Dungeon Siege 2

Dungeon Siege 2

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Dungeon Siege II Complete Walkthrough
By neopnk
A complete and full walkthrough of all the lore maps available to the game.
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Introduction
Dungeon Siege II, like its predecessor, is a basic dungeon crawl--or "action RPG" in modern parlance. The game's focus is destroying hordes of enemies while completing a variety of quests (tasks) that are given you. As you lay waste the quivering mass of foes that press upon you, your character gains experience, which you can translate into extra power in the form of higher ability scores, new weapons and spells and additional skills.

As in the original, DS2 is a point-and-click game and you can pretty much run the whole show with just your mouse. Combat is real-time, but you just choose your attack (melee, ranged or spell) and right-click an enemy. AI-controlled characters will attack an enemy until it is dead. To make the player-controlled character attack an enemy until it is dead, hold down the right mouse button.

DS2 has a richer, more varied story than DS1, which makes it easier to motivate oneself to venture forth into the slaughtering fields. There are more conversations to be had in towns, and many more optional secondary quests. Also, DS2, while still quite linear, feels less confined as you can (and will) jump back and forth between areas to complete quests. All this makes DS2 a much better game than DS1 and will make it more accessible to some of the hardcore RPG players that normally eschew dungeon crawls.
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ACT I: GREILYN ISLE AND THE AZUNITE DESERT
Chapter 1: The Siege of Greilyn Beach
"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."

Primary Tasks:
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel

Secondary Quests:
* None

Not much to talk about here. This is the main tutorial stage and the primary purpose is to get you used to the game interface and controls. Most of the creatures you will encounter during this chapter are weak to fire, so you should either use a fire spell yourself or have Drevin use it. Follow the trenches and the instructions given by the game.

Make sure you keep an eye out for barrels that can be opened. And, when you reach a makeshift hospital, there's a bookcase that holds items.

Once you start encountering ketril, you can switch away from the fire spell and concentrate on whatever class you want to be. When you finally reach the tunnel entrance, you'll want to have a hero power or two available to use on the Infused Ketril that's right inside. He's pretty tough. When you reach the end of the tunnel, there will be an extended cutscene and Chapter 2 will begin.
Chapter 2: Prisoner of War
"After securing the Temple of the Coast at Greilyn beach, Valdis, rather than giving a reward for his success, savagely attacked all of the mercenaries.

"You were knocked unconscious and, had it not been for your best friend Drevin stepping in front of you at the last moment, you probably wouldn't even be alive.

"You were discovered by the Dryads who took you back to the treetop village of Eirulan as a prisoner where you overheard an Elf known as Amren asking your warden to treat you kindly, but you do not know why."

Primary Tasks:
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost

Secondary Quests:
* Armorer's Apprentice
* Lumilla's Salve

Once you are free, take the lift across to the merchant platform. If you want to take a little break, you can wander around and talk to everyone. The main person you need to see is Telinu, the armorer's apprentice. She has the sharpening stones, and a secondary quest for you. Choose the #1 conversation options to get her quest, which is to find the recipe for Dryad armor in a book that is in the great hall.

You can also get a quest from Lumilla, the enchantress. She wants four nettle clusters to make some of her famous salve. You can't do anything about either of these quests now, so note them and continue on your way. You can't go anywhere in town except the Inn, but there's really nothing you can do there yet (unless you have somehow made 500 gold, in which case you could add a third party member slot).

You can have one companion with you, and there are two hanging around just inside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryad ranger. If you take one at this early stage of the game, you can switch their class focus; and, in fact, Lothar already has one level of combat mage and Deru one of nature mage. Pick one up depending on your needs. Talk to the Dryad guard to open the gate and take the lift to the Northern Greilyn Jungle.

Once down on the ground you'll find out about health and mana bushes. If your character is a Dryad, or you brought Deru with you, you'll get some mana potions from the mana bush. You won't be able to harvest health potions until someone in your party reaches level 5 ranged and takes the Survival skill.

You'll also learn about incantation shrines because there's one right here. The Dryad who teaches you about shrines will also teach you a chant, the Lesser Chant of Fortification.

Due north of the shrine is a tower. Enter it and throw the lever to ride a lift down to the basement where you will learn all about sanctuary doors and find four sanctuary doors (one for each class). You'll need a character with at least level 3 in a class to open these doors. There's also a lectern with another chant on it (Lesser Chant of Dexterity).

Take what you can and ride the lift back up and head west for a little looting side trip through some Hak'u caves. Once you've cleaned them out, follow the Dryad guard a short distance east of the shrine to the Dryad outpost. Dispose of the Morden, free the Dryads and start the next chapter.
Chapter 3: The Morden Towers
"Freeing the captured Dryads has gained you more respect than is usually given to a prisoner, but to earn full trust and freedom you must burn down the four known Morden watchtowers in the jungles surrounding Eirulan."

Primary Tasks:
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.

Secondary Quests:
* Lumilla's Salve
* The Hak'u

Now would be a good time to head back to Eirulan and sell some of your excess loot. Check the reagent merchant near the North Gate (he has an emerald floating over his head) to see if he has any nettle clusters you can buy and buy whatever you can afford. Head back to the Dryad outpost and continue through the gate to the north.

After you cross the bridge, you'll see some Hak'u fighting a boarbeast. Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast west. After everything's dead, LEFT-CLICK the statue to reveal a hidden treasure chest. You should receive the Vigilant Gloves, part of the Nature's Vigilance set.

Continue north. When you reach the stairs, head west to find another statue and another hidden chest, though with less treasure. Then go up the stairs to a gate guarded by some Morden. You can choose to lie about rejoining the army, which will get you a pass through this gate, or you can be belligerent and kill all the Morden and still get through the gate.

Before passing through the gate, go east and up to a series of plateaus where you can find some more Hak'u and loot. Continue through the gate, then head west to another plateau and a Hak'u encampment with some nice loot. Then back to the main path and north a little more to the first Morden tower. Regardless of which conversation path you followed before, this time you end up in a fight.

Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT-CLICK the wreckage of the cage, which should produce a cage fragment. Pick it up (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfire and then LEFT-CLICK the tower. You get a satisfying explosion and you now know how to take out the other three Morden towers.

Continue northward, through the wreckage of the tower, and you'll soon come to a teleporter. Across the path from the teleporter is a platform with two books that will teach you the Lesser Chant of Strength and Lesser Chant of Intelligence.

Just north of the teleporter the path branches west and east. You can't go east now because the way is blocked by a wall you cannot pass, so follow the path west. At the top of the first ridge, enter the tower and find the interactive brick on the east wall. Left-click it to raise the treasure chest.

Continue following the path west and up until you see a cutscene of a Dryad fighting a Hak'u. Afterwards, make sure the area is clear of hostiles and then talk to the Dryad, Morain, to get the first Hak'u quest: you must rescue Morain's niece, Tanzi. After talking to Morain, head back the way you came and go north, past the health shrine and over a bridge. You'll find a Hak'u ritual camp. Try to take out the shamans first, to keep them from summoning lots of other beasties.

Now would probably be a good time to use the Summon Teleporter spell (or walk back to the teleporter you recently passed) and head back to Eirulan to sell off some loot. You should have enough gold to buy as many nettle clusters as you need from the reagent merchant.

Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla's Salve, which is a pretty good reagent. Hang on to it until you get an enchantable item. (You might want to stick it in the storage vault, for safekeeping.

Return to the main path and continue west. Soon the path will turn south and you will find the second Morden tower. Burn it down as you did the first and continue south.

Look for a small Hak'u camp to your left (east) just past the tower. After clearing it, go the opposite direction (west) to a waterfall and walk through the falls into a small cave. There's nothing to fight in here, and you can't talk to the ghost (yet); but you can pick up a Mysterious Chant from the lectern and some high-quality swag from the treasure chest--including the Vigilant Hauberk, armor from the Nature's Vigilance set.

Head back to the main path and continue south. The path will turn east and you will soon come to the third Morden tower. This one is guarded by a Morden-Viir Grunt Captain, who is pretty tough, but weak to ranged attacks. Take him out first before dealing with the peons. Then burn down the tower.

If you go north from the tower, you'll complete the circuit, arriving back at the broken bridge where you met Morain. There's some looting opportunities around the bridge, then continue through the ruined tower.

The path turns south. Just past the tower is a path leading east that takes you to a small plateau with a little loot. Continue on the main path until it heads up and you enter the Western Greilyn Jungle. Soon after you reach the top of the ramp, there will be a place to turn west and venture into the jungle.

Here you will find the back entrance to the Hak'u caves and Tanzi held prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of frees herself and runs back to Eirulan. If you explore the cave, you'll find a partial bridge you may have noticed earlier when you were in the Hak'u caves near the North Gate. Pull the lever to open a shortcut between the Western Greilyn Jungle and Eirulan's North Gate.

You can't complete the Hak'u quest until you've finished with the Morden towers, of which you have one more to burn. Leave the cave and continue south along the main path.

There's nothing particularly exciting until you reach the fourth Morden tower, which is guarded by a Morden-Viir Recruit Captain, who is a very tough ranger, but weak to melee. After the fourth tower is burned, continue west until you reach the teleporter.

Teleport back to Eirulan and take the lift over to the prison. Speak to Warden Celia and she will tell you to go to the great hall and Taar will remove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3 quests will end and Chapter 4 begins.
Chapter 4: The Plague
"Burning down the Morden watchtowers has gained you the respect of the Dryads.

"Taar removed the prisoner's Ring of Submission from your neck, but the Dryads believe that you were infected with a deadly plague. From what you've been told, your only hope for a cure is to reach the Elven Shrine at the top of the ridge in the western Greilyn jungle and drink from the fountain there."

Primary Tasks:
* Find the ancient Elven shrine.
* Locate the Elven fountain.
* Fill the empty vial with water from the Elven fountain.
* Report back to Taar in the Eirulan great hall.

Secondary Quests:
* The Hak'u
* The Hak'u Part II
* The Armorer's Apprentice
* Lelani's Sorrow
* Secrets of the Elven Shrine
* Kithraya Hive
* Secrets of Xeria's Temple

Across the room from Taar is the elf, Tellendril. He can tell you all about war pedestals (and the entry will be added to your Handbook). Nearby, on a shelf, is the Tome of Smithing that will tell you how to make Dryad armor. Near the ramp to the lower level is Anerith, an elf who will instruct you in how to obtain quests.

In the lower level you can pick up a book called "The Mothers of Eirulan". Historian Arisu can tell you many tales of the history of Greilyn Island and Aranna. Leave the hall and go to the infirmary next door. Speak to Hesla, Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest.

Take the lift back to the merchant's area and talk to Telinu. Give her the correct formula for making Dryad armor (conversation option #3). You'll complete the Armorer's Apprentice quest and get a suit of magical Dryad armor and another magic item.

You may be infected with plague, but all areas of Eirulan are now open to you.Go to the pet shop and walk counter-clockwise around behind the pet shop to find a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphire of the Elves" hidden in the Elven Shrine. Since you're going there anyway...

You might want to buy a pet: the local pet store currently has a pack mule (300 gold), ice elemental (500 gold) and scorpion queen (350 gold).

Next to the pet shop is a house where you meet Lelani. Talk to her to begin the Lelani's Sorrow trading quest. This quest will span much of the game, but you can make the first trade now. Take the child's doll Lelani gives you and head for the Falls, which you can reach using a lift from the Inn.

In the first house, talk to Fenella and give her the doll. She'll give you a flask of Elven ale in return. Walk through the back door of Fenella's house and take the elevator down. Follow the path to another elevator, go up and enter the house to talk to Tamari. She'll give you the Kithraya Hive quest.

Outside Tamari's house, activate the lever to lower the bridge for a shortcut back. Head to the Inn and stop inside for a chat with the grizzled bar patron, who is sitting, amazingly, at the bar. Keep choosing conversation option #1 to get a quest for the future, Secrets of Xeria's Temple.

If you want to add another companion slot to your party, speak to the Innkeeper. Adding a companion slot costs 500 gold. While at the Inn, go into the room behind the bar to pick up a book, The Hak'u.

Once you're done in town, teleport back to the Western Greilyn Jungle. From the teleporter, head west, off the path, to find an incantation shrine and a lectern with the Lesser Chant of Mage Health. Continue exploring westward to find a Hak'u encampment that includes the house of the Hak'u usurper. You can't do anything about him now, but you can loot the environs, picking up some good magical items, the Lesser Chant of Casting and the Lesser Chant of Ranger Health.

At the far west end of the map, you'll find a ghost (part of a later quest) and the Vigilant Boots, part of the Nature's Vigilance set. Make your way back to the main path and continue south. You'll come to a Dryad outpost. They give you permission to loot them, so do so--don't miss the armor stand in the corner or the Lesser Chant of Fighter Health on the lectern. Now all you have left to do is follow the gray dirt road to the Elven Shrine.

In the first level of the shrine, you can find a sanctuary door that requires ranged level 6 or better to open. Clear out a couple of rooms to find the lift down to level 2. At the bottom of the lift, search for a button on the west wall, near the lift, to open a secret room and begin your search for the Lost Sapphire of the Elves.

Loot the room, then left-click the Green Life Cube pile to pick up a cube, then left-click the Green Life Cube Socket to place the cube in the socket. A lever is revealed. Activate the lever to be taken down a level. Find the button on the north wall to open a secret room to the south. Get two cubes from the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socket in the south room.

Grab two Red Blindness Cubes from the pile in the south room, then activate the revealed lever in the north room to go down one more level. Activate the button in the east wall to open the room with the Red Blindness Cube Socket. Place one cube there, then grab two Purple Death Cubes and put one in the appropriate socket in the other room.

Another secret room opens. Put your remaining cubes in the appropriate sockets in this order: Yellow - Red - Purple.
Activate the lever to be taken to the sapphire, as well as three chant books: Lesser Chant of Fighter Power, Lesser Chant of Ranger Power and Lesser Chant of Mage Power.

You'll come back out in the lift room of level 2. Make your way south, looting the side rooms. One side room has a sanctuary door that requires a level 6 or higher nature mage to open.

Once you descend a flight of steps, prepare for a boss fight. There are three very tough Hak'u in the next room, one of which keeps reviving as long as the other two are alive. Once the three boss Hak'u are dead, the door to the south opens and you can enter the fountain.

There are only a few weak Hak'u in this room. Kill them, then left-click the fountain to fill your vial. Grab the Chant of Lesser Prosperity from the north wall. Use the teleporter to the east to return to Eirulan. Go see Laenne above the pet shop and give her the sapphire, then return to Taar to complete Chapter 4.
Chapter 5: The Dryad Exile Colony
"After drinking from the fountain in the Elven Shrine, you filled your vial with the last of the curative water. You have been asked to bring it to a colony of exiled Dryads who have the plague."

Primary Tasks:
* Find the Dryad Exile Colony
* Save the old man

Secondary Quests:
* Dire Wolf
* Taar's Investigation

Add Taar to your party. If all your slots are filled, disband a henchman or go purchase a fourth slot from the Innkeeper (cost is 1,500 gold). With Taar in your party and the active character, go to the house next to the great hall and speak to Arianne. She tells of a great beast said to be controlled by the Hak'u. Agree to track down this beast--if it exists.

Go over to the pet shop and talk to the merchant. Select conversation option #2 about wanting something stronger. She will tell you about dire wolves. Rokhar, a mage who hangs about in the great hall, knows quite a bit about them. Go back to the great hall and speak to Rokhar. Agree to meet him in the Southern Jungle.

Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'u ritual camp you cleared out earlier? Time to visit there again. Go north and then west from the Northern Jungle teleporter until you reach the health shrine. Then go north over the bridge to the ritual camp.

Clear the Hak'u, then click the carcass on the top of the altar. The Hak'u Ceremonial Blade should drop on the ground. Pick it up and teleport back to Eirulan. Go to the pet shop terrace and leave through the South Gate.

When the trail turns east, go south and pass through a gap in the rocks. Enter a small cave and have it out with the garganturax--the "formidable" creature that scared Arianne. The garganturax can't be hurt by melee weapons other than the Ceremonial Blade, so equip that to your fighter. However, the Blade doesn't do much damage against this little monster. Pepper it with spells and ranged weapons--which do damage it--and try to keep it occupied with the Blade wielder.

