Dungeon Siege (walkthrough)


 -{ CHAPTER  1:   STONEBRIDGE }-

So, you start out at the very, very beginning as a humble farmer. You can 
pick up the tools around this area if you want, but they're not very powerful 
at all. Your best bet is the knife you start out with. Now, first familiarize 
yourself with the controls. Click on the ground to move there. Move your mouse 
to the edge of the screen to rotate, to the top and bottom to pitch. Click 
on items to pick them up, on barrels and chests to open them. As a test, pick 
up the hoe by the field. Now, walk over to the house and kick open the barrels. 
(Your cursor will turn to a hammer.) You may find some gold in one, so just 
click on it and it will be added to your inventory. Now, open the door to 
the house. (Your cursor turns to a hand.) Click on the door to the house, 
and walk inside by clicking on the ground on the inside. Immediately, you'll 
notice that the roof becomes transparent so that you can still see what you're 
doing. 

Now, let's see if we can find someone to fight. Walk over to the bridge that 
Norick died on. It's to the west. (By the way, throughout this walkthrough 
I'll make reference to the compass directions. Your compass can be found in 
the top right corner of your screen.) But wait! What's that item there, in 
orange lettering? Fireshot is a spell. To use this spell, click on the item 
to pick it up. Then open your inventory (default: I) and move it from your 
inventory to your Spell Book. (default: B) You want to put it into the slot 
marked Active Spell 1. When you do this, notice that on the left hand side, 
the picture of the knife changes to a red spiral drawing. (GPG says it looks 
like fire. I disagree. ^_^) This means that your active "weapon" is Fireshot. 
So, if you were to attack, you would use Fireshot. To change this, exit by 
pressing I again, and look at the top left corner of your screen. There should 
be four slots, the first and third of which are filled - and look, there's 
the knife and Fireshot! If you want to use the knife, click on it. If you 
want to use Fireshot, leave it the way it is. 

Now, you should see some zombie-looking things shambling around. Pause the 
game by hitting the spacebar. You can still change your inventories, weapons, 
spells, the camera, etc. while the game is paused - time just doesn't pass. 
This gives us a little while to peruse the situation. When you put your mouse 
over one of the "zombies", at the bottom or your screen, you should see: 

"Krug Scavenger: Health 8/8"

This is pretty simple. The enemy is a Krug Scavenger, and its health is 8. 
(Also referred to as HP.) For those who haven't played RPGs before, I'll 
explain. Everything has a base health value. They will usually start out full. 
As you do damage, the enemy loses health. You do 2 damage to something with 
10 health, now it has 8. When their health reaches 0, they die. Be aware that 
this applies to you as well. If you open your inventory, you can see that 
you currently have 49 health yourself. The same rules apply to you; damage 
done subtracts from this, if you reach 0 you'll die. I wouldn't recommend 
that. =)

Underneath that message, it will either say "Left-click to attack" if you 
have the knife selected, or "Fireshot, Mana Cost: 2" if you have Fireshot 
selected. This is just to tell you what attack you will use if you click on 
the enemy. At this point, it's just preference, so use whichever attack you 
want. Unpause the game, then click on an enemy to attack them. I'd go for 
one that's alone, because you'll be safer, but you're probably not going to 
die right now anyway.

I want to make a recommendation now that will serve you very, very well in 
the future. _RIGHT_ click on enemies to attack them. It works exactly as left 
clicking, with just one difference - you can't select characters with the 
right click. In battle, if you use left click, I promise you that at some 
point you will try to attack, but instead you'll select your own guy and not 
notice. Then, when you attack the next group, he's left all alone to die. 
This is not a good thing. To avoid it, simply right-click when you attack, 
and you'll never have this problem. You don't know what you're missing.

Once you've clicked on it, you'll keep attacking until it's dead or you click 
on something else. Just wait while you attack until it finally dies. Now, 
look at all of the loot that it dropped! Gold is most likely, but also weapons, 
spells, potions, armor, jewelry...the enemies in this game drop a wide 
variety of items. Of course, from this one all you'll probably get is some 
gold and perhaps a spell, but have patience. You could pick it all up by 
clicking on it, or you could take a shortcut. The "Collect Loot" command tells 
your characters to pick up anything that isn't nailed down, so let's try it. 
The default button is Z, so hit Z and watch your character pick up everything. 
Learn to love this command.

Now, let's walk along the path to the west and see if we can kill anything 
else. One of these enemies may have dropped another spell, whose name would 
be written in green - Zap. Zap is also a spell, like Fireshot, but there is 
an important difference. While Fireshot is Combat Magic, Zap is Nature Magic; 
two different schools of learning. Proficiency in one doesn't imply 
proficiency in the other. So, while it is entirely possible to use both Nature 
and Combat, just be wary that you don't confuse them. Anyway, for now just 
stick Zap into the slot, Active Spell 2. If you've found a bow (it'd be a 
Peasant Shot Bow) it should already be equipped, as you weren't carrying a 
bow before. If you were to find a hat now, for instance, it would equip 
automatically. But boots wouldn't, since you're already wearing a pair. Don't 
rely on items to equip themselves, and you should be fine.

Look around, and you should see a few more Krug Scavengers. Kill them, and 
see what they drop. One will probably drop a Spiked Club, which is more 
powerful than the Knife you're using. Click on the Spiked Club in your 
inventory, drag it over the knife, and click. Now they're switched; just place 
the knife somewhere in your inventory. Run down the hill to the west, and 
take out the two Scavengers there. They should drop some potions, so pick 
them up. Potions in Dungeon Siege work slightly differently from in other 
games, so you may need a quick primer. Basically, each potion heals a set 
amount of health or mana. (Red potions heal health, blue potions heal mana.) 
But, and this is the key difference, you don't use the whole thing. If you 
take a Small Health Potion, which heals 200 health, and use it when you're 
at 10/50 health, the potion will still have 160 left in it. They also work 
instantaneously, so that's another thing you don't have to worry about. To 
have everyone in your group drink a healing potion, hit H, and to drink a 
mana potion hit M.

Keep walking along the path until the game says "Auto-saving" with a little 
progress bar. This means that it's automatically making a savegame that you 
could load back to this point. Don't be fooled, though, this only happens 
about 8 times during the entire game. For the most part, you'll need to save 
it yourself. For this, there are two methods. Hit Escape, then select Save 
Game, and hit OK. Or, to do a Quick Save, just hit F9. This one writes over 
itself every time, though, so you may not want to depend on it exclusively. 
Anyway, continue fighting the next couple Scavengers, until you encounter 
a new enemy - the Farm Skrubb. They also have 8 HP, but at least they make 
for a little variety. 

Kill it, and walk onto the bridge. Now, you may not know this yet, but there's 
a rule about this game. Put simply, it goes "Every single time you cross a 
bridge, you MUST look straight down and marvel at how incredible the graphics 
in this game are." So, do so. Right now. =) Once you've had your fill, continue 
across. More enemies, and one new one, the Phrak. A bit weaker at 6 HP, but 
they can still be really annoying. Not annoying in that they ever do any real 
damage to you, just...annoying. 

Up ahead, there's another one, the 4-HP Phrak Piercer. (From now on, I'm going 
to stop announcing new enemies, I think you get the point.) Kill it, and a 
couple scavengers in the immediate area. Now, if you've been attacking 
constantly with one skill, (i.e. melee or combat magic) you should be pretty 
close to leveling up in it. When you do, a message will be displayed at the 
top of your screen, and an icon will appear above your head. For magic, it's 
a spellbook, for melee, an axe and mace, and for ranged an arrow in a target. 
Also, if you open your inventory you can see that your skill in that area 
is now 1. Enjoy. =) 

Now, I think it's time for you to try out the megamap. To access it, hit TAB 
while paused. (You really don't have to be paused, I just wouldn't want you 
to die while looking at the map. ^_^) Look at it, and you can see the path 
as it winds through the woods. You can click on the megamap, and if you hit 
space to unpause it you can move around. You can even attack on the megamap, 
although it's harder and certainly doesn't look as cool... =)

Anyway, through the forest and down to the pond we go, where we'll find some 
new enemies. The Snapper, 7 HP, and the Krug Dog, 12 HP, are both relatively 
easy to defeat, although they could be dangerous in large numbers. But you 
should encounter them mostly one at a time, so you should be fine. Walk to 
the house on the right side of the path, and start taking out Krugs. There 
are a lot of them, but you should come out all right. If you've taken damage, 
it will slowly heal with time, so don't bother with a potion. Walk upstairs, 
and watch as the floor fades in. Get the Magic Armor spell from the table, 
even though you can't use it yet. Now, if you haven't lately, you may want 
to save your game (Either CTRL+S or F9) so you don't have to redo this whole 
section.

