). Inside is another book. After you got it, talk to him. You'll finish the quest, get a new one, get a teleport stone and a map. ------------------------------------------------------------------------------ Chapter 2: Finala and the Broken Bridge [DS.03.15] ------------------------------------------------------------------------------ Wait for the next version =) ============================================================================== Quests [DS.04.01] ============================================================================== ------------------------------------------------------------------------------ Act 1 [DS.04.02] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Primary Quests [DS.04.03] ------------------------------------------------------------------------------ Chapter 1: The Siege of Greilyn Beach - Simply follow the orders and follow the linear path. Chapter 2: Prisoner of War - Once you are free, go to the blacksmith to get some stones. Then leave the town through the only possible exit and follow the guard. Chapter 3: The Morden Towers - Simply follow the arrows on your compass, and destroy the four towers. Then return to town. Chapter 4: The Plague - Take the teleporter behind the fourth tower, and hear south. Inside the shrine, you'll find the fountain with the cure. Chapter 5: The Exile Colony - Leave town through the south gate, and follow the path. You'll end up at the colony. Save the old man and talk to him. Chapter 6: Leaving Greilyn Isle - Head through the cave ahead of you. You need to go through the upper and lower level. Once outside, destroy the shard and talk to the old man of chapter 5, who's standing on the beach. Take the teleporter and talk to the captain. Chapter 7: Head north of town, by taking the path down. Talk to the monsters, then kill them. Head west for the second Stela. Head back and go north for the third Stela. Then go north and west for the final Stela. Find the vault in the cave to the northeast, and put the Stelas there. Then pick up the goodies. Chapter 8: Leave the vault, head up and then head north. In the next cave you'll find a puzzle with mirrors. Put the mirror you found into the statue and solve the easy puzzle. Check the map you got if you're unsure. Head down the stairs, pick up the artifact and talk to the Elven Spirit. Chapter 9: Head up the stairs and talk to the Elven Spirit. Follow the path until you found the fortress. Inside, find the captain. Head inside the vault, and kill the monsters to get the key to the inner vault. Put the bowl into the blue flames, then return to the captain. Head for the temple and head inside. Chapter 10: Kill everyone inside, and put the artifact into the hands of the statue. Then kill the big boss, destroy the shard and enter the portal. ------------------------------------------------------------------------------ Secondary Quests [DS.04.04] ------------------------------------------------------------------------------ The Armorer's Apprentice - Talk with the girl inside the shop of the blacksmith to start this quest. Once you can access the great hall (at the end of chapter 3), head inside and find the book she needs. Read it and remember what she needs. Then tell her how it works, and she'll create armor for you. Lumilla's Salve - You need to get four clusters. You can either buy them from the merchant near the shops, or find them in the jungle. Your rewards is an item to enchant your armor/weapons. Lelani's Sorrow - Start this by talking to the woman near the pet shop. She wants to get a safekeep. Pick up the doll. You can trade it with Fenella near the falls. The ale you get can be traded with a soldier at the end of chapter 6, in the desert. He'll give you meat, which you can trade for a statue with a guy in the inn. (More to come) Secrets of the Elven Shrine - Head to the district with the pet shop, but don't enter the shop. Go around, and walk up. Talk to the woman to start the quest. Then head to the elven shrine, and take the elevator down. Push the brick. You need to put bricks into the slots with the same color. You'll find what the woman wants, so return it. The Kithraya Hive - Head to the Kithraya cave (you'll go there during chapter 6 anyway), and find the spider. She's guarded by a lot of enemies. Bring her head to Tamari, who's near the falls. The Hak'u - During chapter 3, you'll find a woman who gets attacked by a Hak'u. Talk to her. You'll find the secret cave between the third and fourth tower. Inside the woman you're looking for will be freed. The Hak'u, Part II - Talk to the woman you freed near the great hall to start the second quest. You need to find a friendly Hak'u. You can find him by heading to the Exile Colony, but taking the other road from there. The Hak'u will ask you to kill a high Hak'u leader. Head to the teleporter in the western jungle and head straight west to find him. Then head back to the area around the great hall to complete the quest. Dire Wolf - Talk to the woman in the pet shop about "something powerful" to start this quest. Go to the mage in the great hall. He'll head away. You'll find him by going to the ruins he mentioned, and be heading to a cave north of there. Once you got there, kill the enemies that come through the portal. Head back to the pet shop. From that moment on, you can get a Dire Wolf as pet. Taar's Investigation - With Taar as active party member, talk to Arianne near the great hall. Head north from town to the Hak'u Camp