You can wait to finish Arianne's quest until you've finished the Dire Wolf quest, so get back on the main path and continue east. Along the way you should find Some Abandoned Ruins (yes, that's what they're called). Find the interactive chalice on the north wall (it's the left of the two center cups) to open a secret room with some decent loot in it. Just east of the ruins is a cave with an elder Hak'u witch doctor. He has good loot as well.

Continue east until you reach the Southern Greilyn Jungle teleporter and, just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-Viir Spearman Captain who is weak to ranged attacks. Clear out the monsters and continue east; don't go down in the ruins as you'll need a key to fully explore them and you won't get the key for quite some time yet. Just past Razka's Ruins, turn north and cross the bridge and enter the cave that's to your right as you come over the bridge.

Fight your way through the cave to enter Rokhar's Rift Site. Talk to Rokhar and he'll start summoning a dire wolf, while a horde of nawl beasts come through the rift. Go into Rampage Party mode and lay into the nawl beasts until Rokhar manages to bring the dire wolf through the rift. Then talk to him and he will travel back to Eirulan to deliver the wolf to the pet merchant.

Loot the rift area. About this time you can expect your first encounter with ???. ??? is a mysterious, level 100 humanoid thief that teleports in randomly when you discover valuable loot. He steals a few items and teleports out. You can attack him, but, at this point in the game, you won't be able to kill him. However, attacking him will keep him from stealing your stuff and make him drop an item or two of his own.

You may see ??? at this point, you my not see him until later. Always keep your eyes open for him and your weapons ready. Teleport back to town. Go see Arianne and complete Taar's Investigation, then head over to the pet shop and talk to the pet seller to conclude the Dire Wolf quest. Buy a puppy if you like.

Teleport back to the Southern Greilyn Jungle and head east once more; you're now entering the Eastern Greilyn Jungle. Just past the point you turned north to find Rokhar, look for a cave entrance to the south--there should be two vulk in front of it. Inside you can score the final piece of Nature's Vigilance--the Vigilant Crest (helmet). Opposite the cave, to the north, is a
plateau with a circle of mushrooms on it. This is part of a later quest.

Keep following the main path, which will soon turn south. Look for a small tower to the east (your left) and go down into it to get some good loot. You are now just outside the Dryad Exile Camp.

**GLITCH WARNING**

SAVE YOUR GAME!


There's a glitch just ahead; so don't save over your game until you complete this chapter. Continue to the Dryad camp. Inside, an old man is being attacked by plagued Dryads. Wait a moment while they beat up on him a bit--this should trigger his scripts so you can complete the quest. Kill the plagued Dryads, then talk to the old man, who turns out to be an Azunite scholar who will fill you in on what Valdis is up to (assuming you haven't already figured it out).

Sometimes the scholar's scripts won't work and he'll keep calling for help even after you've killed all the Dryads. If that happens to you, reload and try again.

Thus ends Chapter 5...
Chapter 6: Leaving Greilyn Isle
"The old man you saved is interested in all things Azunite, and calls himself the Azunite Scholar.

"He confirmed what Taar told you: there is a portal to the mainland on the eastern shore of Greilyn Isle that leads off the island. He also warned you that you must pass through the Kithraya Caverns to reach it."

Primary Tasks:
* Locate the Kithraya Caverns
* Look for survivors from Vix's squad
* Investigate Eastern Greilyn Beach
* Destroy the shard
* Use the portal to leave Greilyn Isle
* Talk to Captain Suzor

Secondary Quests:
* The Hak'u, Part II
* Feldwyr the Blacksmith
* The Kithraya Hive

After the history lesson, talk to the Azunite scholar again and he will open the path east. Loot the camp, then take the west path (yes, that's west, not east). Near the incantation shrine, find a small cave where you can locate Hrawn, the Hak'u. Talk to him to open the remainder of the Hak'u, Part II quest.

Leave Hrawn and his father and return to the Dryad camp. This time take the newly opened east path and then turn south and find the Eastern Greilyn Jungle teleporter. Teleport to the Western Jungle.

From the Western Greilyn Jungle teleporter, go due west to find the usurper's house. (You may remember having explored this area earlier, during your trip to the Elven Shrine.) Knock on the door of the house. The usurper will let you in and try to kill you. Do unto him before he does unto you.

Teleport to the Eastern Jungle and make your way to Hrawn's cave. Talk to his father to receive your reward. Now teleport back to Eirulan and visit Hesla in the infirmary to receive even more reward, including a bonus skill point for all members of your party.

It's about time to sell off some loot; once you've done that, teleport to the Eastern Greilyn Jungle. Continue along the main path. You will soon reach some ruins and the path will turn south, over a bridge. Enter the ruins, kill some Hak'u and find Feldwyr the blacksmith. Talk to him to initiate his quest.

In the room south of Feldwyr is a lift that will take you up into a locked tower on the cliff above the ruins. You can unlock the door from the inside, creating a little shortcut back down to Feldwyr. After talking to the blacksmith, the door to the east opens and you can go down into the depths of the ruins.

Before heading down the stairs, in the room just east of Feldwyr, look on the north side of the north, central column. Pull the lever to open a secret room. In the secret room, find the button on the west wall to open another secret room. There's yet a third room (not hidden) beyond this second room. Once you are finished looting, go downstairs.

At the bottom of the second stairway, you can turn either left (north) or right (south). Go north and fight your way through a bunch of relatively low-level Hak'u until you find the mini-boss and get Feldwyr's anvil. In the eastern-most room of this set of rooms, look for a lever on the wall that opens the center room and find a treasure chest.

Back at the fork in the path, going south presents you with a level 24 mini-boss guarding a room full of level 22 mobs. Not only would it be almost impossible to defeat this mini-boss (your characters are probably about level 14, unless you've been doing some farming); but, you won't get much XP from the encounters since they are so much higher in level than you. Best to wait until you're about 20th level, then return here and clear out the southern portion of the ruins.

Leave Feldwyr's sanctuary and continue south over the bridge. You will soon enter a narrow cavern which leads to a ridge above the path you've been traveling. You'll find a tower here, inside of which is Vix, a human ranger who offers to join you for your trip through the caverns. If you tell Vix to take a hike, he will--but only as far as the Eirulan Inn. Also inside the tower are two chants, the Lesser Chants of Magic Awareness and Ranged Awareness.

After passing through Vix's tower, you'll enter the Upper Kithraya Caverns. Fight your way through them. About 3/4 of the way you'll find a large chamber with two exits: a wide one in the southeastern corner and a narrow one in the southwestern corner. There's also a broken elevator, but you can't fix it until you've got someone named Finala with you--and you won't meet her until Act II.

Take the narrow, southwest passage to a dead end with a mini-boss and a little loot. Then take the wider passage to the southeast to find a teleporter and the entrance to the Lower Kithraya Caverns.

Fight your way through the caverns until you encounter one of Vix's soldiers, who is quite possessed. Soon after leaving the zombified remains of the soldiers behind, you'll come to a fork in the path. Take the right (south) path to find and kill the hive queen and get her head.

Head back the other way to enter Eastern Greilyn Beach. Fight the spirits and destroy the shard, then head down to the beach and talk to the scholar. After your conversation, the portal off the island is open. Step through to a small desert camp and talk to Captain Suzor.
Chapter 7: Secret of the Azunite Desert
"A Human battalion from Windstone Fortress has been searching for a powerful Azunite weapon. They tell you that the keys to finding the weapon are guarded by the Skath, a fierce desert race."

Primary Tasks:
* Find the Stela of Blindness
* Find the Stela of Life
* Find the Stela of Death
* Find the Stela of Sight
* Place the four stelae and learn the location of the Lost Vault
of the Azunites

Secondary Quests:
* The Kithraya Hive
* Lelani's Sorrow
* A Family Heirloom

After talking to Captain Suzor, step into the house behind her and talk to soldier Balamar. He wants something to drink and you should still have that flask of Elven Ale you got back in Chapter 4.
Trade him the Ale for some skath cat ribs. If you did a lot of talking to people in Eirulan, you may remember someone who wants some meat...Yeah, time to make a trip to Eirulan and finish the Kithraya Hive quest and take another step on Lelani's Sorrow. Fortunately, there's a teleporter nearby.

Travel back to Eirulan and go see Tamari at the falls for your reward. On the way back, stop at the Inn and go upstairs and talk to soldier Jordhan. He's craving meat, so give him the skath cat ribs and receive a statuette of Xeria in return. Might as well put it in the storage vault, you won't find someone who wants it until near the end of Act II.

Sell your unwanted gear and teleport back to the Azunite Desert. Don't bother with the stuff south of camp just yet, you'll be coming back to that area later. Leave the camp to the northeast and go down to the first Skath Guardian. Kill him for the Stela of Blindness.

Go west, under the bridge, to find the Skath Guardian with the Stela of Life. Go back to where you killed the first Guardian, and go north, up the slope to a tower. Enter the tower and take the elevator down to speak with Master Thestrin. Ask him about his duty and about the riddle needed to pass a guardian statue in his family's crypt. After talking to Thestrin, find the button in the alcove on the west wall to open a secret treasure room.

Leave Thestrin and continue north past the tower and turn back south toward the bridge to kill the Skath Guardian with the Stela of Death. Turn and go north; before you go through the archway, turn left (west) and go down the stairs to face the final Guardian and get the Stela of Sight.

Go north into the Azunite cavern and clear it. Then head back up the stairs and through the archway you approached earlier. Clear out this main cavern, the cavern to the west and the small canyon to the north. Then take the east path from the cavern to the Azunite Shrine.

In the first room of the shrine, find the interactive block on the south wall and press it to open a secret room. Collect the loot, which includes the Lesser Chant of Purity.

Go through the east door and follow the hallways of the shrine. You will soon reach an octagonal treasure room with four chests in each corner and one in the center. The chest in the southeast corner is a mimic, which is a very tough foe; but, drops a lot of loot.

The other three corner chests open one of a set of side doors with level 16 creatures. The center chest opens all four doors. It's up to you whether you want a gang war or a little 4-on-1 monster killing. Be sure to loot the small side rooms for more loot, including a Chant. Continue south to a series of two elevators that take you to the Inner Chamber of the shrine.

Right next to you is a sanctuary door that requires ranged 13 or better to open. On the east wall is a lectern with the Lesser Chant of Melee Awareness. After taking the treasure, place the Stelae in their sockets. A Map of the Lost Vault of the Azunites and a silver mirror appear on the central pedestal. Collect them, the door to the west opens, and Chapter 7 comes to an end.
Chapter 8: The Lost Azunite Artifact
"Placing the four Stelae revealed the location of a lost Azunite vault. Find it and retrieve the weapon inside."

Primary Tasks:
* Find the Lost Vault of the Azunites
* Retrieve the Azunite Weapon
* Talk to the Elven spirit in the Lost Vault of the Azunites

Secondary Quests:
* None

This is a fairly short and linear chapter, though it may feel long and wandering due to the amount of combat, and twists the path takes--get used to it, it only gets worse from here. When you leave the Ancient Azunite Shrine, you'll come out into the Valley of the Azunites. To the south is the Cavern of the Phoenix, but there's nothing there for you...yet. Head north. You'll soon come to a teleporter, which will provide a welcome respite in Eirulan--as well as a chance to unload some of your loot.

Teleport back to the Valley. Due east of the teleporter are some ruins. Careful searching will reveal an elevator. This leads to some Lost Elven Ruins; but, you're going to have to come back here again later, so leave it for now. Continue north, pass through another Azunite Cavern and come out on the cliff ledges above the small canyon in the Azunite Desert.

There's a bridge to cross to the other side and another Azunite Cavern. Fight your way through the cavern. Take note of the "broken" bridge to the northwest--this is, again, part of a later quest. Continue until you come to a mirror-and-light puzzle.

Gotta love those.

The statue in the southeast is missing its mirror, you can use the silver one you got from the shrine. Starting with the mirrorless statue, turn the statues in the numerical order listed below so the light is shining in the pattern shown:


A new path will open up, so take the long and winding stair to the Lost Vault of the Azunites. Retrieve the Azunite Artifact, which turns out to be an empty bowl.

Yes, that's right, an empty bowl.

Ah! But Mr. Plot Exposition Elven Spirit has popped up out of nowhere and a conversation with him will reveal--well, not all, but a good deal and set you up on your next quest.
Chapter 9: Windstone Fortress
"The Azunite Ancestor within the Lost Vault of the Azunites has revealed much -- evidently you are a direct descendant of the great Azunai himself, which explains how you were able to wield the Azunite bowl without harm.

"You must now travel to Windstone Fortress to unlock the bowl's power and aid those stationed there."

Primary Tasks
* Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor
* Take the Azunite Artifact to Windstone Fortress
* Find the person in command
* Enter the Windstone Fortress Outer Vault
* Activate the Azunite Artifact
* Enter the Temple of Xeria

Secondary Quests:
* The Imprisoned Half-Giant
* The Missing Squadron

While it was really nice of the Elven spirit to leave you a treasure chest, it would have been nicer for him to leave you a quick exit out of the Vault. Hoof it back up the stairs to the light puzzle room and talk to the Elven Spirit again. He'll open a path to the north that takes you to the Western Cliffs of Azunai.

There's a teleporter right here, but it's best to keep moving for now. Go east until the path ends, then search for a cave entrance to the south. Enter Isteru's Caverns. To the southwest you can find the entrance to some ruins that lead to an Ancient Elven Reliquary. But, you can't do anything down there right now, so ignore it. Work your way through the caverns, back out on to the cliffs, and back into the caverns again.

Keep following the caverns and cliffs until you reach a bridge. Cross the bridge, and to the east you can find a mini-boss and some loot. To the west, from the bridge, is the Eastern Cliffs of Azunai teleporter. Continue west and then north to enter the Windstone Tunnels. Once you get through the Windstone Tunnels, you'll be at the entrance to Windstone Fortress, which is not a very friendly place right now--if you haven't already figured that out.

Continue down the path, until you get the cutscene showing that Valdis has been here. Gee, that's a shock. At the locked door into the fortress, take the entrance to your right into the Eastern Gatehouse. Clear the gatehouse, then head down the hall.

There are three side-rooms here. The one to the north contains a little loot. The one to the southwest is where you'll meet Private Banos. Go ahead and talk to him and agree to take him to Squadron Leader Taarth. You'll get a new quest entry, Secondary Quest #13, The Missing Squadron--even though you haven't met Taarth yet. It's easier this way.

The room at the southeast corner of the hall contains another mimic. Beat it down with hero powers, then run back to the war pedestal in the gatehouse for a recharge and come back and beat on it some more. They do drop a lot of loot, so they're worth the trouble. Continue north, then west along the hall.

Off this northern hall are two side rooms. The one to the north has a mini-boss and a treasure room to the east. The treasure room has the Lesser Chant of Magic Skill, and, behind the statue, a button to open another treasure room. The side room to the south is found by turning the statue set into a nook in the wall.

Head west again to enter Windstone Fortress proper. Before going north to activate the teleporter, head straight across into the Western Gatehouse. Clear it out to find Private Caiden (break the pots surrounding him or he won't follow you), the Lesser Chant of Melee Skill and a book: Vol. 7, The Deeds of Xeria. The book is part of a later quest.

Head back out into Windstone Fortress and go north. Enter the next west-leading hallway to enter the barracks and work your way to the west-most room, where you'll find Private Nolan. Pick up the Lesser Chant of Ranged Skill in the same room. Along the northern hall of the barracks, look for a secret door switch on the north wall. There's another secret room off the first secret room. Return to the Fortress proper and talk to Squadron Leader Taarth, who will be delighted to see his men and will reward you with the Dusty Key.

Just west of Taarth is a half-giant in a hole. Speak to Sartan to open the Imprisoned Half-Giant quest and prepare the way for another possible henchman. Past Sartan is Captain Dathry, the man in charge. Speak to him to continue the main quest in this chapter.

Enter the eastern hall and push the button on the wall to open the Outer Vault. The next room contains a Yellow Sight socket and some Yellow Sight cubes. You know what to do. Beyond are two Green Life sockets; the green cubes are in the room to the right (south).