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

Walk along the path, (I don't think I need to tell you to fight anymore) until 
you see a Pitchfork left on the ground. You should pick it up, but now you 
need to make a choice. If you've got a Spiked Club, it does 3-6 damage with 
a Fast attack speed. The Pitchfork will do 6-10, but it has Slower attack 
speed...it's up to you, although I'd take the pitchfork. The "10% Chance to 
Block Melee Attack" is an added bonus. Plus it looks cool to be stabbing Krug 
with a pitchfork. Damn cool. ^_^

In the house that you come to up ahead, talk to the man sitting on the bed. 
He'll give you a quest to clear out his basement in return for any supplies 
you find down there. Go around to the side of his house and click on the cellar 
doors to open them. Go forwards, killing the Krug in the first room and opening 
the barrels, then walk into the next room and stand on the grate. It'll move 
downwards, leading to a room with a boss, Brankar the Scavenger. Take down 
his 24 HP and complete Edgaar's quest. Now loot the dumb bastard's cellar 
of anything that isn't nailed down. =) You may need to drop a couple things 
to make room for it all, so just drop some of the weak weapons and things. 
Go talk to Edgaar again for another health and mana potion. Save right here. 
My current game time: 0:15:38. Doesn't matter if yours is higher or lower, 
just to serve as a reference point of sorts. (i.e. "I'm now one eightieth 
of the way through the campaign! Yippee-kai-yai-yay!" ^_^)

Head down along that lonesome road to the southeast, murdering all the 
helpless Krug as you see them. One tip, though - when you hear growls, pause 
and look around. Especially if you're using magic or ranged weapons, the 
earlier you attack, the better. Sometime along here you'll notice that your 
strength, dexterity, or intelligence has gone up. Your health and mana will 
go up too, though the amount will differ. Anyway, this doesn't really affect 
you much yet, so let's keep going. If you're watching the megamap, look to 
your left and wait for the wall to disappear. If not, just wait until a path 
of sorts appears to your left. (It's really just an empty spot in the trees.)

Walk over, and you'll see a cave in the mountain. Kill the 3 or 4 scouts around 
the entrance, then take out Klandank, the "boss" of this little cave. Look 
into the back of the cave, where you just need to kill some Farm Skrubbs and 
a Krug Apprentice - who uses Zap on you! Still no trouble for a farmer such 
as yourself...loot the cave and head back to the main road. Clearing out such 
hotbeds of debauchery is fun, of course, but never forget that you've got 
a quest to complete. Go until you can see the chasm up ahead...and look! The 
bridge to Stonebridge! We're almost there!

..

Or maybe not. Go talk to Skartis, who'll tell you that you have to take the 
path through the Crypts. Sounds like fun. So, check out the signpost and 
continue to the Crypt of the Sacred Blood. Along the way, you'll be fighting 
Gray Wolves, who aren't much harder than Krug Apprentices...except that 
they're fast and travel in packs. You can still take them down pretty easily, 
though. When you see the stone sign for the crypts, continue to the right 
just a bit. Even if you have full health, the effects of the Life Shrine are 
too pretty to miss. (It's the thing that looks like Stonehenge writ small.) 
While you're standing here, you'll probably be attacked by a pack of Gray 
Wolves and an Alpha Wolf. The Alpha Wolf can do some serious damage...but 
if you're standing on the Life Shrine, you're practically invincible! Kill 
'em and take their gold - and don't bother asking how they held it; you really 
don't want to know. =)

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

Go back out to the main path and take a right, along the direction that the 
sign points you. When you see a Krug Shaman shooting Fireshots at you, don't 
despair. That means that right up ahead is...

     The Crypt of Sacred Blood!

*scary music plays*

Now, this place may be confusing at first, so don't forget your megamap. In 
the first room, the wall straight ahead of you is a door. There are lots of 
doors throughout disguised like this, so remember what it looks like. In the 
next room, on the right wall is a Health Fountain, and on the left is a Mana 
Fountain, so drink deep. In the next couple rooms, if you're low on health, 
just run back to the fountain and save your potions, if you want. In the right 
room there's some free gold, and the top room's got some skeletons, but you 
need to head to the left to keep going. Up the stairs, you'll find the Skeleton 
Captain, who has...68 HP?!? If you're using a bow or magic, I would advise 
attacking as long as you can, then retreating in a straight line, then attack 
again. If you're using a melee weapon, just get right up there and hope your 
potions stand you in good stead. You may need to lead him back to the health 
fountains if you're not doing too well, but eventually you should beat him. 

Go up to the end of the hall, and if you want, turn and look at the corner 
you just passed. You should see a lever on the far side; pull it to lower 
the floor and grant access to a new area. There's nothing much in here except 
some enemies and a strange room at the end. In that room, there's some gold 
just sitting on the floor in the middle. Pick it up, and the faces in the 
walls start spitting fireballs at you. Make your way out of here if you even 
came in, back to the end of the hallway, and look to your left. There should 
be a brick at just above head-height in the wall next to the door. Press the 
brick in, and the door opens. Press the lever on the left wall to lower the 
stairs, then go down. At the end, turn left and GO STRAIGHT. At the end, once 
everything is dead, pick up the Healthy Boots, +15 to Health - they'll be 
better than most for a while. Now, if you want, go back and pick up the items 
on the squares in the last room. (If you had picked them up before, you 
couldn't have gotten to the Healthy Boots. If you've picked them up 
accidentally, just drop some gold on the squares to keep them down.)

Backtrack all the way back to the hallway, and go through the door. In the 
next room, the faces that shoot fire aren't attackable, so just run through 
them all. (Pick up the Health and Mana potions if you want.) In the next room, 
when you pick up the empty spell book on the pedestal, some doors will open 
and a LOT of skeletons, gargoyles, and jade gargoyles will come out. There's 
a good chance you'll die if you just stand there at the beginning. I would 
recommend that if you want to take it, you grab the book then retreat to the 
back of the room. (The side you came in on.) If lucky, you'll be able to take 
out the skeletons and gargoyles in the left room before those in the right 
room even notice you. If they call come at you at once, you could be killed, 
so divide and conquer. 

Continue to the right to a long featureless hallway. Well, almost 
featureless. Halfway through on the left wall is a brick. You get three 
guesses what to do with it, and the first two...ah, whatever, just push the 
thing. Go to the end, grab the hammer, kill the 4 skeletons that pop up. 
There's nothing back here but free experience...but hey, who says no to free 
experience? Back out to the hall and turn left, you'll find another room with 
lots of enemies, but this room's easier than the earlier one. Once you're 
finished, the left room's got some loot, but there's a dead end. So take the 
right path into yet another room of skeletons. From here, you'll find a 
hallway into a room, and at the far end is the other side of that cave-in 
we saw before. So head up those stairs on your right, into a circular room 
with some very cool-looking candles. 

Through the door you'll take a right, up some stairs, through a hallway, and 
finally into a room where a Ruby Gargoyle awaits you. (To the layman, a 
"Gargoyle with a frickin' laser beam attached to its head!") If you hang back 
at the beginning, though, you should be able to take out a lot of the Jade 
Gargoyles before the big one notices you. This guy hits fast, so be prepared 
to use a lot of potions. Once you take him out, he'll drop the Heart Stopper, 
a bow that you can't use yet. But it's nice...real nice. Walk into the next 
room, where you'll see...a person? In here? Go over and ask what a nice girl 
like her is doing in a place like this. Ulora tells you her story, and then 
asks you if you want her to accompany you. I think you know the answer. When 
she starts out, she's not much of a specialist in anything, so you can make 
her whatever you want. 

Open the last door, make your way up the stairs, and greet the light once 
again. (It does raise the question of why Ulora couldn't make it that far 
by herself, but... ^_^) First order of business - turn around. No, not back 
into the crypts; behind them. As you head back there, you'll first see a few 
more Phraks than you'd invite to a dinner party, followed by a couple Gray 
Wolves. Anyway, you need to get to the source of these guys, and if you walk 
a bit farther back towards the wall, you'll find a Black Skrubb hiding in 
a little nook. (It could be a cranny, I could never tell the difference... 
^_^) If he focuses on one of your characters, they'll start getting hit hard 
and fast, but if you have your potions ready, (H) the other should be able 
to knock down his health while he's busy. Once dead, loot his pathetic little 
trove and make your way back out in front of the exit to the crypts. 

Watch out up here, Ulora's not as strong as you are...keep her in the back 
or she's got a good chance of death. Watch out for the Krug Grunts - they 
look like the other Krug, but they take a lot more punishment. Make your way 
to the Krug camp and clear it out. (Watch the Krug when you kill them; the 
one eating drops Meat, the one by the fire drops the Fire Poker... ^_^) The 
tower on your left has Huskar the Shaman guarding the top, but he's not too 
bad. Grab the Rough Linen before you leave. Now head on to Stonebridge. (Check 
the signpost in front of the Krug camp if you can't find the direction.) At 
the next camp, Futak the Trainer greets you, but you should still be fine. 
Check out that beautiful water, then head up the hill. Take out everyone along 
this path, until you sight the towering wooden gates up ahead. The gates of 
Stonebridge.

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


Krug Scavenger          HP 8
Farm Skrubb             HP 8
Phrak                   HP 6
Phrak Piercer           HP 4 
Krug Scout              HP 12 
Snapper                 HP 7
Phrak Ballista          HP 15
Krug Apprentice         HP 12
Gray Wolf               HP 18
Skeleton                HP 20
Krug Shaman             HP 19
Gargoyle                HP 9
Jade Gargoyle           HP 8
Skeleton Guard          HP 28
Krug Grunt              HP 28
Krug Grunt              HP 11

Brankar the Scavenger   HP 24
Bear                    HP 50
Klandank the Krug       HP 28
Alpha Wolf              HP 30
Skeleton Captain        HP 68
Ruby Gargoyle           HP 45
Black Skrubb            HP 55
Huskar the Shaman       HP 44
Futak the Trainer       HP 56



               -{ CHAPTER  2:  JOURNEY TO THE OVERSEER }-

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

Speak to Gyorn, the man standing next to the catapult. After all, that's what 
Norick wanted, right? But look, he wants to join your party! Well, as I always 
say, "Never let an eager old man who would like to become a melee fighter 
in your party and accompany you to the next town walk away empty-handed." 
And yes, I say that. =) Right now, you want to quicksave, just in case you 
need some more money after your purchases and want to try it again. But what 
should you buy, you ask?