to find the blade you need. Then go through the south gate of town, and find a cave with the beast. slay it, and head back to Arianne. (Quest Missing - Information is appreciated) A Family's Investigation - Talk to the guy inside the tower between the second and third Stela. Then head back to town, and head southeast from there. Don't open any doors, but talk to the statue. The answers are in the order 3412. Inside are strong monsters, but at least grab the quest item. Return and give it. You'll get two chants; never use the first one. Secrets of the Xeria's Temple - Talk with the guy in the inn, sitting by the bar, and listen to his long story. Then, near the end of Act 1, find the secret room with the treasures (refer to the Elven Shrine quest to see what kind of puzzle it is). Return back to the guy, and tell him that his item wasn't there. ------------------------------------------------------------------------------ Act 2 [DS.04.05] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Primary Quests [DS.04.06] ------------------------------------------------------------------------------ Chapter 1: The Town of Aman'Lu - Easy enough, talk to Celeb'Hel. Chapter 2: Finala and the Broken Bridge - Coming soon to a computer near you. ------------------------------------------------------------------------------ Secondary Quests [DS.04.07] ------------------------------------------------------------------------------ More information coming soon. Talk to the people around Aman'Lu to start 8 quests already. ============================================================================== Quest Log [DS.05.01] ============================================================================== Note: This is boring work, and it may take a while to fully write this section, since it's not as important as other parts. ------------------------------------------------------------------------------ Act 1 [DS.05.02] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Primary Quests [DS.05.03] ------------------------------------------------------------------------------ Chapter 1: The Siege of Greilyn Beach Intended Level: 0 Having left your hometown to find fortune and glory and to see the world, you and your best friend Drevin have been fighting as mercenaries in Valdis' Army for the last few years. You have been transported to Greilyn beach via Dragon flight, and ordered to travel through the trenches the landing force has prepared to help Valdis secure a powerful artifact. Not much is known about the artifact other than that it lies within a temple nearby called the Temple of the Coast and that the island's dryad inhabitants currently protect it. 1. Get your orders from Morden Lieutenant Jerind. Morden Lieutenant Jerind will give you your orders now that you have arrived on the beach. 2. Destroy the training dummy using a melee weapon. A live soldier is much more effective than a dead one, so the Morden have set up a combat training area to ensure the mercenaries know how to fight. This will teach you how to use melee weapons. 3. Destroy the training dummy using a ranged weapon. A live soldier is much more effective than a dead one, so the Morden have set up a combat training area to ensure the mercenaries know how to fight. This will teach you how to use ranged weapons. 4. Destroy the training dummy using a nature magic spell or combat magic spell. A live soldier is much more effective than a dead one, so the Morden have set up a combat training area to ensure the mercenaries know how to fight. This will teach you how to cast spells. 5. Get your orders from Morden Lieutenant Kargack. Morden Lieutenant Kargack will give you your orders after your weapon training is complete. 6. Destroy the Bracken shell. The Dryads defending the island have summoned a shell filled with Bracken. You'll have to destroy it in order to proceed. 7. Make your way to the front lines. You have been ordered to report to the front lines to join the rest of the mercenaries. You'll have to fight your way through the trenches to get there. 8. Reinforce the troops on the other side of the tunnel. Travel through the tunnel to reach the Temple of the Coast and help Valdis' army secure the artifact that lies within the temple. ------------------------------------------------------------------------------ More to come. ============================================================================== Lore [DS.06.01] ============================================================================== Coming in the next version(s). Sorry. ============================================================================== Bestiary [DS.07.01] ============================================================================== Coming in the next version(s). Sorry. ============================================================================== Handbook [DS.08.01] ============================================================================== Coming in the next version(s). Sorry. ============================================================================== Specialities [DS.09.01] ============================================================================== Coming in the next version(s). Sorry. ============================================================================== Spells [DS.10.01] ============================================================================== Coming in the later versions - most irrelevant. You can help by sending a