Next are two Red Blindness sockets and the zombiefied Lieutenant Namyek, who will cough up the Inner Vault Key if you give him a permanent Heimlich. Open the Red Blindness door and enter the Inner Vault. After the zombies are dead (re-dead?), thoroughly loot the room and then click on the blue flame to activate your Azunite artifact.

Grab four Purple Death cubes from the corner of the room and open the door that is just north and east of the blue flame. Inside is the White Vault door, which requires the Dusty Key to open. Lucky you did that quest for Taarth, right? Open the vault, place your four purple cubes and collect copious amounts of treasure.

Return to Captain Dathry with your artifact. He'll blow open the way northward. Then talk to Soldier Orayne to free Sartan and talk to Sartan to complete the Imprisoned Half-Giant quest. Go north and fight your way through the big bugs, which shouldn't be too hard if you've been doing all the sidequests so far. Enter the Temple of Xeria...
Chapter 10: The Temple of Xeria
"Valdis and his Archmage have entered the Temple of Xeria at the heart of Windstone Fortress. Hopefully the Azunite artifact is as powerful as they say because you're going to need all the power you can get to help save Windstone Fortress."

Primary Tasks
* Clear out the Temple of Xeria
* Place the Azunite Artifact on the Azunite statue
* Find the shard
* Destroy the giant trilisk in the temple courtyard
* Destroy the shard
* Go through the portal to the town of Aman'lu

Secondary Quests:
* Feldwyr the Blacksmith
* A Family Heirloom
* The Secrets of Xeria's Temple

Fight more bugs until you get to a large room with a pit in the center. In the pit are two (rapidly becoming familiar) sockets: green and yellow. Pick up three green stones from the southeast corner of the room and place one in the green socket. This opens a door on the west wall. Go in there and get three yellow stones. Place one on the yellow socket in the pit.

A door on the south wall opens. Enter and place a yellow and a green stone. Two more doors open up. Go to one of those rooms and collect three red stones. Then enter the other newly opened room and place one of your red stones in the socket with one red symbol, and then a second red stone in the socket with two red symbols. Grab three purple cubes from the one side room and place one in the purple socket in the other side room.

This opens another side room with another purple socket. Place your stone and then you're back in the room with all four color sockets. Place a stone in each. Collect your booty, including the Chant of Scholars.

Oh, yeah! Main quest. Back to the pit room and open the north doors. Kill all the zombies and loot the side rooms. There's a secret room on the west side, make sure you find it and take out the zombie trash. Once all the zombies are immobile, click the big, glowing statue to blow up all the zombies in the Fortress. Enter the north room and loot it thoroughly, including two books: Vol. 8, The Death of Xeria; and, Vol. 9, The War of Legions.

In the southeast corner of the room you'll find a moveable statue on the stair landing. This leads to an elevator, which takes you to a little bit of loot. To the north, next to the incantation shrine, is another moveable statue that leads to the Cavern of Earth--but, there's nothing you can do there now.

Back in the large room, take the east door to find the teleporter. Now's a good time to wrap up a couple of quests. Teleport to the Eastern Greilyn Jungle and travel east until you reach Feldwyr's underground shelter. Head downstairs from Feldwyr's room.

If you haven't retrieved Feldwyr's anvil yet, head north and rampage through the Hak'u until you get the anvil from the level 16 mini-boss. Now go to the south set of rooms, which are guarded by a level 24 mini-boss and full of level 22 creatures (and another mini-boss with the mithril ore). You should now be able to take these monsters. Once you have both the anvil and mithril ore, going up the stairs to see Feldwyr results in a cutscene in which his hammer is stolen.

Follow the newly opened path north of Feldwyr's room and kill more level 22 creatures and another level 24 mini-boss. Return to Feldwyr with his hammer and he rewards you with a fantastic weapon...Which will take a few days to make. When you finally reach Aman'lu at the beginning of Act II, you can search out the blacksmith and speak to his apprentice, who happens to be Feldwyr's brother, Fyrndolf. He'll give you the reward.

Teleport to the Azunite Desert and go southeast to find a Ruined Crypt. Talk to the statue and answer its riddle with Azunai, Xeria, Elandir and Zaramoth (conversation options 3, 3, 1 and 1). You should be able to handle the level 28 and 30 enemies in the treasure room; but, your main objective is the glowing sword lying on the crypt.

Grab the sword and head back to Thestrin's tower. He'll reward you with a bogus Mysterious Chant (don't ever use it). You can either give him the sword, which will net you another Chant (this one useful), or keep the sword if you find his story a bit fishy.

Teleport to Eirulan and go talk to the grizzled bar patron to end the Secrets of Xeria's Temple quest. Refit your party as needed and teleport back to Xeria's Temple. Head north for the Act I boss battle.

The Giant Trilisk looks quite fearsome, but it's pretty easy. The middle head, Vitalus, is the problem child--it will heal the other two, but not itself. The snake only uses area-of-effect attacks that don't seem to hurt fighters that are up close. So go beat on the middle head, use your powers (they'll recharge quickly enough whacking off 15,000 health) and kill Vitalus. Once it's been chunked, the other two go down quickly enough.

Destroy the shard, talk to Captain Dathry and then enter the portal to Aman'lu.
ACT II: THE NORTHERN REACHES
Chapter 1: The Town of Aman'lu
"Your hometown has suffered a devastating attack. Find out what happened."

Primary Tasks:
* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu

Secondary Quests:
* Mythrilhorn
* Mark of the Assassin
* Deru's Treasure Hunt
* Arinth's Legendary Staff
* Viperclaw
* Tywlis' Broken Staff
* Feldwyr the Blacksmith
* A Family Heirloom, Part II
* Aman'lu Arena
* Lothar's Innocence
* A Dark Ohm

All you need do to complete this chapter is head straight for the building in the center of town and talk to Celeb'hel. Takes about a minute. However, as you can tell from the Secondary Quests list, there's a lot of talking that can be done in Aman'lu.

So, before going to see the Elder, wander about town and talk to people. Here's the brief rundown:

In the pet shop in the southeast corner of town, talk to the pet seller and ask about special animals. He'll refer you to Khartos the Wise, who's hiding in a tavern some where. (No wonder they call him wise.) This opens the Mythrilhorn quest, which will net you another pet choice once you reach Act III.

Just southwest of the pet shop, enter the abandoned house and note the bling-bling on the table. Pick up this intriguing stone and get killed...almost. After the near miss, talk to Danadel to launch the Mark of the Assassin quest.

Southeast of the pet shop you can find Prospector Albain. Talk to him with Deru in your party to open Deru's Treasure Hunt.

North of the prospector, along the east side of town, is Eolanda's house. Talk to her about Arinth to get a quest to find the pieces of Arinth's Legendary Staff. She'll also give you Lore book: Vol. 10, The Legend of Arinth the Mad. Vol. 11, The Dryads and their Customs is on her table and Vol. 14, Fables of Ancient Artifacts is on the floor.

Directly behind Eolanda's house is a ranger named Eumenidie. Talk to her about reagents to get the Viperclaw quest. Reagents are random drops and you might even have one or two right now. If you don't have what she needs, there are specific places in Act II where you can pick them up. These are noted later in the walkthrough.

Along the north side of town, just west of the incantation shrine, is Tywlis' house. Talk to her about her grandfather's staff to get her quest. The reagent she needs is a rainbow trinket. Check your pockets, you might already have one. You can also visit Tywlis' basement, but there's nothing you can do down there...yet.

Near Tywlis' house is the house of a fletcher named Ithir'renne. She has an Aman'lu orchid, a well-known symbol of Aman'lu. Think that might make Lelani back in Eirulan happy? Yeah, but you've got a long way to go before you can trade Ithir'renne for her orchid.

Also on the north side of town is the house of Drianjul, Drevin's sister. Talk to her to learn news of your family and receive a letter from Drevin.

In the burnt-out blacksmith shop on the west side of town is Feldwyr's brother, Fyrndolf. Talk to him to get your special weapon and officially close that quest.

On to the Inn, which is just full of people to talk to and things to do.

Athelas is hanging out near the Innkeeper. You may recognize his name from your talk with Thestrin. Regardless of whether or not you kept the heirloom sword, talk to Athelas to initiate the second part of this quest.

Amren is hanging out at the bar; you can add him to your party if you're lacking a ranger. He's currently a level 20 ranged character, with a bunch of unspent skill points waiting for you to specialize him.

The barkeep, Drudwyn, has heard of you--so he thinks. Talk to him and deny everything he thinks you've done. He'll eventually admit there's a little challenge for adventurers down below his wine cellar. When you decide to go down there, you will officially open the Aman'lu Arena quest.

On the second floor of the Inn, pick up a Lore book: Vol. 13, Elandir's Life and Teachings. There's also a ghostly spirit up here on a balcony, note it for later.

On the ground floor, find Roland and talk to him with Lothar and open Lothar's Innocence in your quest log.

South of the Inn is the mage shop. Lyssanore sells magic supplies and is also interested in communicating with spirits. Talk to her about that and get the quest, A Dark Ohm, to retrieve the necessary chant. Go up to the second floor of Lyssanore's shop to pick up two Lore books: Volumes 12 and 15.

Well, that's it. You've made a circuit of the town and your quest cup runneth over. Go to the central building and talk to Celeb'hel to begin the next chapter. Before leaving town hall, grab the Lore book: Vol. 5, Turmanar and its Aftermath, from the table.
Chapter 2: Finala and the Broken Bridge
"Celeb'hel the Elder told you that Princess Evangeline of the Northern Reaches took the Aegis of Death away by caravan to Snowbrook Haven. Valdis arrived not long after and demanded the Aegis. When he discovered that it was gone, Valdis commanded his Archmage to take vengeance on the town of Aman'lu. In the resulting destruction, the town's bridge was broken. If you have any chance of catching up to the caravan, you must convince Finala, the town engineer, to repair the bridge. This will be easier said than done -- Finala is a childhood friend of yours, but she harbors some resentment surrounding your decision to leave Aman'lu and join Valdis' army. You'll definitely have some explaining to do."

Primary Tasks:
* Find Finala, the town's engineer, in the hills north of Aman'lu
* Convince Finala to return to Aman'lu and repair the broken bridge

Secondary Quests:
* Viperclaw

Head to the north gate of Aman'lu and talk to the guard to open it. Follow the path up into the hills. When you reach the bridge over the swamp, search down in the swamp in the southernmost corners to find a jagged arrowhead for Eumenidie. There are no side areas, except some minor treasure in the basement of one of the houses. It's the house just east of the health shrine at the top of the first line of hills.

You will eventually reach Finala. You'll find it a simple matter to convince her to head back to Aman'lu to fix the broken bridge while you are tasked with going to the Elen'lu Isles.
Chapter 3: The Elen'lu Isles
"Finala had been on her way to activate the Prism of the Elves, an ancient protective device that should put out the magical flames in town. You convinced her to return to Aman'lu to work on repairing the bridge, so now it is up to you to activate the Prism of the Elves."

Primary Tasks:
* Travel to the Elen'lu Isles
* Find and replace the prism's four small refractor crystals
* Find the prism's large refractor crystal and activate the prism
* Return to Aman'lu and speak with Finala

Secondary Quests:
* Viperclaw

Once Finala leaves, continue on the path, eventually entering the Northern Vai'lutra Forest. When you reach the incantation shrine, keep going northwest to find a damp cave, which has a lot of taclaks and a bit of loot. Due east of the cave is a ramp leading down into a cul-de-sac. Here you can find an elevator that leads to an Ancient Elven Reliquary. You'll return here later, when you can talk to ghosts.

Return to the main path, which heads south. When the path turns east, continue south to find a hollow tree. On the east inside wall is a button that will bring up a treasure chest. Continue east and you'll soon find a teleporter. Turn north into the swamp to find another hollow tree with some loot. Then proceed east, through the ruined temple to reach the Elen'lu Isles.

Now you get a new task. The taclak have stolen the refractor crystals that collect the diffuse light in the Isles and focus it on the main prism. You must find four crystals and replace them in the refractors and aim the refractors at the prism.

**GLITCH WARNING**

Some have been unable to complete this quest as the game does not recognize they have crystals to place in the refractors. This apparently is caused by accidentally double-clicking a refractor. The game allows the player to place two crystals in the refractor. You can either be really, really careful to not double-click a refractor, or only collect and place one crystal at a time.
Since the crystals go in your Quest Items log, not your actual Inventory, you have to be real careful here and have a backup save from before you started the quest.

On the first island, kill the taclak and collect the first crystal. Then go east by clicking the arch over the bridge to extend it. Watch out for taclak, who have the ability to jump from island to island.

At the next island, turn north, then go east, north and west. Find the elevator that leads to a flooded chamber and work your way through the rooms to another elevator. This brings you out on an island north of your starting point. There's a griffon feather on the ground for the Viperclaw quest.

Now go south, east, north, east and east again and kill the taclak for your second crystal. Go south three islands, then take the other north bridge (the one to the east) to find the first refractor. Click it to place a crystal, then click it again to turn it so it shines west toward the prism.

Go back south, then head west two islands to pick up your third crystal. Go north, then to the north end of the island to reach the second refractor. Turn it once to point east. Go back to the south end of the island and take the southeast bridge, then go east to the third refractor. Turn it three times to point north.

Backtrack past the second refractor and go north to pick up crystal #4. Then go north and then east to refractor #4. Turn it three times to point south.

Now you have to find the big crystal that goes in the prism. Go back to refractor #2 island and take the east bridge to the main island. Kill the mini-boss for the prism crystal. Put it in the top of the pyramid and watch the cutscene. Then kill the horde of taclak, including mini-boss, that surround you.

From the north end of pyramid island, you can open a westward bridge that's a shortcut back to the teleporter. Or just use a summon teleporter spell to get back to Aman'lu. Head to the south end of town and talk to Finala, who has fixed the bridge and wants to come with you. She's an accomplished combat mage, so take her along if you like.

Chapter 4: The Royal Caravan
"Now that Finala has repaired the bridge, you can attempt to catch up to Princess Evangeline's caravan and ensure that the Aegis of Death doesn't fall into the hands of Valdis."

Primary Tasks:
* Locate the Caravan
* Find the Vai'kesh sanctuary
* Find the leader of the Vai'kesh

Secondary Quests:
* Finala's Contempt
* Lothar's Innocence
* Amren's Vision

Before haring after the caravan, add Finala to your party and teleport to Eirulan and thence to the Kithraya Valley. Take Finala north into the Upper Kithraya Caverns and find the broken elevator. With Finala as the active character, click the broken mechanism and ride the elevator down into a Morden intelligence camp. Have Finala open the treasure chest to get a map to four hidden Morden towers.

Teleport to the Southern Greilyn Jungle and head west to the Abandoned Ruins. Finala will find a secret door inside the ruins and you can follow the path to an elevator that takes you up to a plateau with the first Morden tower. Destroy it as you did the towers in Act I.

Teleport to the Northern Greilyn Jungle and go to the impassable wall just north of the teleporter. You know, the one that's been bugging you since Act I, Chapter 3. Finala will find the secret entrance. Pass through and destroy three Morden towers. After the final tower is destroyed, Finala finds another map and an elevator gear. That's all you can do until Act III, so teleport back to Aman'lu and head south.

As you leave town, there's a house to the west where you can pick up a Lore book, Vol. 3: Downfall of the Manu Ostar. You can also talk to Alar'ithil, who is one of the later links in Lelani's MLM scheme. Enter the house to the east and talk to Eldoriath to start the Servant's Haunt quest. You can't continue it until you've completed A Dark Ohm, but might as well get it in the quest log.

Continue south and enter the Southern Vai'lutra Forest. Look for a burned-out farmstead to the east. You can get the Chant of Strength from inside the house. As you continue south, look for a set of steps back to the northwest. The house on top of the plateau has the Chant of Dexterity and Chant of Intelligence.

Further south, look for a narrow valley leading to a cul-de-sac to the east. This is Magrus' house, which you can't enter right now. Note it for later. A bit further down the trail, you can find a hollow tree off to the right (west). The button to raise the chest is on the east wall.

You'll soon reach the teleporter, which is for the Southern Vai'lutra Forest (North). Ah! Egregious apostrophes and contradicting directions! It must be a fantasy RPG! Anyway...just west of the Southern North teleporter is another mushroom circle.