- A pack mule. You don't _need_ one, but you'll be glad you bought him.
- A new character. Hire the mage in the inn, the archer in the
  temple, or the fighter on the second floor of the inn, it's up to
  you. But you'll want to have one of them. 
- New spells. If any of your characters is a mage, that is. =)
- New weapons/armor. It's not as important as the spells, but it's a
  good idea to pick something up.

                          ==[RESTOCK POINT]==

So, first off you can anything you're not going to be using. The closest place 
is Blackhammer Forge, the third building you come to. Sell anything you don't 
need, and hope you have over 1220. If so, run to the inn and hire Zed, the 
nature mage. Then, if you've got over 320 left, run outside into the pasture. 
There, you should hire a mule if you've got the dough. A mule will really 
help you out with looting dungeons, but it's worth the 320 gold just for all 
of the "stupid ass" jokes that can be made. ^_^ (Keep going past the mule 
pen, and down by the beach there are two Black Skrubbs, just sitting there 
in the middle of town. You don't get anything for killing them, but that's 
never stopped us before... ^_^) Now, you've got to pick out anything else 
you want. I'd recommend you look at the spells first off. Having Firespray 
for any Combat Mages and Flash for any Nature Mages will help out...it really 
sucks to try to make your way through Wesrin Cross with Fireshot and Zap. 
Remember to get some potions for your two new party members, too. Check out 
the man by the burned building (to the right as you exit the temple) to get 
the quest, Ordus' Axe. Upstairs in the inn, you can get the quest, A Sister's 
Message. Talk to the soldier near the gates to get yet another one, Clear 
Glitterdelve Pass. Now head out through the gates, feel appropriately awed 
as the "Chapter 2" fades in, and then continue along your merry way. You've 
got an Overseer to Journey To, and only an infinite amount of time to do it! 
Get going!

Head on along the path until you see a Krug Shaman and a Krug Raider at the 
top of some stairs. Be careful here, because Krug Dogs will come out from 
the trees and unless you're careful, you can lose a character or two. The 
next place that you need to watch out is at the top of a path that goes up 
the side of a cliff; right at the top are two Krug Raiders and two Krug 
Chuckers. If you run right up there, you're going to lose characters, so try 
to coax them down the slope where you can pick them off one by one. But watch 
out that you're not making yourself an easy target for the Chuckers, because 
when 4 of them hit you at once, you die fast. Same idea when you encounter 
a party near the bridge...back up and try to get out of the way of the Chuckers 
and Shamans so you can take out the fighters first. Before you cross the 
bridge, though, look to the left of the path to find the Northern Guard Tower. 
Get everyone on the platform in the floor, then pull the lever. Clear out 
the basement and get Ordus' Axe, which is better than anything you've got. 
If you can equip it, do. Back to the surface and to the bridge that you saw 
earlier. As you cross the bridge, look to the left - that's Wesrin Cross, 
where you need to go. When you get to the signpost, you'll see that the gate 
up ahead is blocked off. So take the path to the right, down the hill, to 
Wesrin Cross. As you walk down a steep path, you'll hear screams...look to 
the right of the path for two Black Skrubbs. There're more of them all over 
this little clearing, so watch out. Talk to Ilandro under the bridge, then 
walk around to the front of...

     Wesrin Cross

Walk straight forward, and meet your new grunt enemy - the Arakun Spider. 
They're not too bad...unless you meet 10 of them. Watch for another to the 
left at the end of this room, then go on through the door. Little room on 
the left that has way too many Skeletons...see if you can thin them out a 
bit. If you wait up at this junction for a bit, you'll see Yellow Spiders 
running along the walls, and then down to attack you. No, you didn't read 
that wrong, they really only have 2 HP each. As far as I can tell, they're 
the weakest enemies in the game. In the room to the right, there's a couple 
Walking Corpses guarding the Ancient Corpse. There's also a Tortured Corpse 
to the right. Back out in the main hall, the door on the other side leads 
to a room with a LOT of enemies. If you can do anything to isolate some of 
them back out in the hall, do so. Clear out this whole room, then go through 
either door on the left wall. Hang back in this corridor and try to take out 
the Skeletons from the room on the left in waves. After that, take the right 
path, down the stairs, and finally meet some new guys - Vile Mucosas. Not 
exactly beauty-pageant material, but... ^_^ 

Clear out this whole room and find the door on the right end of the back wall. 
Down the stairs, and down the hall. Through here you've got to watch out on 
the sides, because those Yellow Spiders that are oh-so-dangerous might hit 
you for a whole 1 point of damage. The horror. The door at the end won't 
open...hmm, I wonder what the lever right next to it does? Vile Mucosas 
throughout here, but when the left wall ends, watch out. The Rector here uses 
Fireskull, and two hits'll probably kill you. Lure everyone around him back 
so that you can take on the Rector by himself. Just let all the Arakuns come 
to you one by one, they die easier that way. Take a left at the end, but watch 
out for the group of Vile Mucosas up here - if they focus on one character, 
you won't be able to heal/potion them fast enough to keep them alive. At the 
end of this hall, you have a gate that looks exactly like the last one you 
went through. The only difference is what's behind it. A Mucosa is right at 
the entrance, but it's not too hard; then turn your attention to the Skeleton 
Archers. I guess this was a library, more books here than anywhere else in 
this place. To the left is the passageway, but past the next door is a room 
where they're not content to leave you with all the enemies already there, 
they have to add insult to injury by sending Arakuns through the grates. Exit 
at the far side, then take a left. There's another Rector here, but this one 
isn't as difficult. Take a left and loop around near a wall backing on the 
room you went through earlier. Blah blah blah, kill destroy etc. Hallway on 
the right up here. It leads to a circular elevator with a lever. Now, since 
we all know that this isn't a trap designed by our enemies to kill us, let's 
pull the lever. VERY nice music greets our descent to the lower level.

Finally, new music, new items, and most importantly a new paragraph. Take 
the door on the right side of this room to find a bigger room. The door at 
the end here leads you to a passage where you can hear the tortured screams 
of...spiders. They're coming from the holes in the wall; if you want to 
explore, feel free...but it's long, frustrating, and I've never been a fan 
of mazes anyway. But if that's your bag, baby, then hop on in. It's not very 
complicated, as mazes go, and I'm going to stick to the main path. Finally, 
up here we have a gate that is for once actually a gate, not this faux wooden 
stuff they're so fond of down here. =) Take it slow, because walking past 
the pedestal in the middle triggers about 10 Mucosas and what seems to be 
the boss, a Dark Mucosa; make sure you don't get your healer trapped in the 
middle of the pack. Watch out for the mule, too, it's always a bother when 
they die. In my experience, this'll be the hardest battle that you fight. 
Once you've cleared out the room, make your way to the portcullis (vocabulary 
word there folks) and into the passage beyond it. Absolutely humungous room 
here, probably the biggest that you'll see, at least for a long while. Try 
to clear the whole thing out for the extra experience, it's always nice. On 
the far side, find the huge wooden door set between two wooden 
pillars...outside is a new enemy, a Mucosa Brute, if that helps. Behind it 
is the boss of this whole place, the suitably impressive Giant Spider, 
"weighing in at 480 HP! And in the blue corner..." If you're good at timing 
hotkeys, you can attack with your healers between "waves", but if you don't 
want to risk it you should still be able to take it out. 

I've just gotten an email that details a much easier way of beating the Giant 
Spider - it seems that if you position a character JUST outside its melee 
range, it will keep trying to attack with its melee attack, but will keep 
missing, leaving you free to take it out with a ranged weapon without losing
a smidgen of health. Thanks to Nathan Binns for that strategy.

Once you kill it, it drops a very nice Brilliant Shatter Bow which will serve 
you very well once you can equip it. (NOTE: I have been informed that the 
Giant Spider doesn't always drop the Shatter Bow; he also drops some nice 
Staffs and other equipment.) Now run through the door behind its corpse, climb 
into the cage, and greet the wonderful, wonderful daylight. Then start to cry 
when you realize that you spent 2 hours going 50 yards. =)

Climb to the top of this tower, if you want. It's my expert opinion that the 
Krug in here are only so that you'll realize how weak they really were. Take 
the path to the left, and hit the red barrel by the gate. The resulting 
explosion will blow away the debris blocking the way, and if you talk to the 
guard captain by the gate, you'll complete his quest. You can also run back 
to Stonebridge if you want; I'd recommend it, since another character could 
serve you well in the next dungeon. If you don't want a new character, though, 
don't bother. You can restock at the camp up ahead, and save yourself a lot 
of running. Once you're back at the gate, head down and to the left to find 
a camp.