list. ============================================================================== Weapons [DS.11.01] ============================================================================== Coming in the later versions - most irrelevant. You can help by sending a list. ============================================================================== Armor [DS.12.01] ============================================================================== Coming in the later versions - most irrelevant. You can help by sending a list. ============================================================================== Party [DS.13.01] ============================================================================== Note: Description taken from the official manual. Deru - Like most Dryads, Deru is very straightforward. She is energetic, lives completely in the present, and adapts instantly to changing circumstances. She doesn't spend much time pondering the mystery of the universe, but she'll spot danger before anyone else does. She's also decisive to the point of being impulsive. If she thinks it's time to attack, she'll do it and deal with the consequences later. She's not all straight-faced, though - she's able to defuse tense situations with her wicked sense of humor. She might be a bit too impulsive however. Her love of adventure overwhelms her, particularly when there's a mystery to unlock. The slightest rumor of a lost treasure is irresistible to her. Though her habit of bald truth-telling comes off as impolite in some circles, she is an extremely valuable ally for exactly this reason. In a combat situation, your best friend is someone like Deru: quick, clear, and on the job. Found near the merchant in Act 1. Lothar - Half-Giants are normally reserved, but Lothar is even more so. His few verbal expressions are gruff and terse, and he silently communicates his dislike for most people. The key to his isolation may lie in the accusations of thievery levelled at him years ago in his home town of Aman'lu. Though that Elven town is famous for its diverse population, a few residents harbor the worst kind of bigotry in their hearts, particularly against Half-Giants. Did such bigotry drive him from his home? He doesn't seem the type to run from anything. More likely, he prefers the lone path of battle and adventure to a small-town life as a craftsman. He fears no one, and if you are one of the rare people he considers a friend, you'll find a fierce loyalty. He also has a deep understanding of craftsmanship and can make, build, or forge almost anything. This talent makes him invaluable before, during, and after battle-building, using, and then repairing weapons. His size and strength don't hurt either, and there is little chance he will let that go unnoticed. If your friendship should extend to the battlefield, there is no one you would rather have at your side than Lothar. An expert swordsman, he is all business in combat. And that is where he is most comfortable; misanthrope that he is, he enjoys ridding the world of bad characters. He doesn't have much to say about Valdis, but seeing the destruction he creates makes Lothar want five minutes alone in an arena with him, but the open battlefield may have to suffice. Found near the merchant in Act 1. Taar - Taar is acutely aware of the world around her, but she is more laid back and relaxed than her Dryad sisters. As a child, she was a good communicator with both humanoids and animals, qualities she has retained in her adulthood. Taar's passion for animals is intense. If you have pets, she is instantly drawn to them. Taar is cautious around Half-Giants, wary of their size. Her relationship with Elves, though, must be described as nothing short of fascination. It is said that Dryads were created partly from Elven blood during the great cataclysm. But the trait that most attracts her to Elves is their talent for tapping into the subconscious of the creatures around them. Found at the end of Act 1, chapter 4. Vix - One of the stronger and more assertive Humans you'll meet in Aranna, Vix's first words were probably, "Move over, I'll handle this." Vix is a natural leader despite his spontaneity and apparent hubris. He values truth above all and is not convinced by emotional appeals - he wants the cold, hard facts. One such fact is the devastation that war has wreaked on his troops. He is very close to his men, and any entity that harms them will answer to a very angry Vix. He strives toward mastery in all things, not just battle. He instinctively sizes up people and situations and naturally asserts his innate dominance any time he can. Though he's extremely competitive, the people he admires are as strong as he is. He takes more pleasure from a pushy, surly Dryad like Deru than one he can easily control, like Taar. He can be argumentative and hard to approach, and he doesn't welcome advice on the battlefield. He acts quickly - his impulsiveness sometimes puts himself (and others) in harm's way. All the same, he's very entertaining at a party: No one can put away flagons of mead like Vix. Found during Act 1, chapter 6. Can be found at the inn once rejected. Sartan - Half-Giants - as naturally solitary creatures, have difficulty making friends. Most are considered contemplative and mysterious, but that is the last thing people would say about Sartan. The words "narcissist", "lunatic", and "overbearing" are somehow more appropriate. Needless to say, he has more problems making friends than most, but he always tries. If you