These circles mean something special to Amren. Add him to your party, if necessary, and take him to the mushrooms. He'll have a vision. (That happens to lots of people when they have too many mushrooms.) Afterward, one of the mushrooms will be glowing. Click the mushroom to activate an elevator to a secret shrine.

This is the Shrine of Sight. Find the altar and have Amren click it to activate the shrine. You can also pick up a Lore book, Vol. 18: The Path of Sight. You may remember the mushroom circle in the Eastern Greilyn Jungle. At some point, take Amren to the Southern Greilyn Jungle teleporter and go northeast to that circle, which leads to the Shrine of Sight and contains Lore book, Vol. 17, The Path of Life.

For now, your quest continues south, over a bridge. Before crossing the bridge, go east into a little grotto to get the XP from killing a mini-boss and collect a nice haul. After crossing the bridge, look for a cave entrance to the west.

This is a Watery Cave and filled with level 24 mobs and a level 26 mini-boss. Make sure Lothar is in your party. Defeat the monsters and then find a half-giant mushroom farmer named Magrus. Talk to him and you'll find the thief who stole Roland's cloak. He'll flee to his house, but drop his key.

How conveeeeeenient!

Take a quick side-trip back north to Magrus' house, enter and beat Magrus down. He'll surrender and go back to town. Follow him, speak to Roland and Magrus at the Inn and receive your reward for Lothar's Innocence.

Back to the main quest. The Watery Cave has two entrances/exits. Due east of the southern entrance is A Small Cave(tm) filled with mini-boss level mobs that drop a lot of loot. Be sure to stop in and pay them a visit during your tour.

Continue on the main path. You will soon reach what looks like a shrine, but is, in fact, the entrance to the Levreth Estate, which is underground. There's really not much you can do down there now, so pass it by and continue on your way. You'll reach your first objective: the caravan. Which is lying in pieces next to a teleporter (the Southern South one, in case you were wondering).

Talk to the wounded elf on the ground to update your journal, then continue on your way. Look for a plateau to the east not far beyond the wrecked caravan. There's a hollow tree with an elevator that drops you right on top of a mini-boss.

Back on the main path, you will soon enter the Vai'kesh Forest and find yourself at a set of gates. You can't get through, so turn left and follow the trail to the Vai'kesh sanctuary. You can choose to be nice to the guards at the door or pick a fight. Either way, they're eventually going to end up dead, so do as you please and enter the Sanctuary.

When you talk to the Prophet, he takes the Aegis of Death and runs away. Leaving you to slaughter his minions, but only after you start...
Chapter 5: The Vai'kesh and the Aegis of Death
"You confronted the Vai'kesh Prophet about the Aegis and the princess. You learned that he has the Aegis -- but instead of giving it to you, he fled. Catch him and recover the Aegis of Death."

Primary Tasks:
* Follow the Vai'kesh Prophet
* Continue following the Vai'kesh Prophet
* Follow the Vai'kesh Prophet along Arinth's Ravine
* Defeat the Vai'kesh Prophet and his followers
* Find the Aegis of Death
* Defeat the Knotted Shambler
* Claim the Aegis of Death
* Talk to the Azunite Scholar

Secondary Quests:
* A Family Heirloom, Part II
* A Dark Ohm
* Viperclaw

Clean up the Vai'kesh mess in the auditorium, then start looting the place. There's a sanctuary door (nature mage level 22) on the south wall. On the east wall, find a button to open a secret door and collect the Chant of Fighter Power. Then find the button on the wall right next to the door to open another secret room that has a mimic.

Back in the main room, find another button along the east wall--this one on the steps behind a pillar. In the secret room revealed you can collect the Chant of Mage Power. Click the pedestal along the north wall of this room to open yet another secret room with some minor loot.

Finally, on the north wall of the auditorium is a sanctuary door (ranger level 22) that has a treasure chest and the Chant of Ranger Power. Now that the swag is safely stored in your pockets, follow the Prophet through the door in the center of the room.

Fight your way out of the sanctuary--look for Lore book: Vol. 2, The Dark Wizards on a table on one stairway--and emerge into the Vai'kesh Forest. You're now south of the gates you passed earlier, so turn north and open them before continuing on the path. You'll quickly reach the Vai'kesh Forest (North) teleporter and the entrance to a Large Vai'kesh Cavern.

Fight your way through the cavern until you reach the Vai'kesh Forest (South) teleporter. You can find one secret room in the cavern, along the north wall after the third large Vai'kesh fight. Search for the secret lever to the left of the door.

Now, if you kept the heirloom sword from Thestrin's quest in Act I, make sure it's in your Inventory. From the Forest (South) teleporter, go south to find a Small Vai'kesh Prison. Enter and speak to Athelas. There's a demon encased in a force field.

If you earlier gave Thestrin the heirloom sword, he'll use it to break the demon's prison, then go hide in the corner. If you kept the sword, equip it to any character and use it to break the prison. (You do not need to keep the sword equipped to fight the demon.) Once the demon is destroyed, Thestrin will flee. Speak to Athelas to get your final reward and conclude the quest.

**GLITCH WARNING**

Some people have experienced difficulty getting the Prophet to continue moving if they skip the cutscenes during this next segment of the game. Don't skip through the cutscenes!

Head north from the prison to find the Prophet. He'll run away (again), leaving some minions to die for his cause. Help them fulfill their destiny, then enter the cave from whence they came.

After defeating the Vai'kesh in the outer cave, open the door to witness a Vai'kesh ritual. Kill the Vai'kesh, then return to Lyssanore in Aman'lu and teach her the chant. You'll get the Chant of the Dead added to your Lore entries and you can now speak to all those uncommunicative spirits throughout the land.

Head after the Prophet. After crossing the second bridge, turn right (west) to find a Small Vai'kesh Cave and loot it. You can't get through the door here until later, so don't worry about it. Continue south after the path turns east, to find another cave with more loot. You should find an onyx fragment for Eumenidie in one of these caves. Next time you're in Aman'lu, talk to her to finish the quest and get the viperclaw reagent. On to the next teleporter, which is at the western end of Arinth's Ravine.

Pass through the ravine. Look for another Vai'kesh cavern along the north side of the ravine. There's another locked door you can't yet pass, but some nice loot on the outside of the door. After passing over a bridge, you'll find a frozen cavern to the south. This is part of Deru's Treasure Hunt, so don’t bother with it unless she's in your party and you've finished the first part of the Hunt.

Shortly after the frozen cavern, you'll see the Prophet again...briefly. Kill his minions and follow after him over the bridge. (Going due east just leads to a cavern you can't enter.) You'll soon reach the Eastern Arinth's Ravine teleporter. From here there are two paths that lead to the same place--the final confrontation with the Prophet.

The Prophet calls out a horde of minions, and has a powerful attack of his own. Your best bet is to run back towards the teleporter and draw the minions after you; the Prophet won't follow. Once all the Vai'kesh are down, the Prophet is fairly easy.

Too easy.

He's not the boss fight for this chapter. After the Prophet is down, explore the cave to the north for some loot, then enter the eastern cave to face the Knotted Shambler. The Shambler regenerates health from the leaves produced by the Leaf Generators scattered around. Ignore the Shambler until you've destroyed the generators. There are about six generators and they only show themselves one at a time.

Once you are sure you've destroyed the generators, concentrate on the Shambler. Hopefully, you've got a combat mage with some fire spells, because it's quite vulnerable to those. Avoid its pounding, overhead attacks and keep at it until it's defeated. Then take the Aegis of Death and speak to the Azunite Scholar to begin the next chapter.
Chapter 6: Princess Evangeline
"After defeating the Vai'kesh's Knotted Shambler, the Azunite Scholar informed you that Princess Evangeline of the Northern Reaches has been captured by Valdis' Dark Wizards. You must find her, before it is too late."

Primary Tasks:
* Find the Azunite burial grounds
* Look for the Death Masks of Champion Rahvan's brothers
* Enter the Azunite catacombs
* Find Princess Evangeline
* Rescue Princess Evangeline

Secondary Quests:
* Spirits of Aranna
* A Servant's Haunt
* A Servant's Haunt II
* Arinth's Legendary Staff
* Deru's Treasure Hunt
* Amren's Vision
* Rahvan's Curse

Yes, the Azunite Scholar tells you to hurry, but there are no actual time limits in this game. So, take a break and go do some side quests. Now that you can chat up the neighborhood spirits, you can start in on a number of side quests. First, explore the grotto. The door the scholar just opened for you leads to a portal that takes you to the Snowbrook area; however, there are several more "rooms" in this cave.

In one room you'll find a ghost. Well, equipped with your fancy new Chant of the Dead, run outside and into the northern cave where you can find an incantation shrine. Incant and run backto the ghost and have a chat. Thus begins the world-spanning Spirits of Aranna quest. It makes even Lelani's little trading scam seem tame.

There are 18 woeful ghosts spread all over Aranna; you may recall seeing several already. You've just taken care of #9 on the list and there are nine more you can reach right now. While you're on your spiritual journey, you can also stop at the two Elven Reliquaries you've found thus far and pick up pieces of Arinth's Legendary Staff. And you can enter the Levreth Estate and take care of the Servant's Haunt quest. Finally, since you're making a world tour, might as well pick up Deru and do a bit of treasure hunting.

From the Eastern Arinth's Ravine teleporter, jump to the Southern Vai'lutra Forest (South) teleporter. There's an incantation shrine behind you on the hill. Incant and run east to the elevator down into the Levreth Estate. There's a second elevator to get down to the estate proper, where the spirit of Threnith Wilwarin awaits.

Speak with him and he will open the south door. Before following the ghost, go to the north room and pick up the Chant of Fighter Health and some treasure. To the west is another room with a mini-boss (level 27) and the Chants of Mage Health and Ranger Health.

Go back to the south room and pick up the portrait of Lady Levreth. Then talk to Threnith again. (Don't worry if the Chant wears off, once you've used it on a spirit, you can continue to talk to that spirit thereafter.) Threnith will open another door leading to a room with a lock of golden hair.

Pick up the hair and talk to Threnith to be led to a burned letter. Then talk to him once more to be shown the room with the family jewels. Now leave the estate and teleport back to Aman'lu. Head south to Eldoriath's house. Speak to him to close this quest; then speak to Threnith to open Part Deux.

Well, you needed to go to Eirulan anyway. While you're in Aman'lu, go to the basement of Tywlis' house and find the hidden button to open a secret room.
Ride the elevator down to a hidden cellar. Cross the bridge and find the hidden button in the west passage to open the path to the ghost. There's an incantation shrine right here.

After speaking to the ghost, check your remaining Chant time (hover the mouse cursor over your character). You only need a couple of minutes to hoof it over to the Inn and speak to the ghost on the second floor balcony. If you can't make it, use the shrine in the northeast corner of Aman'lu. Now teleport to Eirulan.

Go to the Inn and confront Lady Levreth. She'll confess and tell you the name of the true murderer. Go to the Falls, use the incantation shrine at the bottom of the lift, then take either elevator down to the bottom of the Falls and speak to the ghost on the bridge. Leave Eirulan by the North Gate.

Head northwest to the Hak'u caves. There's both a shrine and a spirit here. Leave the caves by the back entrance to the Western Greilyn Jungle, turn north and head for the Tranquil Cave behind the waterfall. You should be able to reach it before your Chant wears off. If it does, continue north past the waterfall to find another shrine.

Head south to the Western Jungle teleporter and then go west to the Hak'u usurper's house to find a shrine and a spirit. Now teleport to the Azunite Desert and use the portal to get to the Eastern Beach. If you're quick enough, you don't even need to use the shrine here, just talk to the ghost that's only a short way up the path.

Take the portal back to the Desert and then teleport to the Lost Valley of the Azunites. The ghost and incantation shrine are at the south end of the valley, near the Cavern of the Phoenix. Teleport to the Western Cliffs of Azunai.

Go into Isteru's Caverns and find the ruins in the southwest corner. Climb the stairs to an elevator--the button for the elevator is hidden on the steps next to it. Incant the Chant of the Dead at the nearby shrine, then take the elevator down to an Elven Reliquary. Speak to the spirit to open the chest and get Arinth's Focusing Stone, part of Arinth's Legendary Staff.

Return to the teleporter and go to the Temple of Xeria. North of the big room where you killed all the zombies, next to the incantation shrine, is a switch that opens a secret passage. Incant, head up the secret stairs and take the south passage to find the spirit. That's ten down, only eight more to go, but they'll have to wait.

Finally, before returning to Aman'lu, add Deru to your party at the Eirulan Inn (if she's not already a member) and teleport to the South Greilyn Jungle. You'll be right next to Razka's Ruins. Ride the elevator down and clear out the rooms. Deru will be able to open the chained door, which leads to some swag and a key with a riddle.

The riddle leads to the Frozen Cave in the Vai'kesh Forest, so teleport back to Aman'lu and then to either the Western or Eastern Arinth's Ravine teleporter. The Frozen Cave is halfway along the ravine, on the south side. Deru can collect another riddle here, as well as some treasure. The new riddle points to the Plain of Tears, which you won't reach until Act III.

Return to town and replace Deru if she's not one of your regulars. Enter the central building and confront the murderer of Lord Levreth: Guardian Commander Wethril. This can only end in violence. Once he's dead, talk to Celeb'hel to close the quest and receive your reward.

One more stop. Teleport to the Elen'lu Isles and go west to an incantation shrine. Use the Chant of the Dead and bash your way quickly to the north. Look for a ramp that leads down into a grotto. There's an elevator at the northeast tip of the grotto. Take it down into an Elven Reliquary and obtain Arinth's Carved Rod.

Time to get back on the main quest. Teleport to Eastern Arinth's Ravine, go back to the grotto and take the portal to the Garden of the Ancients. As you exit the portal, directly to your east is a frozen crypt. Inside the crypt, in the southeast corner, is a statue that opens a secret room with the Chant of Master Self Awareness.

Follow the path until you reach the teleporter. Now, if you continue on the path, you will eventually reach the Azunite Burial Grounds, through which you must pass. You'll find the burial grounds guarded by Rahvan. He'll offer to let you pass if you bring him news of his three brothers. So, to get past Rahvan you're going to need the Death Masks of his brothers.

Rather than go all the way to the burial grounds and then backtrack to this area for the Death Masks, might as well get them now. There are actually four, one for each of Rahvan's brothers and one for Rahvan himself.

You'll find these Death Masks in Frozen Crypts scattered around the area.
Each crypt has a bunch of mobs, a mini-boss (level 30) and three secret rooms
on the non-entrance sides
Chapter 6: Princess Evangeline, Part II
One crypt is directly south of the teleporter, another is a short distance east and a third is further east. The fourth crypt is west of the teleporter, on your way to the burial grounds.

Further west, just before you reach the second teleporter, is the third mushroom circle for Amren's Vision quest. If Amren is not in your party, summon a teleporter and go back and get him. This is the Shrine of Death. In it you can find the Lore book: Vol. 19, The Path of Death.

After finishing with Amren's magic mushrooms, continue south, past the teleporter, to reach the entrance to the burial grounds. Talk to Champion Rahvan to open the door to the grounds and begin Rahvan's Curse secondary quest.

In the entrance chamber of the burial grounds, you will see four symbols on the floor. In order they are Death (purple tree), Blindness (red eye), Sight (yellow eye) and Life (green tree). Memorize the order. Well, since you're reading this guide, you don't actually need to memorize the order...Well, anyway, the order is important.

The door leading down into the burial grounds is to the right of the floor symbols. Follow the halls until you reach a large cavern where the ice is falling from the ceiling. Explore the area thoroughly. In the western part of the room you'll find a chasm with a natural bridge across. On the north side of the chasm, to the east of the bridge is a group of stalagmites hiding the Chaotic Chant of Might.

Take the west path that up and out of the cavern area to another plateau of the Garden of the Ancients. To the west is an incantation shrine that you can use to talk to the ghost that is on the eastern peninsula of the plateau. This is Spirit of Aranna #12.

In the north of the plateau is a tower with an elevator that leads to some treasure, including the Chants of Melee and Ranged Awareness. And, of course, there are lots and lots and lots of monsters to give up some XP for your party. Not to mention graves to rob and dropped loot to collect.