                          ==[RESTOCK POINT]==

Buy anything and everything that you might need, then head down the right 
path to the town. Watch the cutscene, then speak with Gloern to get a new 
quest, and a new character. There's nothing much left in this town, so head 
into the Glitterdelve Mines. They're long, they're annoying, and they just 
might be the least fun dungeon in the game. But then again, that's just me 
- maybe you'll enjoy them. It could happen.

     Glitterdelve Mines

This dungeon can be pretty confusing, so I'll be using the compass quite a 
bit. When you first enter the dungeon, you've got a choice. The right path 
leads to the exit, but if you want the experience head to the left. Just fight 
your way through until you see a Mana Shrine, that's the end. Now go back 
to the first room and take the north passage. Notice that when you break the 
red barrels, the explosion reveals a passage behind it. This'll be on the 
quiz later, so pay attention. Take the west passage here, it loops south to 
enter another big room. A barrel on the right wall leads to a "secret" room, 
complete with Scorpions to give it that nice homey feeling. Head out the south 
side of the big room into a long tunnel, with two red barrels - each with 
their own room behind. There's a dead-end little offshoot right before the 
last room on the level, a big one. The elevator to the lower level is on either 
side, but clear out the whole room. Just for kicks and giggles. =)

If you want, you can loop through the passage to the south and east of you, 
but there's not all that much there. Head north, across the water, taking 
out the Mine Worm that pops up, then up the stairs on the far side. Watch 
out for the Venom Fiend, then once you're done head north into a very long 
room. If you've got archers and/or mages who can take out the Mine Worm on 
the ground, it's always fun...and you don't have to worry about it later. 
Turn left, killing the Scorpions along the wall, until you reach a dead end. 
Now wait, and the platform will swing over to you. If you can get everyone 
on, do so - if not, be careful. The Scorpions are smart; they'll try to make 
it past you and onto the platform, and if your mule is alone back there, it's 
dead meat. Once on the other side, you get to repeat the process, this time 
with a platform that raises and lowers. Be careful when you're on the ground 
floor, though, you can be surrounded much easier in open spaces like this. 
You may want to leave your mule above, because if he starts running like the 
coward he is, he can attract even more enemies. Head to the west when you're 
done, and through the little arches that for some strange reason evoke 
memories of those Thomas the Tank Engine books that I used to read when I 
was a wee little lad...sorry, got sidetracked. =) Anyway, the Krug Scouts 
in here aren't too much trouble, and neither are the other Krug behind 'em. 
When you get to the end, you can head right (north) to continue, or you can 
clear out an extra room or two to the south. They look pretty cool, a nice 
change from the monotony of the mines, and there's an Amulet of Refreshment 
which gives +20 to Mana in a chest in the southeast corner of the second room. 
Back in the long room, head north along the tracks. There are a LOT of Krug 
Guards here, enough to seriously deplete your store of potions. You should 
be fine if you keep on your toes and keep healing the whole time. Head west 
in the next room, then north. Pretty straight path through here, except for 
one small room to the left. (It's hiding behind the boulders by the red 
barrels.) Despite its size, it contains a Mine Worm and more than a few 
Darklings, so be careful. 

As soon as you exit this passageway, three Scorpions and a Rock Beast form 
the welcome party, so watch out. Don't let your healer, archer, and mage all 
decide to sit right in front of the Rock Beast while it kills them...not that 
_I'd_ do that, of course. =) To the east and south is another nice big room, 
so clear it out and head north. At this intersection, if you turn right towards 
the Rock Beast, and then south, you'll come to a Life Shrine. Try, if you 
can, to get to the shrine before you fight the Darklings, as its healing will 
help you immeasurably. Wander around the two side passages if you wish, but 
eventually head north. The Scorpions in here are no problem, go on up north. 
At the end, head onto the moving platform and across the gap. There's a Horrid 
up ahead, with more HP than anybody has a right to. But with everyone focusing 
on him at one time, you can drop him in only a few seconds. Straight ahead 
from here, across yet another of those annoying platforms, then to the right 
and down _another_ one. Tired of them yet? There's a Krug Commander to the 
south a bit, but he's not that hard. The Cutter he drops does more damage 
than any weapon you've seen, though you probably can't use it yet. From here, 
head east until you see the elevators in the floor. The first one that you 
find is down and unreachable, so look to the northeast to its counterpart. 
Down at the bottom, you'll find two Rock Beasts, but you should be able to 
take them out. And they drop some very nice loot, so it's worth the trip 
overall. Back up through that elevator or the other, and walk north until 
you find the next elevator on the left. You need to go down this one, so do 
so, then break the wall and speak with Torg to complete one quest, receive 
another, and also get a very nice +2 Dexterity amulet that'll look very nice 
'round the neck of your archer. Come back up to the top, fight your way through 
to the last elevator and take it if you want to, then go through the door 
at the end and rise to the surface.

First of all, you can circle around behind the well and climb the mountain, 
if you want. If not, just head straight south. Follow the path along until 
you see a sign to Glacern pointing the way you're going. Here, take a left 
to an ice cave that provides some variety from the snowy monotony of the path. 
It's filled with Furok, monsters that rather remind me of the yeti. Nothing 
in here is very hard at all, it just serves as a nice break, and a bit o' 
loot while you're at it. Make it back to the path, and just head east. Follow 
the path all the way until you see men standing beside the path. You've reached 
Glacern...

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

Krug Scout              HP 12
Krug Grunt              HP 28
Krug Shaman             HP 19
Krug Raider            *HP 30
Krug Dog                HP 12
Krug Chucker           *HP 23 
Black Skrubb            HP 55
Arakun Spider          *HP 48
Skeleton                HP 20
Skeleton Guard          HP 28
Yellow Spider          *HP 2
Walking Corpse         *HP 36
Tortured Corpse        *HP 34
Skeleton Archer        *HP 27
Vile Mucosa            *HP 47
Mucosa                 *HP 58
Rector                 *HP 41
Dark Mucosa            *HP 68
Krug Killer Dog        *HP 46
Giant Rat              *HP 61
Rock Beast             *HP 132
Krug Guard             *HP 55
Scorpion               *HP 73
Mine Worm              *HP 152
Darkling               *HP 46
Giant Moth             *HP 55
Horrid                 *HP 352
Krug Commander         *HP 190
Klaw                   *HP 202 
White Wolf             *HP 153
Braak Mage             *HP 137
Furok                  *HP 225

Ancient Corpse         *HP 66
Mucosa Brute           *HP 102
Giant Spider           *HP 480
Monstrous Rat          *HP 95
Venom Fiend            *HP 96
Grizzly Furok          *HP 263
Dark Klaw              *HP 240

                -{ CHAPTER  3:  THE SEARCH FOR MERIK }-

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

First things first - walk forwards to the Lucky Hurgiss Inn and speak with 
the Overseer. I can't confirm this, but I think that you receive some 
experience for this, or possibly for all quests; I know that Zed increased 
in Intelligence when I spoke to Ibsen Yamas. Recruit either, both, or none 
of the characters in the inn. Then walk to the pentagonal building in the 
center.

                          ==[RESTOCK POINT]==

Speak with Onoc to sell your excess items and restock on spells and potions. 
Then speak with Ardun on the right to get the Book Return quest. (To complete 
it, speak with Elio, in the house right next to this one, and with the 
Legionnaire Archer in the guard tower by the gate.) Walk into the house 
directly behind the pentagonal one to get the Homeless Blacksmith quest, and 
also to buy weapons and armor. The house to the north of here contains Ada, 
to complete A Sister's Message, and also a strange dungeon of sorts. (At the 
end you'll find two Furok Slashers, HP 313.) Once you've completed all that 
you need to here, head out the gate at the northeast end of town.

If you just follow the path, you won't meet any enemies for a while. Then 
right before the bridge you'll find way too many Braak Mages. When the path 
takes a sharp right turn soon after, keep going straight to find Orlov's 
house, he of the Homeless Blacksmith quest. The cellar's on the left side, 
and after you take out the Frost Spitters and Frost Golems, don't forget to 
take the right nook/cranny to find a rare weapon and some other assorted loot. 
Back on the surface, follow the path, and when the path forks, (kind of) look 
along the right path to for another mini-dungeon. Check it out if you want. 
On the main path, follow it up, past the mana shrine, and when you start 
passing through very small divides, watch on the right (east) side. There's 
a very long area over here that, once again, isn't necessary, but you can 
take it if you want. One word of caution - be VERY careful near the explosive 
barrel at the end of the snowy part. It can kill any of your characters that 
are near it. Does more damage, comparatively, than anything else in the game. 
(I think.) Of course, that means if you can hit it with an arrow it'll kill 
anything in the area, but... Whether you take this path or not, head north 
for just a little while longer, and find the two Ice Warriors up here. Just 
beyond them, step on the hidden platform and enter the Alpine Caverns. They 
so pretty. =)