are female, he will remind you often of his nearly perfect physique and battle prowess. For all his faults, Sartan is a natural soldier who thrives on challenge and action. He's realistic and practical and understands exactly what any given situation needs. He can be reckless at times, but those who adventure with him can temper this trait. Found at the end of Act 1, chapter 9. Side-quest needed to release him. Amren - Many residents of Aman'lu have only heard legends of this wayward Elf. His travels have taken him to exotic places, and his stories are now gilded into legend. Amren is known throughout Aranna for his wisdom and his gift of sight. He is one of the few trusted advisors to the Dryads on Greilyn Isle and frequently spends long periods of time away from his hometown. He is "Amren the Absent" to those in Aman'lu who feel abandoned. To others, he is Amren the fearless warrior, expert archer, and visionary. But the opinions of others are meaningless to Amren; he has always trusted his inner voices. He joined the resistance against Valdis, for instance, long before people knew it was necessary. The accuracy of his arrows and his complete lack of fear have made him a priceless comrade and a fearsome foe on the battlefield. But his private life is a bit more mysterious. He suffers from tremendous headaches and accompanying visions. While second sight is common among Elves, it is much stronger in Amren's family, and particularly strong in Amren himself. The visions themselves, though, are sometimes disturbing. There are times when he would prefer blissful ignorance. He takes comfort in the handful of kindred spirits he has found in his travels, like Lothar the Half-Giant. Amren has also always admired Finala but has never been able to approach her as more than a friend. Maybe someday he'll be able to speak as freely of his emotions as he does of his visions. Found in Act 2, at the inn. Finala - the famous Elven engineer of Aman'lu, has a reputation as a perfectionist. While this is not strictly true, she has set very high standards for herself and expects the same of others. If you can endure her sometimes prickly personality, though, you will reap the rewards of a sparkling mind. She is a true mechanical genius; if anyone has a problem fixing an object, it is to Finala they turn for a solution. Long before the Morden joined the mercenary forces of Valdis, Finala held them in contempt for the ruffians they are. Now that all of Aranna seems to be in conflict with them, she is confident she can outwit the plans of their generals, not that she would try to take them on her own - she's far too practical for that. But if Finala were in your raiding party, you would certainly rely on her for your next strategic move. For all her impatience, Finala has a warm and caring heart. You won't always see it during crisis, but only because she puts first things first. She knows the best way to show her friendship is to help her friends survive. Found in Act 2, chapter 2. ============================================================================== Cheats and Secrets [DS.14.01] ============================================================================== ------------------------------------------------------------------------------ Unlocking Higher Difficulties [DS.14.02] ------------------------------------------------------------------------------ Not a real secret, but whatever ;p To unlock a higher difficulty, you need to finish the game on an easier difficulty. ------------------------------------------------------------------------------ Infinite Resurrection Scrolls [DS.14.03] ------------------------------------------------------------------------------ In Act 1, chapter 1, you'll come to a room with a few wounded Morden and a closet. You can keep clicking on the closet to get Resurrection Scrolls. It doesn't have much use though, because you'll lose them at the end of chapter 1. ============================================================================== FAQ [DS.15.01] ============================================================================== Q: How much can you play in the demo? A: Everything that does not involve leaving through the south gate. Q: Once I saved, and reload, I end up in town! A: Yes, lovely, isn't it? It's to make the game a bit harder. Q: Pet or human as party member? A: That's up to you. Human can do unique stuff (like how Finala can fix stuff), plus they open unique quests. Q: In Act 1, there are two areas I can't seem to visit. One if a high cliff, the other one is a wall that blocks the path. How do I get there? A: In Act 2 you'll find a party member who can fix things. That way, in the Kithraya cave, you can fix the elevator and go there. ============================================================================== Conclusion [DS.16.01] ============================================================================== I hope you enjoyed my guide, since we put a lot of work in it. If you encounter problems, feel free to mail us. Also suggestions, feedback, comment etc. are accepted. The mail addy is on top of this file. Thanks-list: Gray Fox (I just put you there in advance =p) And especially you, for reading this. This guide is made with a lot of alcohol, soda, food and Ys music. For other guides, you can check this link: http://www.grawl.nl ============================================================================== Copyright (c) 2005 by Grawl. All rights reserved.