Once you've had your fun, return to the burial grounds and continue south to reach another teleporter. Once you go over the bridge south of the teleporter, you are in the Azunite Catacombs. From the first platform, take either bridge to the second platform. Rotate the obelisks so they read, from left to right, as the symbols in the first room did: purple tree, red eye, yellow eye, green tree. Take the elevator down into the lower catacombs.

When you reach a fork in the path, go south to enter a shrine. Take out all the mobs, then find the purple tree symbol on the east side of the shrine. Incant the Lich's name given you by Champion Rahvan. A door will open to the Lich's tomb and you should be able to take him out pretty quickly. Loot the tomb, including a Chant. At some later point, be sure to return to Champion Rahvan to complete his quest and receive your reward.

Take the west path through the catacombs. You will soon pass over a long bridge and enter a large room full of columns. There's a small room to the west with a little loot. To the north lies your main goal: Princess Evangeline guarded by a Dark Wizard of Valdis.

The Wizard is actually pretty easy once you figure out his defenses and pattern. Using Drown on him will make him weak to lightning and ice, so both combat and nature mages can have their way with him. Having a nature mage cast Spirit Embrace on the party to immunize against the wizard's curses would also be helpful. There are some war pedestals scattered around the room to quickly recharge powers.

The Dark Wizard will summon some giant undead to guard him, but they're not too difficult. The wizard sticks to the center platform, so draw his summons away from him and destroy them. The wizard protects himself with three revolving crystal shards. Destroy the shards (not too hard) before unloading on the wizard with everything you've got.

He teleports around the platform, but it's not large so your melee fighters never have to run far to get back to him. Still, ranged attacks are better, so a fighter-heavy party might have some difficulty.

His main attack is a large, electrical explosion. Fortunately, you can see it coming when some sparking circles show up under your characters' feet. When they appear...run. Get away or you're going to take massive amounts of lightning damage. Once you learn how to avoid that attack, the wizard is a pushover--though it will take a while to drain his health.

After he's dead, talk to Princess Evangeline. Then talk to her again after she opens the north door. If you don't have room for her in your party right now, she'll go to the Inn of Aman'lu.

Onward and upward.
Chapter 7: The Siege of Snowbrook Haven
"After defeating one of Valdis' Dark Wizards, you were able to release Princess Evangeline. Now you must journey to Snowbrook Haven and ensure the protection of the Aegis of Blindness (another piece of the legendary Shield of Azunai). Snowbrook Haven is under siege by Valdis' armies, so you will have to use an alternate entrance."

Primary Tasks:
* Enter Snowbrook Haven through the servant's quarters
* Find the throne room and acquire the display case key
* Locate the Snowbrook Haven Commander

Secondary Quests:
* Evangeline's Folly
* The Spirits of Aranna
* Arinth's Legendary Staff
* Arinth the Mad
* Lelani's Sorrow

The room Evangeline opens is full of enemies, but none that are particularly tough. Clear them out, then take the elevator up to a series of crypts. Fight your way through, looting as you go, until you exit into Snowbrook Valley. Quickly fight your way to the nearby teleporter and return to Aman'lu. Time for a side quest.

Add Princess Evangeline (Eva) to your party and equip her appropriately. Teleport to the Southern Vai'lutra Forest (South) teleporter and talk to the wounded caravan guard. He'll open Evangeline's Folly quest.

Teleport to the Western End of Arinth's Ravine. Go west, south, west and north to reach a bridge. Before the bridge, turn left (west) and go along the edge of the gap to reach a small cave. You may remember the password-protected door from Chapter 5.

This time you'll be able to get through and pick a fight with the Vai'kesh in the room and the room beyond, which contains the jailor, who is mini-boss level. After killing all the Vai'kesh, speak with Eva's soldier in the jail cell.

The next cavern in your quest is along the north side of Arinth's Ravine, so hoof it back the way you came and fight your way along the ravine to the large cavern on the north side. Enter the cave, find the door and repeat the process of killing the jailor and talking to the soldier.

The third, and final, cave is further along the ravine, so head east. When you get to the second bridge, instead of crossing, continue east to find the entrance to the cave. Enter, kill the jailor and talk to Jessic to end the quest.

Now, reform your party, refit everyone and teleport back to Snowbrook Valley. There's nothing much to see here except snow and a lot of monsters, until you get to the bridge. After crossing the bridge, turn south to enter a Frigid Cave, where you can pick up a rainbow trinket for Tywlis in Aman'lu. Go north from the bridge and ride the elevator up to the top of the tower to get the Chant of Magic Awareness.

To the east of the tower is a set of stairs leading down to an elevator that will take you to an Elven Reliquary. Use the incantation shrine to the west, then descend and talk to the spirit to get the Jeweled Shaft. Continue following the path.

When you reach the incantation shrine, you have to turn south and start climbing. You'll soon enter the Snowbrook Foothills. If you turn east once you get into the foothills, you can climb up and find the upper part of the Frigid Cave.

Take the elevator down and thoroughly search the rooms. There's the elevator to the lower half of the cave, which exits to the Valley. There are also two secret rooms, opened by switches on the walls. They should be easy to find.

To the west of the Frigid Cave is an entrance to the Snowbrook Grotto. The Grotto is a huge cavern filled with mobs and loot, but nothing particularly special now. You'll have to come back here during Act III, so skip it for now. Continue south into the foothills to reach the area teleporter.

Side quest time again. Return to Aman'lu and go see Eolanda to get Arinth's Legendary Staff put back together. If your combat mage doesn't have the Chaos Grips, the staff is pretty good. Make sure you have a combat mage of sufficient level to use Arinth's Staff, then teleport to Eirulan and on to the Lost Valley of the Azunites.

East, and just a bit north from the teleporter, you can find--if you search carefully--an elevator among some broken-down walls. Ride it down to Some Lost Elven Ruins.

The room in which you arrive has a single door on the north side. In the next room, search for a hidden switch on the wall opposite the door (north wall), to open a door to the south.

In the newly revealed room, there's another hidden switch on the wall near the door. This opens another room to the south. The hidden switch in this new room is also near the door. This opens a room to the east. Find the hidden switch in this room along the south wall.

S) Start
A) Switch opens door #1
B) Switch opens door #2
C) Switch opens door #3
D) Switch opens door #4

You'll now be able to go down some stairs to the east, eventually arriving at an Elven Prison, where you find Arinth the Mad. Have your combat mage equip Arinth's Staff and use it to break the central pillar in Arinth's cell wall. Arinth will flee to the Temple of Istaura & Isteru in the Northern Vai'lutra Forest.

Before pursuing Arinth, turn and look at the door going back to the stairs. You can click the lamp on the wall to the left and open a secret door halfway back up the stairs. Enter the room to get the Mysterious Bucket, part of the Mysterious Mystery Quest.

Summon a teleporter back to Eirulan, jump to Aman'lu and thence to the Elen'lu Isles. Enter the ruined temple and have it out with Arinth. You don't have to use his staff against him, he's vulnerable to normal attacks. He has a lot of health, but is only level 25, which, by this point in the game, should be cake for you.

In addition to some tasty loot, defeating Arinth gives all your characters two bonus skill points. That was worth the trouble, right? Even though the quest is closed, head back to Eolanda and tell her you killed Arinth and you'll get even more filthy lucre. After a rest and refit, teleport back to the Snowbrook Foothills.

Head west, following the path. There's a square tower along the way, inside of which is the Chant of Ranged Skill. Eventually the path will turn north over a stone bridge and you'll reach Snowbrook Mountain. There's nothing to do, really, except fight your way over the mountain, through the Morden lines, until you reach the entrance to the Snowbrook Haven Servant's Quarters.

Fight through to the large room with the columns. At the north end of the room are two doors. The west door leads to an incantation shrine. Incant the Chant of the Dead and then go to the east door. Go up the stairs and through the south door. (The north door leads to the Cavern of Frost, to which you will return later.) Go in the east room to find Spirit of Aranna #8 and a Mysterious Chant.

Head west over the bridge and pick up the Lore book, Vol. 1: The Kings and Queens of the Northern Reaches. Continue west through the door and take the elevator down to the Living Quarters. Go through the door to the east and then either the north or south door to go down into the throne room.

Click the throne, take the display case key that is revealed, then fight off the rustguards that come to life around you. Head through the eastern door. Two rooms to the east you'll find a teleporter. South from the teleporter is an elevator. To the west of the elevator is a series of treasure rooms, one of which contains a mimic. Be sure to loot thoroughly before taking the up elevator.

The elevator leads up to the Snowbrook Haven Courtyard. Before heading up to the ramparts, enter the dining hall next to the stairs. Soldier Kiernan inside has a lovely Morden Head on a Pike, which he will be willing to trade you for your Statuette of Xeria. Finally, you can make a little progress in Lelani's Sorrow.

Go up top and speak to the Commander to begin the next (and final) chapter of Act II.
Chapter 8: The Siege of Snowbrook Haven, Part II
"The Aegis of Blindness, another piece of the Shield of Azunai, is safely
locked away within Snowbrook Haven. However, the castle is under heavy siege
and the commander needs every bit of help she can get. Aid the forces to
ensure the Aegis remains in safe hands."

Primary Tasks:
* Destroy the brall on top of the Snowbrook Haven Inner keep
* Meet the Commander at the North Gate
* Destroy the Morden enemies that have broken through the North Gate
* Speak to the Commander at the North Gate
* Defeat the dragon
* Report to the Commander
* Retrieve the Aegis of Blindness
* Finish off the dragon
* Escape from Snowbrook Haven
* Travel to the town of Kalrathia and speak with the town lord there

Secondary Quests:
* None

Go down and around behind the dining hall to find the door leading into the
eastern keep. What follows is from the Dungeon Crawls for Dummies instruction
manual. Just keep going until you reach the upper ramparts of the keep and
destroy the monsters hurling rocks. Then take the elevator down to see the
Commander.

A horde of Morden will break through the gates and you must beat them off.
Speak to the Commander again. Oh look! A humongous dragon! The Act II boss
fight has finally arrived.

Send your party back up the elevator to the Inner keep. There's a circular
platform to the south with a ballista. The only way to kill the dragon is to
hit it with the ballista. Take your best-armored, highest health character
and use Wait mode to send him/her solo to the ballista.

You can only hit Talon (the dragon) with the ballista. And you can only do
this when he's perched atop the castle walls. There are five positions in
which he lands, like so


You can rotate the ballista (B) left and right using the cranks to either side of the device. Click the ballista itself to fire. Each time you hit Talon, he'll jump into the air and fire-bomb the platform for a bit.

While he's in the air, rotate the ballista to the #3 spot, so you can quickly reposition it to any landing spot when Talon alights once more. Once you've hit Talon a couple of times, the Morden will start catapulting Durvla up to the battlements.

Switch to the Mirror party order and press R to call your party to you to help deal with the Durvla; but, don't miss a chance to take a pot shot at the dragon while you're at it.

It takes about 8 hits to kill the dragon, so this fight mostly takes a lot of patience. Once it's over, head back to the Commander and speak to her.

Ah, well, so much for Snowbrook Haven. Head up the east side of the ramparts to the Reliquary door, which you can now unlock with the Commander's key. Grab the Aegis of Blindness. Before making good on your escape, remember there is always time for some constructive looting. Exit to the northeast.

Yeah...didn't see that one coming...

This time, Talon's a lot tougher. He may have less than a third of his health, but you're going to have to chop that off yourself, without a huge piece of medieval artillery to help. There's little room to avoid his fiery blasts, just don't stand in them when they hit. Keep your ranged characters moving side-to-side and keep hitting him with powers.

Once Talon is finally, actually dead, speak to that blasted Azunite Scholar who keeps popping up after you could have used his help. Take the southeast door to the teleporter room. Grab the Greater Chants of Dexterity, Intelligence and Strength before using the teleporter to travel to Kalrathia.

Looks like the Morden got here first, but, amazingly, they aren't hostile. Head across the plaza to town hall and talk with the kid who's been thrust into the leadership role.
ACT III: THE PLAIN OF TEARS
Chapter 1: Restore Kalrathia's Water
"The occupying Morden army has disabled the system of aqueducts bringing water to Kalrathia. The town's water jars are nearly empty, and the townspeople's thirst is sapping their strength and hope. You must find a way to restore the Kalrathian water supply."

Primary Tasks:
* Follow the aqueduct to its source
* Defeat the Ganth
* Restore Kalrathia's water
* Return to Lord Kalrathia in the great hall

Secondary Quests:
* Dwarven Song of Ore
* Mark of the Assassin
* The Mage's Apprentice
* Lost Jewels of Soranith
* Sartan's Suspicion
* Mythrilhorn
* The Kalrathian Nexus
* The Spirits of Aranna
* Lelani's Sorrow
* Aman'lu Arena
* Deru's Treasure Hunt

Time to take a breather and make some progress on some side quests. In the same room as Lord Kalrathia is Historian Leontia. Speak to her to open the Dwarven Song of Ore quest.

Next, go to the potions/magic shop and speak to Enchantress Valeria to continue the Mark of the Assassin quest from the previous Act. Speak to Mage Boden next to her to open the Mage's Apprentice secondary quest. Head through the weapons and armor shop to the tavern andspeak to Kevarre the Explorer to begin the Lost Jewels of Soranith quest.

Next to Kevarre is Feltan the drunkard, who will open Sartan's personal quest, Sartan's Suspicion--if you have Sartan with you. Just beyond is Khartos the Strong. Speak to him to continue the quest for the Mythrilhorn. He wants you to prove yourself by dueling him. Agree to do so, then hit him a couple of times to end the "duel". He'll give you directions on where to reach the rift where he will summon a mythrilhorn.

Near the North Gate, speak to Nora the Nature Mage about the Kalrathian Nexus. Do those caverns sound familiar? They should. Now exit the North Gate to find an incantation shrine. Incant the Chant of the Dead. Head for the southwest corner of the battlements to find Spirit of Aranna #14.

Search the rooms along the north wall of Kalrathia for the Lore book: Vol. 16, The Legacy of Azunai. You'll also pick up Elves and Elven Culture. Near these rooms is Berseba, who will hook you up with the Legendary Mace of Agarrus quest.

Go up the steps along the east wall and into a room to the north. You'll find Telgrey the Scholar, who will send you questing for those Lore books you've been picking up along the way. There are 20, all identified as Lore of Aranna books with a volume number. To the west of Telgrey's house is a plank that you can use to get over to the North Wall, where you'll find a later link in Lelani's Sorrow.

Now that your quest book is full once more, time take care of some of the tasks. Teleport to Aman'lu and take the south road out of town. After the bridge, turn right into Alar'ithil's house and give him the Morden head on a pike in exchange for his bottle of Elven Water.

Go to the Inn and speak to Explorer Tai'esse about the Legendary Mace of Agarrus. Teleport to the Eastern Face of Snowbrook Mountain and enter the Servant's Quarters. When you reach the point where you turn south to go over the crosswalk, go north instead to enter the Cavern of Frost. Head down to the center of the cavern, equip the Soul Staff you received from Nora, and recite the chant she taught you (Arcesso Arcanum).

Go back to the teleporter and jump to the Snowbrook Foothills. The closest entrance to the Snowbrook Grotto is due east, though you have to go a bit north and then south to get to it. Inside the grotto, you're looking for a set of man-made steps leading down to a pair of locked doors. From the entrance nearest the Foothills teleporter, go south, then west and look for the stairs right after crossing the small bridge.

Pick up the Chants of Ranged and Magic Skill from in front of the doors, then enter the small room and pick up the stone tablet fragment. If you want to loot the Grotto, go ahead, there's plenty of swag to be had. Then teleport back to Aman'lu and go see Tai'esse again.

Now, use the portal next to the Inn (not the teleporter) to return to the Courtyard of the Temple of Xeria. Head for the secret passage you should have opened earlier as part of the Spirits of Aranna quest. The Cavern of Earth is at the end of the secret passage. Imbue the Soul Staff, then teleport to the Western Cliffs of Azunai.

Enter the Azunite Cavern to the south where you obtained the Azunite Artifact. The little island leading to the tomb of Agarrus is in the northwest corner of the cavern. If you have not previously extended the bridge, look for the switch to the south of the island. It's on the north wall of a small ruin near the bridge.