     Alpine Caverns

When you first get in here, take a minute to admire it, but not too long - 
the Ice Warriors and Ice Flies in here may be beautiful, but they can also 
do some nice (or not) damage. Take out the Braak Mages on your left, then 
up the hill in front of you. Take out the Ice Burrow as soon as you can, so 
it'll stop spitting Ice Flies. Past the Braaks, keep heading north and some 
ice chunks in the way'll explode to reveals Ice Warriors and Ice Archers, 
so take them out. But now you want to backtrack just a bit to the little path 
that goes up the right side, it's easy to miss. Consult your megamap if you 
have to. Follow this enemy-less path until it leads you...outside? Kill the 
monsters here and continue to a shrine of sorts. Step on the pressure plate 
in the middle, then run all the way back to the main path, where you first 
encountered the Ice Archers. Now just continue to the north; we'll see those 
shrines again, never fear. Up here you'll find on the left that the Ice Archers 
never seem to go away, so kill the Ice Mage that's summoning them. Keep going, 
taking out the Frost Warrior, then heading north and curving to the northeast, 
until you see a mana shrine. There's a signpost near it as well, and you should 
follow the sign pointing the way to Jeriah's Trading Post. That's roughly 
northeast, if you're blind. =) 

You should turn east through a little tunnel pretty soon. Watch for a turnoff 
to the right (south) soon after this - if you reach the demon's skull, you've 
gone too far. Come back a bit and sweep the south edge to find the passage. 
Follow it outside and to the second shrine, where you'll raise a bridge that 
you can just see to the southeast. Head back to the main cavern and on past 
the demon's skull. You're still heading east for a while, until you go down 
a set of stairs. Once you've cleared out this area, you need to double back 
almost immediately after the stairs, to the south - it doesn't look like you 
can fit through, but you can. Go outside, and yes, I know this sounds familiar. 
I promise, this is the last one. Shrine at the end, with two chests. They 
might have some nice stuff you can use, it depends. But look to the east of 
this little island for the really good chest. Now run your little butts back 
to the main caverns, by those big stairs. Head east, take out the Frost Mage, 
then south to the Life Shrine. Now, go west again, and kill the Frost Archer. 
Then head south through the narrow defile (coming up with new words now ^_^) 
and keep going. Be careful up here, though, the Ice Archers are all in exactly 
the wrong spot. The tunnel to the west is a dead end, and so is the one to 
the east, though it's much longer. There also happens to be a Frost Drake 
in here... =) Back in the main tunnel head south, ever south. At the top of 
the stairs, watch out, there's another Frost Drake. Heading over the top of 
this ridge, you're faced with yet another challenge, but fortunately this 
is the last one. Run up ahead to the ice crystal in the center, and break 
it to free Merik.

"I've been suspended for what...nearly a month now? Most astonishing! Their 
powers have grown. I should have been paying closer attention. I should have 
foreseen this, blast it! The forces behind this violence will be searching 
for my Warding Staff. That's the magical artifact they're after. Thanks to 
me, they believe it to have powers it doesn't actually possess, but it could 
still be a terrible weapon in the wrong hands. It must be recovered!"

Head onwards and out of the Alpine Caverns.

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

Furok Slasher          *HP 313
Braak                  *HP 189
White Wolf              HP 153
Braak Mage              HP 137
Klaw                    HP 202
Furok                   HP 225
Frost Spitter          *HP 108
Frost Golem            *HP 195
Scorpion                HP 73
Ice Warrior            *HP 288
Ice Fly                *HP 97
Ice Burrow             *HP 210
Ice Archer             *HP 243
Frostnid               *HP 177
Ice Mage               *HP 100

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

                  -{ CHAPTER 4:  THE WARDING STAFF }-

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

Defeat the Frost Drake and the last of the Ice Warriors, then head out to 
Jeriah's Trading Post.

                          ==[RESTOCK POINT]==

Once you've bought any and all supplies you need, (it'll be a while before 
the next one) continue along the path until you reach a cave in the mountain 
at the very end of the path.

     Subterranean River

As you walk in, you should be heading south. Continue until you meet the Dark 
Lungers. Now keep going until, in the crystal on your left, you find a Teal 
Shard, an enemy. These guys (and their brethren of all colors of the rainbow) 
are very, very annoying. Not too hard to kill, but annoying nonetheless. Make 
your way to the water's edge and fight off the Slarg in the water. Continue, 
but watch out for the Lectar; though it's not that dangerous, it's got more 
health than you'd expect. The Green Shards on the west bank can do some damage 
if you ignore them, but the mana shrine next to them should make up for any 
healing you had to do. Head south and watch out for all the shards hidden 
in the crystal on the left - there's a Green and three Teals there, and if 
they surround one guy he could be toast before you can do anything. Your path 
here turns to the west a bit, but before too long you're heading south again. 
Pick up the chest on your left and keep going south. When you see the stairs, 
take them. The path continues for a bit, but it's just a dead end. You're 
going to have to head southeast across the water here, though it's really 
not far at all. Here, you can fight a pretty cool boss over to the left, just 
keep going along with the water until Syrrus pops up. Now find the south edge 
of the water and continue on; hero, meet Trog. Trog, hero. The Trog are the 
main denizens of these caverns, and you'll be fighting quite a lot of them. 
Once this whole area's secure, head up the hill and over the bridge. See the 
signpost? It tells you to go straight ahead, and at the end turn south down 
the stairs. Run around killing things for a while, when you find the Trog 
Knight grab the Trog Great Sword that he drops, and  run around killing some 
more. If you hug the north edge on the right, you can make your way back around 
to near the bridge you crossed earlier, only on the lower level. There's a 
chest around under the bridge, and when you're done just click on the bridge 
to run all the way back - just stop halfway when you get back to the clearing. 
Near the bottom there's a ramp down to yet another level, where you get to 
- surprise - kill more monsters. The next ramp down is actually north, head 
down it and kill, kill, kill. You get the picture. At the bottom of the next 
ramp are a LOT of Trog and a Great Trog Warrior. You want to have your healer 
already on, at least. You should be able to win without _too_ much effort, 
though.

Run along to the west, then curve south, then to the west again. You shouldn't 
have any trouble with the Dark Slingers - or anything else - in this area. 
Fight your way through here, heading south through the little narrow part. 
Run forwards until you see the Skick. It's very cool-looking, like a cross 
between a Trog and a praying mantis. And you can summon one later. =) Kinda 
hard to get off the path here, until you come to a fork. One leads west, the 
other south. The path to the south leads to a Life Shrine with a few Stalagnids 
scattered around it. On the west path, there really is only one way to go 
on these thing walkways, until you reach another fork. You'll see a carved 
gateway on pillars, if that helps you recognize it. There's a bridge of sorts 
to the west, but the path also continues north. The north path leads to a 
very interesting dungeon, and one that you'll need to complete in multiplayer 
if you want to access the Secret Chicken Level. You won't miss the entrance, 
it's right in the middle of a group of stone pillars.

As you'll quickly see, when you pick up the gold in the first room, the 
passageway is blocked. When you stand on the platform, it opens again, but 
you can hardly leave two characters in each room, you'd never get to the end. 
The secret is that you can drop either a worthless item of a little gold, 
and it'll stay down. Leaving 1 gold and picking up 51 isn't that bad a deal... 
=) In the next room, there are two platforms on each side, about a third of 
the way into the room, and then another in a little room off to the left at 
the end. In the next room, there are two on each side and one in a room on 
the _right_ at the end. The next room's the last one, and once you fight off 
all of the Trog you can loot the place. The Fury's Eye is in a chest on the 
left, and a rare item is over to the right. Once you've cleaned out all of 
the chests, head all the way back up to the surface, and back to the place 
where the path forked so long ago. Now let's take the bridge.

There's only one path to take for much of this area, so I won't bother you 
too much with directions. Just run along the little narrow bridges until you 
come to the signpost. Follow its directions, and head down the side of the 
hill. Clear out this area, (the Shadow Lunger's on the east side) and then 
head north along the river. There's another Syrrus here, but he's a lot easier 
this time. Clear out everything around here, then the path leads northwest. 
The Purple Shard up here is big and dangerous, but at least he's alone. Grab 
the chest next to him, kill the _other_ Purple Shard, and then run out of 
this dungeon. I doubt you'll miss it too much...

This here forest is the Dark Forest. And it's dark. Hence the name. If you're 
having too much trouble walking around, turn your Gamma Correction up on the 
Options menu - the gamma basically governs the brightness. I don't turn it 
up unless I need to, though; after all, it's supposed to be Dark. There isn't 
much I can give you in the way of directions except to follow the path until 
you come to the Travelers' Camp.

                          ==[RESTOCK POINT]==

Speak to the man in the camp on the right to get the Bandit Boss quest, restock 
on anything you need, get Phaedriel if you want, and then head out into the 
forest. As long as you stay on the path, you shouldn't meet any enemies until 
right after passing a sign pointing to the Eastern Swamp. Just continue this 
way until you encounter the Bandits and Bandit Archers. Be careful when you 
hit the second group, they can easily overrun you and start taking out your 
archers and healers. Once you find their camp, with the fire in the middle 
and everything, head out along to the right. Pretty soon, you'll come to a 
fork in the path - and don't worry, you won't miss it. There're three torches 
set along each of the paths; I guess the developers wanted to make sure that 
absolutely no one missed it. But anyway, head down the right fork. Take out 
the groups of Bandits along the way and enter the cave at the end of the path. 
Kill the Bandit Boss to complete the quest, then head back to the Traveler's 
Camp to restock. Now head back along the path until you reach the fork in 
the path, where the right fork led to the Bandit's Cave. So take the left 
fork. Soon after you should hit a beautifully verdant clearing - not even 
the Bandits here can restrain my happiness over finally getting out of that 
damn forest. From here you should be able to see the edge of the swamp, so 
head right until you see the bridge; talk to the Azunite Scholar next to it 
to receive the Purify the Temple quest. Before you head across the bridge, 
follow the edge of the swamp around to the right; you'll probably want to 
use the megamap. Watch the wall, and when it bends away from the swamp follow 
it through to find a very ambient temple. The only enemy here is The Lost 
Witch; once she's dead, loot the four chests in the last room, then head back 
to the bridge by the Scholar. Enter the Eastern Swamp.

This swamp is long, this swamp is boring, but above all, this swamp is 
beautiful. Take a second to look around, watch the currents flow through the 
algae on the water, see the spanish moss on the tree branches...this is done 
very, very well. And I guess it's for the better, since we'll be seeing so 
much of it... =) Anyway, walk along the bridge until you hit land. Follow 
the south edge right to the next bridge. This one also leads straight to land, 
but this island's got a bit more in the way of defenses. Once you've cleared 
it out, the next bridge is over behind the little cabin. This next little 
island nevertheless holds a Swamp Witch, so be careful. On the next island, 
the bridge is over to the east. Here, as you walk by, a Hydrack will pop out 
of the water right next to you. It can do a lot more damage than any of the 
other enemies around here, so take it out as soon as you can. Then mop up 
all the Manglers running around. This island looks like a dead end, but look 
to the east of the bridge you came in on - it wasn't just a coincidence that 
they're so close together. Once you clear out this section, don't bother 
looking for a bridge, there isn't one. Instead, in the southeast corner you'll 
find a small isthmus, which leads to another big island. Head straight east 
to find a cemetery of sorts, with a church at the end. Enter it, and kill 
the Wretched Zombie, then click on the altar to complete the Purify the Temple 
quest. Watch out, because there'll be Zombies coming up from the graveyard 
now. Once you're done, head east, through the gate of the cemetery, and to 
the edge of the water - where you find yet another Hydrack. Head northeast 
now, following the narrow strip of land as it curves around. When you see 
a bridge leading off to the right, take it. In the house it leads you to, 
you can find Andiemus, a Nature Mage. He's expensive, but he's almost 
certainly better than any of your nature mages, so you might want to pick 
him up. Head across the bridge, take out the Hydrack, then continue on the 
bridge. Follow the next bridge across, and then you should see another bridge 
ahead, but this time with a sign on it. A Potion shop, out here in the middle 
of the swamp? Well, it gives us a chance to unload some of that loot, so let's 
not look a gift horse in the mouth. Stock up on anything you need.

                          ==[RESTOCK POINT]==

From here, head south and just start running around killing things. You want 
to be generally moving south, but this is all one big island, so it really 
doesn't matter all that much. You will need to eventually move over to the 
east, but as long as you use the megamap and just go where you haven't before, 
you should find it. When you move right and a large clearing opens up on the 
megamap, head for the center of it - if you find a Gobbot Igniter, you're 
very near the entrance to the dungeon. Look to the east of him for a large 
tree-stump, or something that looks much like it. It is, in fact, the entrance 
to yet another dungeon - The...

     Goblin Caves

This little home-away-from-home is the work of the goblins, scrawny little 
guys who just happen to be better with machinery than Van Gogh with a 
paintbrush, or Einstein with a piece of chalk. Some of their flamethrowing 
attacks will hit all of your party, and hard, so be careful - you might want 
to just keep a permanent healer in case of emergency. Anyway, when you first 
get in here, just walk everyone onto the spiderweb grate in the middle, then 
have someone turn the valve. Be careful, though; as soon as you hit the bottom, 
you'll have to fight off quite a few Goblin Grunts and Goblin Guards. Just 
keep healing and you should do all right. From here, the path is mostly 
straight and narrow, no pun, so just continue on along it. The first fork 
you find really isn't a fork - you can go right or left, but you'll end up 
the same place. It's much like a capital D, where you enter at the bottom 
corner and exit at the top; you can go straight up or around, it's up to you. 
Up here, when you see a platform on the left with a valve, turn it - it'll 
turn off the green gas up ahead. I'll give you one warning now that will most 
likely serve you well in the rest of this chapter - do NOT stand near the 
red barrels when they explode. They hurt. On the other hand, if you can hit 
them from afar with an archer, they'll do some serious damage to any enemies 
around... Anyway, snag the items from the platform on the right and continue. 
The path is totally linear from here, and not too difficult, but finally 
you'll come to a large door. Open it, and...keep going.

Turns out we were just in the entry chamber, the vestibule, the little room 
by the door where you wipe your shoes off. Now, we're heading into the real 
thing. Take out the five Goblin Guards that run in at first, then continue. 
It's still very linear in here...almost makes me feel useless. =) Pretty soon, 
you should come to another big door. Now, right after it, there's a shortcut. 
You should see a bridge in the middle (facing N-S) that rotates when you pull 
the lever. Now, there are a couple ways you could get across here, but the 
easiest is to first take your strongest fighter, (to take the hit from the 
Proxo, or shoot it with an arrow) and send them onto the bridge, then onto 
the left platform once it's rotated. Now spin the bridge back towards you 
(E-W) and get everyone else on. Now pull the north lever with your lone guy 
and send everyone to the south. Here's a diagram of what you're skipping. 
You come in from the west and would have taken a big loop around, but instead 
you just jump across and head south. See?

       /--<--
       |     |
       V     ^
       |     |
 -->--(+)->--/
       |
       V
       |

Oh well, follow my instructions even if you have no idea what they mean. Unless 
you're the kind of person who feels honor-bound to cover every inch of ground 
in the game, in which case you can take the loop if you want. It's no skin 
off my back. Anyway, just fight through a couple rooms until you get to a 
platform on rails. You're going to need to ride it, but first there are two 
things you'll need to do. First, explode the barrel on there so it can't be 
used against you. And secondly, save your game. Probably the hardest section 
in the dungeon is coming up and you will most likely need to try it more than 
once. Oh, and if you can, leave your mule behind. You can come back again 
afterwards, but right now she'll just be in the way. When (if) you make it 
past here, the door's over on the south side. Throughout these next passages, 
the red valves on the wall will turn off the steam, acid gas, etc that's 
covering the path. Just continue all the way along the passageways until you 
get to another platform, this time one that lowers you down. (It's a little 
tricky at the bottom but you should be fine.) Then follow the halls to another 
platform that raises you back up to ground level, whatever that means down 
here. (Along the way there's a side path to the left that is really hard to 
get through, and all you get is a dead end and a couple chests. Not worth 
it at all.)

Soon after this, you'll come to a small door. Behind it are more Gobbots (of 
various occupations) than you'll ever find anywhere else. If you can lure 
some of them outside, great, but otherwise prepare for a long and drawn-out 
battle of attrition. Once you're done, just continue straight up to the next 
set of big doors. There're some enemies scattered around the door, but once 
they're gone head across the catwalk. If you look right, there's a door there 
- it's not the main path, but it's got quite a few nice items. Anyway, continue 
along the catwalk to the left, and through the door, to face the Goblin 
Inventor. And yes, he is the size of a lawn gnome.

"Wretched Krug, wretched invaders! Everything wrecked! Seck no have magic 
staff! Stupid Human Wizard no have staff! Warding staff ours! Goblins'! You 
all pay!"

And he's back, only writ large. For some reason, though, he's not _that_ 
difficult, despite his 3120 HP. Probably his most dangerous weapon is his 
flamethrower - it's got huge range on it, and it can take out your healers 
before your fighters even notice. As you hit him and knock down his HP, parts 
of the suit will break off, making him easier to defeat. Finally, you'll break 
it down completely, and can take Merik's Warding Staff, which just _happens_ 
to be a great item. =)

"I lose but no difference! Ancient evil and humans fight now! Goblins watch, 
goblins laugh, goblins take what's left! Hee hee!"

Collect any items around here, then run to the end of the tunnel, stand on 
the spiderweb grate, and turn the valve to rise out of this dungeon.

"Having defeated the Goblin menace in its very own lair, our hero stood with 
Warding Staff securely in hand. But the ancient evil remained elusive. Time 
was running out, and answers were in short supply. The truth would have to 
be found further east, towards Fortress Kroth."

As you run along here, you'll see Deactivated Gobbots, which were assumedly 
turned off when you beat the Goblin Inventor. Whether they were or not, they 
can't harm you now. Pull the lever at the end to open the door to the outside.