Descend into the tomb and have a talk with Guardian Magentus. You'll get quite a lengthy treatise on the Agallans and Half-giants. Once the conversation is finished, collect your reward. (Yeah, no fighting. You're probably quite disappointed.)

From here you can either hoof it to the Lost Valley of the Azunites or use the teleporter. There's not much difference in distance. Go to the south end of the Valley into the Cavern of the Phoenix and imbue your staff. Return to Kalrathia and leave through the North Gate.

Just before you reach the teleporter, look for a ruined tower to your left (west). Push the button on the west wall of the ruins to lower the elevator and descend into Some Crumbled Ruins. Inside, trade your bottle of Elven water for Prospector Gareth's Agallan relic. Behind Gareth is a hidden switch that opens a treasure room containing the Greater Chant of Purity.

Go east from the ruined tower to a round tower with a bit of treasure on the roof. Continuing east past that tower, you will go down to a lower plateau. Keep going east and step into the lake at the end of the plateau. Turns out it's just an illusion and you'll be able to go down into a Magical Oasis.

This is the final part of Deru's Treasure Hunt. You'll need her in your party to open the chest beyond the door. Pick up the Chant of Health from beside the door, get your treasure and end Deru's quest.

Enter the square tower on the south side of the plateau and descend into a Mysterious Vault. This is the location of the Lost Jewels of Soranith. Fight your way through to the second vault and clear the room.

Great! More light puzzles.

There are five obelisks in the room, each connected by channels like so
(north orientation):


The channels are initially dark, they must be lit. When you click an obelisk, all other obelisks connected by an unlit channel start to glow. Click one of those obelisks and the channel lights up and the other obelisk becomes active. So on and so forth. Once a channel between two obelisks is lit, you can't "connect" those two obelisks again. The statue on the south side of the room resets the puzzle if you get stuck.

There's probably several solutions to this, but here's one:

D - A - C - D - B - A - E - B - C

Two doors to the south will open. In the next room get Soranith's Silver Ring from a treasure chest behind the west door, then go through the south door, down the stairs and into a more complicated light puzzle.

This time there are nine obelisks like so (north orientation):


Again, there are probably several solutions, here is one:

H - F - I - H - G - A - D - G - E - F - C - E - B - A

The door to the south opens, collect a Mysterious Chant (Rando Conjurum Ix) and Soranith's Gold Ring. Head back up to the Northern Plain of Tears. As you work your way back to the main path, look for a separate downward path going north-northeast (to the right of the main path with the teleporter).

Head down this path to find Khartos, who will open a rift and summon a mythrilhorn while you bash monster brains. Afterwards, speak to Khartos again to send the mythrilhorn to Aman'lu.
Chapter 1: Restore Kalrathia's Water, Part II
Back to the main path, head to the Water Temple. Inside, fight the Ganth,
which is resistant to fire, lightning and death damage (you know, everything
your combat mage can dish out). The Ganth also has a weapon with health steal
ability, so staying out of range of him is your best bet to a quick ending.
Once the Ganth is dead, head up the stairs to the Temple Courtyard, where a
cruise ship full of Morden await. This is a much tougher fight than the Ganth,
and very chaotic. Area-of-effect powers come in quite handy.

Once everything is dead, click the glowing button on the wall to send water
to Kalrathia. Jump back to town using the nearby teleporter and speak to Lord
Kalrathia to begin the next quest.
Chapter 2: The Morden Chief
"The Morden leaders will not be pleased that Kalrathia is no longer thirsty.
You must travel to the Morden city of Darthrul to head off the attack that
will surely come when the Morden Chief learns of what has transpired.
Hopefully, you can distract the Morden long enough for the townspeople to
organize a rebellion."

Primary Tasks:
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord Kalrathia

Secondary Quests:
* Mythrilhorn
* Lost Jewels of Soranith
* Lelani's Sorrow
* The Kalrathian Nexus
* Spirits of Aranna
* Sartan's Suspicion
* Amren's Vision
* The Lore of Aranna
* The Mage's Apprentice
* Finala's Contempt
* The Morden Riders

Secondary questing time again. Go up to the North Wall (follow the plank past
Telgrey's house) and speak to Nalus. He'll give you harpy feathers in
exchange for your Agallan relic. Go to the tavern and talk to Kevarre, who
will give you Soranith's Amulet to complete your set.

Teleport to Aman'lu. Go see the pet seller, who will now sell you a
mythrilhorn, if you so desire. In the extreme north of Aman'lu, find the
fletcher Ithir'renne and give her the harpy feathers in exchange for an
Aman'lu orchid. That ought to cheer Lelani up!

Teleport back to Eirulan, head for Lelani's house next to the pet shop and
give her the orchid. Lelani's chain letter is finally finished and you get a
rather large pile of loot. It makes one wonder, if Lelani has that much money,
why couldn't she at least rent herself a little happiness?

Now your only holdovers from earlier acts are Amren's Vision, Finala's
Contempt, Spirits of Aranna and the Mark of the Assassin. You'll be taking
care of the first of those pretty soon. Return to Kalrathia and leave through
the East Gate.

You'll soon come to a chasm where there are three paths to choose. South
leads to a dead end, but there's a hidden treasure chest. Look for the lever
sticking up out of a rock. North is the Kalrathian Nexus. Enter the cavern
and descend to the center. Equip the Soul Staff and beat on the big, blocky
seal until it's removed.

Go ahead and run back to town and talk to Nora. She'll give you the Soulstaff
of the Nexus, which is a good staff for nature mages. Head back through the
Eastern Plain of Tears, aiming, this time, for the teleporter. As you pass
the chasm, enter the square tower to pick up the Greater Chant of Mage Health.

Just past the teleporter is Spirit of Aranna #13, there is an incantation
shrine further along the path. Continuing past the ghost, if you keep on due
east rather than turn north toward the shrine, you'll enter A Mysterious
Cavern.

This is a step in Sartan's personal quest, so add him to your party before
you go any further. Enter the cavern and loot the treasure rooms north and
south. Knock on the east door and Sartan and Osric have a little sword-to-
heart chat.

If Half-giants want to change the perception they are stupid oafs, they've
got to stop acting like stupid oafs. So, Sartan is now tasked with freeing
some prisoners, which will take place later in this chapter. Back to the main
quest.

West of the incantation shrine is a square tower with the Greater Chant of
Ranger Health. As you continue north, you'll enter the Ruins of Okaym. As you
do, another square tower yields the Greater Chant of Fighter Health.

Just north of this tower is the fourth mushroom circle, leading to the Shrine
of Blindness. Take Amren down, pick up the Lore book: Vol. 20, The Path of
Blindness. If you've activated the other shrines already, activating this one
opens a portal in the center.

Go through the portal to another Mysterious Shrine with a big treasure chest.
Amren opens it to reveal Virtuous Rebellion--a powerful longbow that will
look nice on your primary ranger. And, of course, lots of other loot. Step
back through the portal to the Shrine of Blindness and return to the surface.

You now have the last of the Lore of Aranna books, so if you've been
collecting them diligently, you can complete this quest. The next time you
are in Kalrathia, pay a visit to Telgrey. Be sure to talk to him again after
completing the quest. He won't dole out your true reward the first time you
talk with him. Part of the real reward is the Mysterious Book from the
Mysterious Mystery Quest.

From Amren's mushroom circle, work your way east toward the next teleporter.
As the path turns north, you'll pass an entrance to A Large Abandoned Shelter.
This is a puzzle/treasure room with plenty of loot and XP, but no special
quest significance.

Take the elevator down and go through either door into the next room. Grab a
green life stone (familiar?) and go through the door and down the stairs into
the main "puzzle" room, though what needs be done is not that puzzling. There
are four lit pillars and four unlit pillars. Each unlit pillar has one of the
four Azunite symbols on it.

So, you know what to do. Grab one of each color stone and put it on the
proper pillar. You already have the green stone so you can light the green
tree column. All you have to do is find the other three color stones.

Take the door on the north side of the light room and follow the passages
around until you find a golden chalice. Picking up the chalice opens two
secret doors to the east, allowing you to enter a set of hidden passages.
Follow these around until you find the purple death stones and pick one up.

This will open a door back into the light room, so place your purple stone on
the purple tree column and head through the south door. You'll quickly come
to some caverns that run east and west. Go east first, which soon dead-ends,
but contains a pile of yellow sight stones.

Go back west and follow the caverns to some more man-made rooms and follow
these until you find the red blindness stones. Picking one up opens a
shortcut back into the room of light.

Place your stones and a secret door opens to the main treasure room to the
east. Collect your reward, which includes the Greater Chants of Mage and
Ranger Power.

Back to the surface, there's a tower just ahead guarded by a nature mage
sanctuary door and the Ruins of Okaym teleporter is just to the west of the
tower. After the teleporter, the path turns north, but keep going west and
climb the hill to find the entrance to the Morden Arsenal that is part of
Sartan's quest.

With Sartan in your party, enter the Arsenal. From the first room, take the
north door for a little treasure, including a secret room. Then take the
south door and go west to a larger room. The south door here leads to an
empty jail cell guarded by a horde of Morden.

The main path lies west, to a large jail room. Note the spiked, metal
canisters in front of the cells. Hit them with a ranged weapon or spell to
blow them up and blow open the doors of the cells. Remember this technique,
you will use it again.

Search the cells for a large treasure chest (Sartan has to open it). Teleport
to the Eastern Plain of Tears and run to the Mysterious Cavern. Talk to
Orayne to close Sartan's quest. Then teleport back to the Ruins of Okaym.

Follow the path north to the main gate of Darthrul. Right before you reach
the bridge to the gate, turn left (west) and go around the guard tower and
down into the dry canal. Follow the canal west and then up some stairs and
then down into Some Ancient Ruins.

Oh boy! Another light puzzle!

The statue on the north side of the room is missing its mirror; the golden
one Mage Boden gave you fits quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must shine the light on each to
open it. There are 17 statues in all, scattered about the room.

The north door is simple, direct the light south one statue, west one statue,
south one statue, east one statue and then north to unlock the door.

Chapter 2: The Morden Chief, Part II
The west door is a bit more complicated.

Direct the light all the way to the south end of the room, to the fourth statue.

**NOTE** You will have to turn statues out of the way to let the light pass. Send the light east one statue, then north one statue, then west three statues. Now direct the beam south one statue, east two statues, south one statue then west and move all the intervening statues out of the way until the light hits the west door.


X = Statues that must be turned out of the way to let the light beam pass.

Beyond the west door is a treasure room. Behind the north door is Mage Boden's apprentice, Darek. Turns out Boden is a nasty guy.

Grab the Greater Chant of Casting and Greater Chant of Fighter Power and head back to the main gate into Darthrul. Talk to the gate guard to be allowed entrance.

You didn't really think it was going to be that easy, did you?

Well, you've got a whole city to chunk, might as well get started. The first Morden you'll meet in the city is the Patrol Leader from back in Kalrathia. He already has a bone to pick with you, so give him what he deserves. He'll drop a Key to the District of the Sword.

Ah! So that's how it works. There are five districts: Sword, Crossbow, Lance, Shield and Chief. You'll have to slaughter your way through each one to get the key to the next. You can also continue Finala's Contempt while in Darthrul, and receive and complete The Morden Riders side quest.

In the main square you'll see a ghost, but you can't talk to it until you unlock the District of the Crossbow and its incantation shrine. The main square also has the city's teleporter, so take a refit break in Aman'lu before you begin depopulating Darthrul. While back in town, go ahead and confront Boden and kill him, then speak to Darek who mysteriously appears to wrap up The Mage's Apprentice quest.

Back in Darthrul, with Finala in your party, head east from the main square toward the white star on your map. Finala will find a secret door that leads to the Durvla hatchery. Clear the joint. When you reach the end, there are three (count 'em, 3) mini-bosses. In the corner is a cage with a treasure chest. Note the spiked ball--you have to blow the cage open.

Let Finala loot the chest to earn a Morden Wrench, which, she supposes, could be used to fix an elevator somewhere. You won't find that elevator in Darthrul, so you can send Finala back to the Inn now if she isn't normally a member of your party.

You have the key to the District of the Sword, which is located in the northeast quadrant of the city. Enter and kill the City Lieutenant for the key to the District of the Crossbow.

That district is the southwest quadrant. Once again, enter and kill the City Lieutenant, who drops the key to the District of the Lance. Note the supply vault with a door you cannot open. Use the incantation shrine to talk to the ghost in the town square; this is Spirit of Aranna #16.

The District of the Lance is in the northwest and the City Lieutenant drops the key to the District of the Chief. Aha! What about the District of the Shield? Search the small rooms along the north side of the district for a hidden switch that lowers you to a cellar. There's another Lieutenant down here with the key to the District of the Shield.

The District of the Shield is to the southeast. Enter it and clear it out. There's a room along the west side with a mimic, so be careful opening chests. Along the south side of the district is a pit. Look for a hidden switch on the west wall that lowers an elevator and allows you entrance to the eastern end of the dry canal.

Head east and climb up to an area outside the city walls. Fight your way to the eastern end of this area and talk to the Morden riders Nordax and Nellioc. This is, probably, the most humorous conversation in the entire game. Play along with these guys. Finally, you will discover they are deserters in need of supplies. Agree to help them to open the Morden Riders quest.

Head back to the city and raid the supply vaults in the Districts of the Crossbow, Lance and Shield. This gives you the supplies you need for the Riders, so return to them. Rather than give you a reward directly, their pet Klask bashes open the east wall, giving you access to an Ancient Vault. Get your reward from there; it includes the Greater Chant of Fortification.

Return to Darthrul and enter the District of the Chief to the north. Fight your way to the Chief, speak to him, then kill him. Return to Kalrathia and talk to Lord Kalrathia to start Chapter 3.
Chapter 3: The Kalrathian Rebellion
"Your victory within the Morden city of Darthrul has inspired the townspeople of Kalrathia to take up arms against the Morden occupiers. You must help Kalrathia overthrow the Morden oppressors."

Primary Tasks:
* Defeat all the Morden in the town of Kalrathia
* Report to Tehruth

Secondary Quests:
* None

Well, this is pretty simple. You just wiped out a whole city of Morden, now all you have to do is clear them out of Kalrathia. There are 30 Morden, and the game will count them down for you. Zoom in on your map to find the little red dots, and don't forget about the North Wall, where there are about six Morden. Once they are all dead (you'll get a task entry in your Quest log), return to the great hall and speak to Tehruth.
Chapter 4: The Mines of Kaderak
"Now that you have helped the Kalrathian rebellion defeat the occupying Morden army, you must turn your will on acquiring the Aegis of Life, the final piece of Azunai's Shield -- the very fragment you helped Valdis acquire during the Siege of Greilyn Beach. With the majority of Valdis' forces committed to his campaign on Snowbrook Haven, there are only the Dark Wizards to stand in your way. And that means you must gain entrance to the Mines of Kaderak, an ancient network of caverns riddled with ley lines. This is the source of Valdis' supply of shards, and the area is heavily mined for this purpose."

Primary Tasks:
* Travel to the Desert of Kaderak
* Destroy the first protective statue
* Destroy the second protective statue
* Destroy the third protective statue
* Destroy the fourth protective statue
* Enter the Mines of Kaderak

Secondary Quests:
* Finala's Contempt

Lord Kalrathia gives you the Aegis of Sight and tells you where to go look for the Aegis of Life--you know, the one Valdis stole at the beginning of the game. Tehruth gives you a teleporter activation stone that allows you to teleport to the desert near the Mines of Kaderak.

Refit your party and teleport to the Southern Desert of Kaderak. You'll soon arrive at a large plateau with a stone fort in the center guarding the entrance to the mines. In order to gain entrance to the mines you have to destroy the four statues maintaining a mystical shield. They are easy enough to destroy, though the numerous mobs surrounding them may prove a bit more difficult.

There are three paths off the plateau. The east path leads to a dead end with nothing but some mobs to fight. The west path leads to some ruins on two levels. Search the corners of the first, upper, set of ruins for the Greater Chant of Melee Awareness. Search the corners of the second, lower, set of ruins for the Greater Chant of Ranged Awareness. Both chants are hard to see. At the extreme western edge of the plateau, find the rock with a lever on it to reveal a hidden chest.

From the Mines entrance, take the north path and you'll eventually find an unmarked teleporter and a broken elevator. Use the teleporter to add Finala to your party, if necessary, and have her fix the elevator and take it down to a Large Morden Intelligence Camp. Clear out the camp and let Finala loot the treasure chest to end her quest.

Use the teleporter outside to jump back to the Southern Desert, break the statues and enter the Mines of Kaderak. When you reach the bottom of the stairs, you'll see a long cutscene showing the miners in action...
Chapter 5: The Mines of Kaderak, Part II
"You have entered the Mines of Kaderak where the Dark Wizards live and where the evil crystal shards that produce the Shard Souls are mined. You must destroy the giant shard clusters and locate the Dark Wizards."

Primary Tasks:
* Destroy the giant shard cluster
* Find the Dark Wizards
* Destroy the Dark Wizards
* Recover the Aegis of Life
* Return to Lord Kalrathia with the Aegis of Life

Secondary Quests:
* Mark of the Assassin
* Dwarven Song of Ore
* Vix's Vengeance
* Spirits of Aranna

Your primary job is to roll the cart of explosives into the shard. Of course, there are a number of side quests to complete while you're at it. Beware of all the red barrels around the mines. They're explosive. Send a bow/crossbow ranger, solo, ahead to shoot at them. Do NOT attempt to fight anywhere near them.

Your first order of business is to cross the bridge and head up the stairs. At the top, enter the first door and clear the room. Look for the lever along the back wall to open a secret room. You'll find the Dwarven Mythril Ring in the gold chest. Clear out the rest of the rooms on the upper level, then go back down to the "main floor".

Head east and cross the next bridge. Pull the lever to move the mine cart. Continue east, past the teleporter--Upper Mines of Kaderak (West)--and over the bridge. Pull the next lever. (The side rooms here all contain little bits of loot, nothing exciting yet.) East again, over the bridge and pull the third lever.

The side room here has a health shrine, and the next one along the path has a gold chest with the Silver stanza of the Dwarven Song of Ore. East some more, over the bridge, pull the lever, through the door and pull the fifth lever.

Go up the stairs. There are a couple of treasure rooms up here, one of which contains the Greater Chant of Magic Awareness. Go down the stairs and across the bridge to the second teleporter--Upper Mines of Kaderak (East).

Pull the lever next to the teleporter and head up the stairs. Through the doors, head up the stairs to your left (west) and you'll find Spririt of Aranna #15 and a gold chest with the Iron stanza of the Dwarven Song of Ore. There's an incantation shrine across the flying bridge to the east.

Go back down and follow the main path east. After crossing the bridge, pull the next two levers and the mine cart finally runs into the large shard and everything goes boom. Pass through to the area with the partial bridge, which has an elevator at the end.

To the right (south) is a set of three rooms. Go into the west room and pull the lever to reveal a hidden room with a gold chest that contains the Gold stanza of the Dwarven Song of Ore. To the east of the bridge is a small area with some loot. Once you've cleared all the rooms, ride the elevator down, then climb the ramps at the north end and enter the Lower Mines.

When you reach the first large open area, there are paths to the north and east. The path to the east leads to Vix's personal quest, so add him to your party, if necessary, and go east. Vix will break through the door and you'll enter a series of mining tunnels and caverns.

The objective is simple: destroy three shards by rolling mine carts into them. At each mine cart, pull a lever to re-orient the tracks, then pull another lever to send the cart on its way. There are a lot of mobs to kill, lots of loot to be gained and several side areas that deserve exploration, though they don't contain anything special. Don't forget the main treasure chest after the last shard is destroyed.

Head back to the Lower Mines and continue north until you reach the teleporter. Go south from the teleporter to find a treasure chest with the lost Mythril stanza of the Dwarven Song of Ore. Return to Kalrathia and speak to Historian Leontia and receive your reward, which will include both the Chant of Prosperity and the Greater Chant of Prosperity.

(If you had previously gone to see Leontia after finding the first three stanzas, you can still go back and give her the Mythril stanza and get the additional rewards.)

While you're in town, go see enchantress Valeria, who will turn your Dwarven Mythril Ring into the Dwarven Mythril Ring of Sight. Equip the ring and go to the room behind the Innkeeper. Talk to Merchant Kendril, and Luun, the assassin, will appear and attack. Kill him and take his Deathblades, which are a nice set for your dual-wielder. Talk to Kendril again to get a little extra reward.

That should close out every secondary quest in your logs except the Spirits of Aranna. So, main questing time! Teleport back to the Lower Mines and head east. A short bit of hack-n-slash later, you reach the elevator that takes you to another elevator that takes you to your boss fight against the Dark Wizards.

These guys are more powerful versions of the one you faced when rescuing Evangeline--and there are three of them. Make sure you have a Nature Mage with the Resurrection spell or lots of Resurrection scrolls available.

Tactics are roughly the same. Take out the crystals that defend the wizards, then unload on them with powers. When you see circles (of lightning, death or fire) surrounding your characters, run!
Concentrate on one wizard at a time. Fortunately, these guys don't summon anything, and they don't do a lot to help each other out.

Stick to one like glue until he's toast, then move on to the next one. Keep an eye out for those circles of doom at your feet and be patient. They are susceptible to curses, so having a combat mage with a decent curse or two will be helpful. And you can have your nature mage cast Spirit Embrace to make your party immune to the wizards' curses.

When all three are dead, take the Aegis of Life and return to the Lower Mines and teleport back to town. Lord Kalrathia is ill and in bed in his room on the west side of the great hall. Speak to him to learn how, now that you have the four pieces, you can reforge the Shield of Azunai.
Chapter 6: The Agallan Trial
"Now that you have all four fragments of Azunai's legendary shield, you must make your way to the fabled Agallan Giants to persuade them to reforge the Shield. Lord Kalrathia believes that they can be reached if you are able to get through an ancient chamber beneath the town known as the Agallan Trial."

Primary Tasks:
* Speak to Advisor Kynos
* Defeat Advisor Kynos
* Take the Kalrathian Crystal to the fountain in the center of the town of
Kalrathia
* Enter the ancient chamber underneath the town of Kalrathia
* Speak to the Azunite Ancestor
* Restore water to the western waterway
* Restore water to the northern waterway
* Restore water to the southern waterway
* Restore water to the eastern waterway
* Go through the portal to the Agallan Peaks

Secondary Quests:
* Spirits of Aranna

Your first task is to speak to Advisor Kynos, who no one in their right mind would like. Fortunately, you get to kill him. You'll get the Kalrathian Crystal that unlocks the Agallan Trial under the city. You also get Kynos' house key; he lives in the north section of town if you want to help yourself to his things. He won't be needing them any longer.

**NOTE**
From this point, it is a long time until you see your next teleporter--about
a quarter of the way through Chapter 8. You can use the town portal spell
(Summon Teleporter), but those don't last through a reload. So don't start
this next section unless you have some time to play. If you quit any time
before the next teleporter, you're going to have a long, long trek in front
of you.


Use the crystal on the glowing corner of the fountain, then press any of the buttons to ride down into the Agallan Trial area. Down the steps you go until you reach a large room and get a cutscene with your instructions. Talk to the Azunite Ancestor, then head through the west door.

Down more stairs...and more...and some more. When you finally hit bottom, go down into the water trough and pull the lever to open the sluice gate. Then turn the valve to start the water in the western waterway. Go through the broken wall into a tunnel.

The tunnel soon branches north and south. You can go either way, but, since the Quest Log lists the northern waterway next, head north. When you get back into the man-made section, look for a Mysterious Chant in the corner.

Note the three large stone controllers at the edge of the platform. These control floodgate doors down below. You have to activate them in various combinations to enable your party to get through to unblock the waterway and turn on the water. Each of the floodgate controllers has a center "button" that is either up or down.

The easiest thing to do is to enter Wait mode and send one character down and keep the others next to the controllers. It's easier to move one character around in the small rooms.

For the northern puzzle, set the controllers so the Center controller button is down and the other two are up. Go down into the waterway, open the gate and turn on the water. Go into the northwest room and around to the northeast room. Hit the switch in here so it is up and open the way to the south room. Push the switch in the south room down to open the way to the east platform.

On the platform, push the button on the east wall to open part of a shortcut to the southern/eastern waterway. Then go to the south end of the platform, enter the waterway and open the gate. This is actually for the eastern waterway, but might as well do it now.

Then go back into the northern waterway and open the second gate. The water should be running freely now. Go up onto the northern platform, reform your party (if you went solo), enter the room to the west and push the button on the wall to open a door back to the west waterway. Enter the tunnel and go south.

Along the way you'll encounter Spirit of Aranna #17. The incantation shrine is just to the east of the ghost. When you reach the southern waterway, open two gates and then turn on the water.

Go up on the platform and push each controller down, enter Wait mode and send your PC down into the waterway and open the gate. Enter the southeast corner room and thence into the southwest corner. Set this switch down and exit the room to open the last two gates to let the water run through.

Go back into the southwestern corner room and set the switch up to open the door north. Push this next switch down to open the north door and go through and open the gate. Return to the northwest room.

Here's where it get's much easier to do this in Wait mode. You have to turn the two switches up on the platform to the up position. This opens the way to get from the northwest room over to the northeast section of the waterway and open the last two gates and turn on the water. So you just change to another character, hit the two switches on the platform and you're home free.

If you haven't used the solo trick, here's what you have to do. Hit the switch in the northwest room to get to the southwest room. Hit the switch to open the door into the southern waterway. Go up to the platform and hit both switches. Go back to the southwest room, hit the switch, enter the northwest room and hit the switch and now you can get through.

For the record, to the north of the eastern water valve is a platform with a mana shrine (and a Mysterious Chant behind the shrine). At the west end of this platform is the button on the wall that opens the shortcut to the north platform, which you'll need to use if you did not previously open that last east gate.

To quickly get back to the stairs leading up, return through the south waterway and enter a room to the north and push the button on the wall to open a shortcut to the western waterway. Head up the stairs, through the big door, collect your loot and go through the portal.
Chapter 7: The Agallan Giants
"The Shield of Azunai must be reforged if Valdis is to be defeated. The only beings who have the power to do this are the Agallan Giants, if they truly exist."

Primary Tasks:
* Investigate the Agallan Peaks
* Use the portal to travel to Zaramoth's Horns

Secondary Quests:
* None

Nothing to do here but go talk to the giants. You can pick up a book, "The Meaning of the Obelisks" in the first long hall. After your chat, step through the new portal and get ready to start fighting again...
Chapter 8: Zaramoth's Horns
"Valdis and his Archmage are leading the armies from within Zaramoth's Horns, one of the most secure fortresses built by the followers of Zaramoth before the great cataclysm. If the Agallans are correct, you should find Valdis and his Archmage at the top of the mountain."

Primary Tasks:
* Ascend to the top of the mountain
* Defeat the Archmage

Secondary Quests:
* Spirits of Aranna

Enter the hall to the east and fight your way to an elevator. You may note some Eyes of Zaramoth statues scattered about. Hitting them causes them to shoot a highly damaging beam of light. This technique is not important now, but will be later.

The elevator takes you down into a prison, where you quickly come to another elevator that takes you up to a platform with three other elevators. The Agallan Obelisk in the center of the platform grants 30 seconds of invulneratiblity when used. Your party must be close by to be affected, so Regroup around the obelisk before clicking.

The southwest elevator leads to a treasure room with the Chant of Power. The northeast elevator leads to ranged and melee sanctuary doors and an incantation shrine where you can use your shiny new Chant. The northwest elevator takes you to nature and combat mage sanctuary doors and another elevator that puts you back on the main path, right at the Lower Zaramoth's Horns teleporter.

Yay!

You can now quit and take a potty break. When you're ready to continue, head north from the teleporter. After the long bridge is a room with three doors. North and west are small treasure rooms. Go east and keep fighting your way until you get outside. Just past the bridge, to the south, is the final Spirit of Aranna. An incantation shrine is just a little way to the west.

In this area there's a secret room with a mimic in the southeast. Look for the lever on the back side of a nearby column. There's another secret room to the south side of the incantation platform shrine, find the button on the wall and collect the Chant of Chaotic Skill inside.

That's it. There are no more side areas. No more side quests. Take the southern door and begin a long (and possibly arduous) slaughterfest until you reach the archmage. There's a teleporter right before you enter the Archmage's Chamber. This is the last teleporter in the game. If you quit the game, or your entire party dies, after this point, you will have to return here and do everything again (except for the Archmage fight).

The archmage fight takes place on a platform surrounded by obelisks. You can use the obelisks yourself, but the archmage uses them too and therein lies the problem. On his own, the archmage is not that difficult. He's got 90,000 health, but he won't do much damage to your party.

The missiles he summons out of the obelisks are something else entirely. Every so often, the archmage will "convert" an obelisk to his own use and it will start firing out missiles. These missiles are instant death for any character they touch. They move slowly, so you can dodge them, but if the archmage converts a lot of obelisks, you're in big trouble.

Make sure you have a nature mage with a resurrection spell and some rez scrolls for the other characters in case the nature mage bites the dust. You can "redeem" an obelisk the archmage has converted by attacking the obelisk. However, in the long run, you are better off simply unloading every power in your book on the archmage himself.

This is likely to be the longest, most difficult battle yet. Once he's defeated, the final battle is waiting at the top of the stairs.
Chapter 9: The Final Ascent
"It has been a long and challenging journey and you can honestly say you are no longer the same person as you were when you fought for Valdis as a mercenary. Ever since you were taken prisoner by the Dryads of Eirulan, the course of your life has brought you ever closer to this moment. You have achieved the impossible -- found and re-united the fragments of the legendary Shield of Azunai and convinced the Agallan Giants to reforge it using Drevin's medallion as a centerpiece. You now have the power to defeat Valdis and free Aranna from his tyranny if you are ready to face the challenge."

Primary Tasks:
* Locate the Temple of Valdis
* Destroy Valdis
* Go through the portal

But wait! First you have to battle through another horde of minions. At this point, you're probably wondering, "What's the point?" Persevere, the end is near.

But not that near. You've got a lot of stairs to climb, and every inch is contested--many times by groups of mini-bosses. If you've been following this guide and done every sidequest, you're probably running four to five levels above everything you encounter, so this is mostly tedious.

On the other hand, if you're hovering around level 40, you're in for a long night. You would be better served, before attempting this ascent, going back to town and finding some good respawn areas to gain a few levels. Make sure you've wrapped up all the secondary quests. Do whatever needs be done to get yourself a few more levels and some additional gear.

You'll need it.

**NOTE** It cannot be stressed enough that if you quit or die here, you have
to make this ascent again and *all* the mobs respawn.


It ain't pretty. Don't die and don't quit.

When you finally reach the Temple of Valdis, it is remarkably (and comfortingly clear). Open a town portal and hie thee back to Kalrathia for a refit. Make sure you have rez scrolls for everybody. Lots of potions. Etc.

Continue into the temple until you meet Valdis. Don't try to attack him, he's invulnerable. The only way to hurt him is to lure him in front of one of the Eyes of Zaramoth placed on the edges of the room, then beat on the eye to open it (and they don't have great range). Conversely, Valdis can kill you quite easily. No matter how well you've outfitted your party, one sword combo from Valdis and they all turn into grave markers.

The best way to handle Valdis is to get beyond an Eye in a straight line from Valdis, so that he is forced to walk directly past the Eye you're near. Time it so your ranger starts attacking the Eye when Valdis is about three to four steps away (or two or five, depending on the damage your ranger can do). If you time it right, Valdis will get zapped before he even gets close enough to you to start swinging.


It will take patience and practice, but once perfected, you can take Valdis out pretty easily. You have to hit him three times to advance to the next stage of the fight. After the first hit, Valids summons a horde of Qatall Minions. Take them out while staying away from Valdis, then re-commence the luring/zapping project.

After the third hit, you get the Fantasy RPG Plot Twists for Idiots cutscene and the fight against Valdis takes on a more traditional flavor. Valdis is now, essentially, just another boss character. He's got 90,000 health and he can regenerate, so you don't want to leave him alone for a long time.