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

Ice Warrior             HP 288
Ice Fly                 HP 97
Klaw                    HP 202
Braak Mage              HP 137
Furok Slasher           HP 313
White Wolf              HP 153
Dark Lunger            *HP 262
Teal Shard             *HP 114
Slarg                  *HP 273
Lectar                 *HP 411
Green Shard            *HP 138
Syrrus                 *HP 504
Trog                   *HP 297
Trog Warrior           *HP 325
Trog Knight            *HP 420
Blue Shard             *HP 162
Dark Slinger           *HP 138
Dark Caster            *HP 116
Skick                  *HP 390
Stalagnid              *HP 294
Spiked Maw             *HP 188
Purple Shard           *HP 567
Forest Troll           *HP 540
Forest Klaw            *HP 510
Hell Boar              *HP 315
Gorack                 *HP 900
Bandit                 *HP 360
Bandit Archer          *HP 315
Black Wolf             *HP 270
Swamp Slinger          *HP 280
Swamp Stinger          *HP 180
Mangler                *HP 360
Hydrack                *HP 800
Swamp Troll            *HP 488
Swamp Witch            *HP 210
Swamp Creature         *HP 1040
Tretch                 *HP 480
Grave Crawler          *HP 640
Bronze Gargoyle        *HP 170
Goo Walker             *HP 500
Zombie                 *HP 620
Headless Zombie        *HP 752
Gobbot Igniter         *HP 660
Goblin Grunt           *HP 320
Goblin Guard           *HP 440
Heater                 *HP 460
Kill Bot               *HP 400
Gobbot Shocker         *HP 660
Blaster                *HP 840
Copter                 *HP 300
Proxo                  *HP 40
Tesla Coil             *HP 250
Perforator             *HP 680
Hunter                 *HP 480
Gobbot Grenadier       *HP 660
Gobbot Gunner          *HP 660

Frost Drake             HP 936
Great Trog Warrior     *HP 472
Rabid Spiked Maw       *HP 238
Shadow Lunger          *HP 414
Muding Troll           *HP 710
Enraged Gorack         *HP 1203
Bandit Boss            *HP 950
The Lost Witch         *HP 650
Wretched Zombie        *HP 1152
Dungeon Crawler        *HP 2120
Rotten Troll           *HP 700
Goblin Robo Suit       *HP 3120

                   -{ CHAPTER 5:  AN ANCIENT EVIL }-

As you come out here, you can talk with the Guards to your left to have the 
Reinforce Fortress Kroth quest updated. You can check out the very 
cool-looking beach to your right, but watch out for the Sea Manglers. If you 
follow the path, it'll end shortly after, but you should be able to see a 
sign up ahead that'll lead you up a set of hills and gullys. Soon you should 
see the path reappear, though, and if you follow the torches, you should make 
it to Bonepicker's Post.

                          ==[RESTOCK POINT]==

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

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

The house that I mentioned has a cellar. One of the walls in the cellar is 
breakable. Behind this wall are the Unguis, the tentacled monster the 
Legionnaire was talking about; an abandoned goblin laboratory that seems to
be just aesthetic; and the lost treasure hunters that Gregor told you about.
Talk to them to complete Gregor's quest.

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

From here on, the forest lightens up a bit, and the path isn't lighted by 
torches any longer, but you should still be able to follow it easily. If not, 
there's a signpost to help you out. Pretty soon you should emerge into a 
clearing; there are some Wraiths soon after. Loook through the ruins of a 
temple here and you should be able to see a Blue Drake up ahead...as pretty 
as it may be, you should probably kill it. Right behind the Blue Drake there's 
a passageway leading underground; take it. These ruins aren't very long, and 
although there are a lot of the wraiths in here, they're not really that hard 
in the end. Your biggest problem by far will be with the "boss" near the end. 
Anyway, let's not get ahead of ourselves. Clear out the first room, then 
through the hall to the little fork; to the right are some Googore Grubs, 
whatever that means. Really easy little buggers (get it?) to kill, though. 
But head left, past the Wraiths on the left. Follow the path, but take a detour 
to the right to take out the Fury Spawn waiting there. Now keep along the 
path to the north. Look to your left at the Googore - I'm glad that not all 
the Grubs have matured, eh? Follow this path along, it's too narrow to get 
lost. If you go all the way to the end, you'll find a Life Shrine, but the 
path turns away to the right a bit earlier. You should have seen some Googore 
Grubs making their way up the slope earlier, but if not just click on the 
floor and your characters should find it themselves. Keep going through the 
passageway here and turn left at the well. Cross the bridge, then look down 
at the Fury and either A) Run away in fear, or B) Attack and get beaten. You 
need to get past here, though, so you're going to have to overcome your fear 
of large Beholder-like enemies and kill the Fury. Now just walk up the path, 
kill the two Fury Pests, and run out of this short little dungeon.

As you first come back outside into the light, you'll see Boryev; you can 
recruit him if you want, but you'll be getting a much better mage pretty soon, 
and for free. Now just run down the walley a little bit until it oepns up 
into a vast clearing. It's wide open, and you can see form one side to the 
other, so you shouldn't get lost, but if you do just follow the path; there's 
one sign that points the way to Fortress Kroth, and then another signpost 
soon after. When, through the little vallet at the end, you see a man standing 
on a pile of dirt, slow up a second. Heal your party, get ready, then go fight 
him.

"At last, an enemy who doesn't cower behind walls! I thought I'd die of tedium 
fighting these pathetic Legionnaires. Let us see if your mettle is greater 
than that of your worthless kin!"

When you first enter this area, spikes come up and cover all of the exits, 
and then Gresh has to go and summon up a couple dozen Skeletons to fight for 
him. You should be able to kill them, though. Once you've taken out most of 
them, Gresh himself will come down and start fighting, but by now you should 
have him surrounded, and if he doesn't go down easy, at least he goes down. 
As you can see once he's down, there are two paths out of this valley, but 
you want to take the northeast one; it leads straight to Fortress Kroth.

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

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

Sea Mangler            *HP 720
Forest Phrak           *HP 180
Spiked Dweller         *HP 285
Black Wolf              HP 270
Cyclops                *HP 1240
Larch                  *HP 888
Unguis                 *HP 640
Forest Darkling        *HP 441
Wraith                 *HP 740
Battle Wraith          *HP 960
Wraith Archer          *HP 495
Googore Grub           *HP 260
Wraith Mage            *HP 450
Fury Spawn             *HP 1960
Googore                *HP 1330
Fury Pest              *HP 1960
Krug Dog Skeleton      *HP 660
Skeleton Mercenary     *HP 752
Skeleton Ranger        *HP 525

Infested Larch         *HP 1507
Warrior Wraith         *HP 1212
Blue Drake             *HP 1680
Fury                   *HP 4200
Skeleton Captain       *HP 924
Gresh                  *HP 3200

                   -{ CHAPTER 6:  UNWISE ALLIANCE }-

Here we are at Fortress Kroth - finally. Stock up on anything and everything 
you might want, recruit Rhut if you'd like, and basically just relax a bit.

                          ==[RESTOCK POINT]==

When you're ready to proceed, head through the doors behind Rhut and down 
into the caverns below. Just follow the path until you see a Droog Grunt. 
After taking down the Droog Archers here, go down the stairs on the right 
and keep going along the path. Look to the right up here and you'll see a 
huge skull on the wall; press the button to the left of it to open the 
passageway to the Hall of Skulls. In the first room, there's only one Droog 
Grunt, (although there are others in rooms to the left and right) but in rooms 
along the hall there are a few Possessed Skulls. And then in the next room, 
there are a lot more than that. Once you've cleared out the whole room, (or 
maybe if you haven't, you could try a hit-and-run if you have to) turn the 
statue on the far side of the room to open a passage to...another room. Only 
this one's got Sikra, a great dual Nature/Combat Mage. Once you've recruited 
her, (it's very unlikely that you've a better mage) head back out through 
the skull you came in, and turn right. Follow the path down the little hill 
you come to, through the narrow passages in here, and out into the open desert.

If you follow the river left, you'll come to a dead end, but you might as 
well take the experience if you need it. But either way, head to the right 
and basically follow the river. One thing - if one of your characters seems 
to spontanteously go up in flames, try to follow the path back - it's one 
of those pesky Sand Mages. Up ahead, there's a bridge across the river; though 
there's a Mana Shrine on the right side, eventually you'll have to end up 
on the north. Follow the river again to a bridge; if it comes to a waterfall, 
you've gone too far. Head south; the path doesn't deviate much, and the only 
thing that might confuse you is the overhangs on the megamap - just remember 
that if it looks like you're standing on top of a sheer cliff, and you're 
not, that's the reason. Anyway, along the way you'll find Ulfgrim, who you 
can recruit if you want, or not, it doesn't really matter. Right after 
Ulfgrim's a signpost pointing the way to the Cliffs of Fire, if you needed 
directions. (There's also a Life Shrine over to the right.) r you cross over 
the river on the bridge, cross back over to the right side so you can take 
a trip on the wooden bridge hanging over the waterfall - and yes, the view's 
great. Basically, you're just going to be criss-crossing back and forth on 
these bridges for a while. After a while, you'll find an elevator against 
the cliff face, so raise your party up. Cross the absolutely huge stone bridge 
that just grows out of the cliffs, and continue along the cliff face. 
Eventually you'll find a signpost that points both to the Cliffs of Fire and 
to Castle Ehb, and the village walls are directly behind it. 

Just wind your way through the village, where instead of attacking you, the 
villagers bow to you - well, all except for the fanatics on the upper levels 
who'll attack you anyway. =) One quick warning, though. It's only happened 
to me twice, but it is possible to get your characters stuck in this town. 
Some of the tables, chairs, bowls, whatever they are, they're laid out badly, 
and it's possible to get a a character stuck between them and the wall. And 
you can't get them out, even if you dismiss them and rehire them. So unless 
you've got a recent save, you're screwed. (So don't do it.  ^_^) Run up to 
the top of the village and enter the town hall building; talk to Nonataya 
inside for a quest and a shopping spree.

                          ==[RESTOCK POINT]==

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

Droog Grunt            *HP 1040
Droog Archer           *HP 630
Possessed Skull        *HP 1180
Giant Wasp             *HP 720
Giant Lizard           *HP 1200
Sand Mage              *HP 798
Sand Ripper            *HP 960
Droog Mage             *HP 540
Impaler                *HP 1340
Sand Basher            *HP 1260
Soul Stinger           *HP 560
Droog Grunt Fanatic    *HP 540
Droog Archer Fanatic   *HP 630
Droog Mage Fanatic     *HP 540

Droog Captain          *HP 1448

                   -{ CHAPTER 7:  KING AND CASTLE }-

"The surrender of the Droog meant the safety of the kingdom had been secured. 
But a warning had to be delivered to the throne before the revenant Seck could 
succeed in their mysterious plot."

Make your way out of the Droog village and back on the road again. (Got a 
feeling that I'm home again.) Kill the Green Drake and speak with Goquua to 
get another quest. Now just follow the path once again until you see a 
roped-off path on the right. Take it, and follow this path all the way to 
a cave - Dragon's Rathe. You'll know the Ancient Dragon when you see it; 
weighing in at 20260 HP, it doesn't get any bigger than this. Kill it, then 
clear out this whole area for tons of loot. Now run back up to the main path, 
where you turned off on the roped path. Head east into a small cave that opens 
on fresh air. It should be easy to just follow this path straight to where 
Lord Bolivar waits, and from there to the gates of Castle Ehb. 

First, you need to go inside, through the stairs directly in front of you. 
You can explore around these rooms if you want, but eventually you need to 
get out to the rear courtyard. The path to the King is to the southwest, a 
simple staircase leading upwards to the ramparts. From here, you want to 
circle around counter-clockwise to the northeast corner, where it ascends 
further. Once inside, turn west, then north until you find the doorway onto 
the roofs. On the roof, head south between the two buildings, then west and 
down four flights of stairs. You should now be almost above where you entered 
Castle Ehb. Look for a structure that looks something like a well, and wait 
for the platform to rise. Get on, and let it take you to the dungeons of Castle 
Ehb.

                          ==[RESTOCK POINT]==

Take the first right through the small little door here. From here, you can 
look in all of the rooms on the sides if you really want to, (in one of them is
the restock point I mentioned), but if you just want to get to the King stay on 
the main path. When you see a jail cell door in front of you, open it and free 
the King.

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

Green Drake            *HP 1560 
Soul Stinger            HP 560
Desert Braak           *HP 1732
Sand Basher             HP 1260
Sand Mage               HP 798
Impaler                 HP 1340
Giant Wasp              HP 720
Skeleton Mercenary      HP 752
Krug Dog Skeleton       HP 660
Giant Skeleton         *HP 1200
Seck Grunt             *HP 1480
Seck Archer            *HP 780
Mucosa Raider          *HP 1240
Seck Mage              *HP 993
Punisher               *HP 880

Scorch                 *HP 20260
Ghost                  *HP 1600

                 -{ CHAPTER 8: THE CHAMBER OF STARS }-

"We live on borrowed time, so you must listen well, and act quickly if we 
are to survive. Three hundred years ago, our ancestors entombed Commander 
Gom with the remnants of his Seck army, following their craven surrender to 
the 10th Legion. Rather than obliterate the remains of their race, our 
forefathers magically bound them one by one in the Vault of Eternity as a 
sentence for their savagery against our people. It would appear the magical 
wards have weakened during Merik's long absence. The Seck that imprisoned 
me here somehow breached our castle defenses and caught us unaware. Unlike 
the rest of my retinue, I was spared, but I am sure they were simply holding 
me for some unspeakable sacrifice. Were it not for your rescue, they would 
eventually have figured out that I hold this key.

Within the bowels of the castle there is a hidden sanctuary known as the 
Chamber of Stars. If what you say is true, the Seck must be plotting to acquire 
the Imperial relics concealed therein. They could possibly hold the power 
to revive their dark lord Gom and the rest of their kin. You should hurry 
to retrieve the artifacts from the Chamber to safeguared them. If any of them 
can be of use to you, so much the better. Once the artifacts are secure, I 
charge you to seek out, and vanquish the remaining Seck before their dark 
vengeance can be unleashed on the good folk of Ehb... You have become out 
last bastion of hope. I shall remain here and pray for the deliverance of 
our kingdom at your hands. May Azunai bless and guard you in your crusade... 
Heroes of Ehb."

First of all, pick up that Star Key. Wouldn't do to get to the Chamber of 
Stars without the key, now would it? Now basically just make your way through 
each successive room, it's pretty linear. When you see a hanging cage in the 
air on the right, go over, push the button to lower the chest, then break 
the door to free the occupant.

"Tried, tried, tried, but Swanny didn't give it away did he? No, he's a good 
boy, isn't he? Old red-eyes, evil eyes... They tried to crack his head with 
magic, but he's got daisies for brains now, don't he? Don't he? They wanted 
to know where the Chamber of Stars was, those Seck devils, but Swanny wouldn't 
tell them... The secret chamber with all the king's magical goodies... You! 
You nearly tricked ole Swanny, but I'll not give it away! Never! Bloody Seck 
traitors!"

Now kill him, just because it's more fun this way. =) And because Swanny's 
Club is the best weapon in the game so far. Anyway, if you want to get some 
loot you can, taking out the Kell on the other side of the west door, then 
continuing on through the south one. You eventually want to exit this room 
through the north door, though. When you come out on this bridge, the Vault 
of Eternity is to your right, but you can't get in. So look to the left, towards 
the Star Device....which just happens to match your key. When the bridges 
come down, run in and turn each of the four statues set around the device 
to make it spin. Run around collecting all of the treasure, then run back 
outside to the Vault of Eternity.

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

Seck Archer             HP 780
Mucosa Raider           HP 1240
Punisher                HP 880
Toreck                 *HP 1280
Seck Grunt              HP 1480
Seck Mage               HP 993
Seck Elite Archer      *HP 750
Mucosa Predator        *HP 840
Synged                 *HP 640
Lava Imp               *HP 920
Warlock                *HP 630
Terror Wraith          *HP 1280
Kell                   *HP 2080
Wraith Piercer         *HP 765
Ghost                   HP 1600
Lava Runner            *HP 920

Swanny the Mad Jailer  *HP 3400
Dungeon Crawler         HP 2120

                    -{ CHAPTER 9:  DUNGEON SIEGE }-

"Our hero stepped forth from the Chamber of Stars a fearless champion who 
wouold valiantly stride into the army of horrors that lie in wait."

As you walk in here, you'll be mobbed, but just take the doorway in the left 
wall, then west in the next one, then north, then east, and then east again. 
Now you should be directly north of the first room. Keep heading north. See 
the gaping hole in the infernal lava-covered wall? Yeah, that one. Go through 
it. The path along here is pretty simple, though by no means easy. Just walk 
along down by the lava pools, take the bridge over the lava river, and then 
lava the lava with lava lava on top. =) You're going to want to head west 
after the bridge, running parallel to the river. Now take the second bridge 
back across the lava. Now curve back towards the river, and go through the 
passageway in the cliff face. This section is just one huge long skinny 
peninsula in the middle of the lava, so just follow it or use your megamp 
to find your way. Eventually you'll meet a Red Drake, mostly just as a herald 
of what's to come. Just keep trudging along past even more lava, until you 
get to a strangely-bent two-part bridge. Keep going until you enter a tunnel 
and the red lights fade to black - now keep your eyes peeled for the last 
change in scenery you'll see. (It comes right after the Magma Beast.) Anyway, 
right after the first platform, the one with the two Black Drakes and the 
Molten Drake, take a left and curve all the way around to the very south, 
where you take a left, then go west just a little bit before heading north 
for a long time. (You'll eventually be heading west when you finally find 
it; if the game autosaves, you're on the right track. It's a long thin platform 
limned with teeth.) So, descend down to the bottom level and meet Gom...

"So this is the mes the kingdom has to send against me. Did Merik tell you 
that he came to us seeking his misplaced staff? And did he tell you that 
without it he could not revitalize the wards binding us, and it was only a 
matter of time until we would all be free? Your ancestors put us into thishole 
then told fairy tales about us to frighten their children. Eventually you 
forgot that the Seck were once real, a power to be reckoned with! Pray your 
god is more merciful than I."

His first form's hardly difficult at all, you should be able to take it out 
without much trouble at all. His second form, however....is not such a 
pushover. Your best strategy for this is a pretty simple one - just take out 
as many of his summoned monsters as fast as you can. Then, just hit him. Then 
do it all over again. Eventually, after many healing spells and potions have 
been used, he'll die. And you'll win. And...that's it. The only thing left 
for you to do at that point, really, is to go and play multiplayer with the 
imported character. (Or you could start from scratch, but that's not nearly 
as fun...)

"With the Seck defeated, peace once again returned to the Kingdom. History 
would record the names of those brave heros that drove the Seck back to the 
hell from which they had crawled... a hell they would never return from again. 
Though victory was ours, and nary a vile creature would show itself for many 
years, the story does not end here. There was a new plan being devised... 
an evil plot that would once again plunge the Kingdom into war...

          C  O  N  G  R  A  T  U  L  A  T  I  O  N  S  ! ! !

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