Don't worry about falling into the lava, if your characters are reasonably well-equipped, you won't get hurt (much). Just don't go swimming in it. Lay into Valdis with everything you've got.

Valdis has four main attacks:

1) A shockwave that will throw your characters back. Not a huge problem, even if you fall in the lava. However, if your party is melee-heavy, it will push the fighters off Valdis for a few seconds, during which he can regenerate. Don't worry about the shockwave and just keep at him

2) He will bring rocks crashing down. This is (or should be) a non-issue. A few rocks shouldn't hurt you, but, if they're giving you fits, just watch for the enlarging shadows and run away.

3) A gigantic fireball. This one's dangerous. Fortunately, Valdis starts to glow yellow before releasing it, and he won't change his orientation once he starts the spell. So, as soon as Valdis begins to glow yellow, run behind him and attack his back while he blasts empty air with pretty lights.

4) More a defensive maneuver than an attack, Valdis will clone himself, giving himself time to regenerate while you attack a clone. However, the clones don't react to attacks--they don't physically react and they don't make any noise. So if you hit a Valdis and it doesn't do anything, go attack another one.

Once you take off one-third of his health, he summons a horde of Qatall Minions. By this point, Qatall Minions should be little more trouble than flies. Don't worry about them and concentrate on Valdis.

When Valdis reaches 0 health, he revives and summons a shield around himself.
You can't penetrate the shield, but the great big Eye of Zaramoth that was just revealed, can.
This one's easy because Valdis doesn't have his sword. Stand in front of the eye, wait for Valdis to get close, then whack it. Brutal Strike or Take Aim (or some other high-damage, single strike power) works very well.

After the cutscenes you can return to Kalrathia and finish up whatever you've left hanging. This would be a good time to do The Mysterious Mystery Quest. You can also arrange your companions and equipment for playing at the next difficulty level. One thing you might want to do now is visit a store and buy some 0-level bows, swords and spells. If you want to do a little multi classing at the higher difficulty levels, you won't be able to buy any 0-level gear to get you started. So buy it now and stick it in your Storage Vault or on a pet at the Inn.
Veteran and Elite Difficulty
Once you have completed Act III, Chapter 9 and saved your game, you can begin a new game at a higher difficulty level. Exit to the main menu, choose Single Player, choose the hero who has completed the game and click Next. Choose your difficulty level (Veteran after finishing Mercenary, Elite after finishing Veteran).

You start in the Dryad prison cell--you don't play Act I, Chapter 1 again. You have all your equipment and all your party with you in the cell. Any pets or henchmen disbanded to the Inn are still in your party inventory. Anything placed in your Storage Vault is still there.

Your Quest Log, Quest Items, Maps and Books inventories are empty and have to be re-filled. Any Chants discovered in the previous diffculty are still available and can be used normally. This means you can, for example, start the Spirits of Aranna quest immediately by talking with the ghost in the Hak'u caves.

The only real difference in Vet and Elite is the strength of the mobs and the level of the gear you collect. Everything else plays the same. If you want to hire the new Vet/Elite versions of your henchmen rather than use the ones you carried over, you have to Release the old henchmen.
Part I
Chapter 1: Kanred the Mage
After learning that Valdis was merely the Dark Wizard's puppet,you watched in shock as the Dark Wizard escaped with Azunai'sShield.

For the last year, you have traveled across Aranna and are determined that the Dark Wizard will not get away again.

You arrived late last night at a Dryad Outpost in the foothillsnear Aman'lu, and awoke early in the morning to the sound of voicesarguing. After leaving your tent, you met Burk, a Human refugee involved in the argument.

Objectives:
* Speak with Burk.
* Find Kanred the Mage and try to reason with him.
* Defeat Kanred the Mage.
* Return to Burk at the Dryad Outpost.

You begin in a Dryad Outpost somewhere in the wilderness. Standing right in front of you (with that nice little question mark floating over his head) is Burk, who's brother, Kanred, is a mage gone mad. The Dryads are out to kill Kanred and Burk wants you to find him first. This kicks off your first primary quest.

Spend some time exploring the Outpost. You'll find these are the Dryads from Eirulan, and you'll discover the fate of Greilyn Isle. You'll meet old friends such as Celia and Kirani, who all hate you now. Boy, isn't that a change! You'll also find hanging around, not doing much, any henchmen NPCs from DS2 that you had not hired (or released from the Inn). There's an Innkeeper who will bring up your party inventory, which will have all pets and henchmen from DS2 you left there.

There's one new "merchant" in the Outpost, a trainer. She will, for a fee, reset all skill points of any character in your active party. This will allow you to "fix" a broken character or re-purpose a character. For example, you decide you want your sword & shield fighter to dual wield, you can reset skill points and put more points into the dual wield tree and none into the shield skills. Or you want your bowman to be a throwing weapons ranger. Etc.

On the west side of the Outpost is the teleporter and your storage vault, which still has all your old stuff from DS2. (You can't teleport from the Outpost to previous locations in DS2, they are separate games.) And, there are a few secondary quests you can pick up as well.

Talk to the dwarf, Yoren, to get the quest "Hunt for the Lost Dwarves". Lumilla, the enchantress, will introduce you to reagent recipes, a new feature in Broken World. Reagent recipes are special combinations of enchantable items and reagents that produce a more powerful unique item when used together. Lumilla will also put you on a quest for three reagents for one of her special recipes.

Soram is a man missing his wife; he'll set you on a quest to find her. Finally, Ithara is a naturalist who wants to study some of the new "bound" creatures that have begun to appear since the breaking of the world. (The breaking caused by you, just in case the Dryads don't mention it often enough.)

Also in the outpost, near the south gate, is an F&K Society representative. This guy serves two purposes. First, you can buy items from him by giving him the Agallan Tablets you will find as you adventure. Give him a tablet and he will give you a choice of several items. These items are all Crossover unique or set items (see lists later in this guide). Second, the F&K Society handles transferring items between Broken World on the PC and Throne of Agony on the PSP. The F&K trader can give or receive codes for transferring items.

When you're set, go through the south gate of the Outpost into the Blasted Valley. You'll quickly run into a merchant, Tomas, who will give you another quest. His partner, Anya, went mad (a recurring theme in Broken World), attacked him and made off with his backpack of trade goods. He wants you to get the backpack; Anya he's not so concerned about.

Continue south, making sure to explore the map thoroughly. There are lots of little cul-de-sacs branching off from the main path. These cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the time to make sure you're clearing the whole map to the edges.

You will also find, during your trek, Anya's encampment. It's to your left (east) after you go over the bridge south of the first teleporter (Blasted Valley North). Kill her and her cronies and you'll automatically get Tomas' backpack added to your Quest Items.

You'll also discover some caves that are currently blocked and one cave that is not blocked. This cave entrance is south of the second teleporter, Blasted Valley (South). It's right before you move from Blasted Valley to Blighted Hills. Turn left (east) and work your way back into the woods to find the entrance to an Abandoned Mine. Walk to the back of the mine to automatically gain a clue for Yoren's Lost Dwarves quest.

Continue south until you find Kanred. Kanred is your first boss fight and reveals what will become a typical pattern. One of his attacks is to teleport into the center of your group and release a powerful, radial magic attack. This attack is almost certain death for your mages and will put a serious hurt on rangers and some fighters. When he teleports into your midst, run. Then turn and pound on him. Beyond the teleport attack, Kanred isn't that dangerous, with very average magic attacks.

After Kanred is dead, return to the Outpost and speak to Burk. Part of your reward is Kanred's staff, repaired, which will now allow you to open some of those caverns south of the Outpost.
Chapter 2: The Mage's Tutor
When you returned to Burk at the Outpost, you learned that thesame grandmaster mage who tutored Kanred was there while you were gone.

Thinking it likely that this may be the Dark Wizard's latest disguise, you immediately set off to find him.

Objectives:
* Use Kanred's staff on the magic sealing the cave in the Blighted hills.
* Find and confront Kanred's tutor.
* Defeat the Morden Gral rogue mage.
* Speak to Sentinel Kirani to get directions to Aman'lu.

Back at the Dryad Outpost, talk to Yoren about the clue you found and then add him to your party. Teleport to Blasted Valley (North) and head almost due west to one of the blocked cavernsyou passed by earlier. With Kanred's staff, you can now go through into the cave. Deeper in will be a north branch; at the end of the branch you'll see a glowing book on the floor. Click it and choose to pick it up, entering "The Ancient Tome" quest into your journal.

Go back to the teleporter and jump ahead to Blighted Hills (North). Go north, over the bridge, then turn east and find the Abandoned Mine you explored earlier. Go to the corner where you found the clue and Yoren will find a secret door. Click the now glowing symbol on the wall to open the door. Pick up the glowing book inside to get an update to the Lost Dwarves.

That's all you can do with Yoren right now, so return to the Outpost if you want to replace him. While you're at the Outpost, find Mage Nari in the northeast sector, across from the Innkeeper. Talk to her to fill in "The Ancient Tome". Return to the Blighted Hills (North) teleporter and open the cave entrance to the east.

Follow this Dusty Cavern until you enter the Kelvaran Waste. You will quickly come to a teleporter (Kelvaran Waste West) with a dryad nearby. Talk to the dryad, Jorena, to open "Greylok of the Kurgan". Then continue into the Waste.

Along the way, before you reach the next teleporter, you'll find a camp of peaceful Morden. Speak to their leader, Lorksul, to open the "Morden Redemption" quest. Continue east until you reach the Kelvaran Waste (Central) teleporter. Jump back to the Dryad Outpost and find the dryad quartermaster in the northeast corner. She'll give you some poisoned bread.

Teleport back to Kelvaran Waste (Central). Go south to find a Ravager camp and depopulate it. At the extreme southern end is a mini-boss fight with a lot of minions. Get up on the platform the mini-boss is on (or was on, if he jumped down to fight you). There are doors in the east and west walls that will lead up to the platform. Grab the vial of blood.

Return north to the teleporter and then head west to the peaceful Morden camp. Talk to Lorksul. You can give him the poisoned bread, or not, it makes no difference in the final outcome. He'll then ask you to obtain a vial of the Overmage's blood. Lucky you! You already have it. Give it to him, watch the cutscene, then talk to him again to end the quest.

Continue east through the Waste. You're now looking for a plateau to the north of the main path. Up on the plateau is a cave entrance that you can't enter and a glowing trap on the ground out front. Click the trap to place the meat you got from Jorena and you will be swarmed by Kurgan. Kill them, including the mini-boss, Greylok.

Then go east some more to your Chapter 2 boss fight against Kikrak. This fight is almost identical to the one against Kanred, except Kikrak has a Familiar. Kill the Familiar first (you have to kill it twice, and watch for the explosion after you kill it the first time). Make sure you run away when Kikrak teleports inside your party. After the Familiar is dead, Kikrak himself should be a piece of cake.

Walk back to the Kelvaran Waste (East) teleporter nearby and teleport to Kelvaran Waste (West). Talk to Jorena to end the Greylok quest, then teleport back to the Dryad Outpost.
Chapter 3: In Search of Celia
As you suspected, Kanred's tutor turned out to be the Cinbriyou knew as the Dark Wizard. He is now calling himself the'Overmage' and told you his plans to return his people to Aranna.

He asked for your help, but instead you swore to gather the Elvesand oppose him. However, he revealed that the Elves have already fallen before him.

Now, you are desperate to get to Aman'lu and find out what happened to your hometown.
However, Sentinel Kirani told you that the path to Aman'lu is sealed and only Warden Celia can open it.

She agrees to give you the password to the area in which Celia is currently hunting another rogue mage so you can talk to Celia yourself.

Objectives:
* Give the password Kirani taught you to the Guardian statue
in Arinth's Heights.
* Find Warden Celia.
* Destroy Celeb'hel the Rogue Mage.
* Convince Warden Celia to open the path to Aman'lu.

Find Kirani in the domed structure on the east side of camp and speak to her. She'll give you a password that will allow you to pass Dryad Guardian Statues that block entrances with vines. Refit your party and teleport to Blasted Valley (South).

Head north, over the bridge, then west to a cave blocked with the glowing lights. In the back of the cave is a vine-blocked door. Use your password on the statue to enter a large room containing Eliza (Soram's wife), who is now a bound creature (and a mini-boss one at that). Defeat her and her minions, then open the sanctuary doors around the room. There are four, one for each main class and each requiring level 36 in that class.

Venture back to the Blasted Valley (South) teleporter and continue south into the Blighted Hills. As you enter the Hills, before crossing the bridge, go west to a cavern blocked with the vines and statue. Use your password to get in and loot the place. There's nothing quest-related in here, but there are a lot of goodies.

Teleport back to the Outpost and visit Soram in the southeast corner. He'll be rather upset that you killed his wife and will fight you. When you reduce his health, he surrenders and thereafter refuses to speak to you. Wow. Really breaks you up, doesn't it?

Now it's time to explore the environs north of the Outpost. Leave by the north gate and enter Arinth's Gorge. You'll go over a bridge, then down into a gully and under that same bridge. As you go north, you'll go down a couple of ramps. At the bottom of the ramps, look for a little cul-de-sac to the southeast (your right). At the end is a broken mana shrine. Click it to obtain the mana-infused stone you need for Mage Nari's "Ancient Tome" quest.

Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave. Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This is a long, relatively straight climb with three teleporters along the way (Lower, Upper and Summit).

About halfway between the Lower and Upper teleporters, you'll see a dryad hanging about along the west side of the path. She has the distinctive orange exclamation point over her head, so talk to her to do "The Human Refugees". The canyon you need to clear is right behind the dryad, so you can wrap this up immediately.

Continue on up to the summit of Arinth's Heights, where you encounter another mage gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the Aman'lu. You are forced to fight him and the fight plays out exactly like the ones against Kanred and Kikrak. The biggest difference this time is Celeb'hel is a bit more dangerous even when not executing his teleport-circle-of-death attack. You may need to buff up a bit and stock up on health potions using the Arinth's Heights (Summit) teleporter before you take him on.

When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the Elder" side quest, a conversation with Celia and the next chapter.
Part II
Chapter 1: Elves Under Siege
The shock of encountering a maddened Celeb'hel the Elder makes you even more worried about what's happened to the Elves. It's hard to believe that the Overmage managed to break Celeb'hel, and that does not bode well for the rest of the Elves.

At least you were able to convince Warden Celia of the serious-ness of the situation and she's agreed to open the path to Aman'lu.

Objectives:
* Meet Warden Celia on the other side of the bridge north of the Outpost.
* Journey to Aman'lu.
* Look for Elven Survivors.

Teleport back to the Dryad Outpost and refit. By this point you should have finished every Part 1 secondary quest except "Hunt for the Lost Dwarves", "Naturalist Ithara's Research" and "The Ancient Tome". Go north out of the Outpost and find Celia right across the first bridge. She'll open the Passage to Aman'lu.

As you enter, you encounter some bound hyenas, the last creature on Ithara's list. After you've killed them, run back to the Outpost and complete her quest. She'll give you some nice armor and another Research quest. Go back to the Passage and head through to Aman'lu.

You'll find the town mostly destroyed (which, come to think of it, was the state it was in last time...). This time it's a bit worse. After clearing out the areas south of town, talk your way through the gate to end this rather short chapter.
Chapter 2: The Familiars
You arrived in Aman'lu to find it a very changed place. Most of the Elves are dead, and the survivors are despairing the loss of their visionary powers in the cataclysm.

Danadel, the de-facto leader of the Elves, explained that they are currently threatened by their ancient enemy, the Familiars. The Familiar Surgeons are adept at creating horrific mutilations of creatures and people. Unable to face these horrors, the Elves barricaded themselves in a small section of town near the tavern.

You would like the Elves' support in the coming battle with the Overmage, but first you'll have to help them regain their strength by destroying the Familiars.

Objectives:
* Travel beyond the western Vai'lutra Forest in search of the
Familiar Surgeons.
* Look for the Familiar Surgeons within the abandoned Elven ruins.
* Destroy the Familiar Surgeon.
* Release Drianjul from the cell.
* Speak with Drianjul.

Aman'lu is a reduced-services home base. There's a base teleporter, a necromancer, your storage vault and an all-in-one merchant inside the Inn. However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society merchant, etc. You'll have to teleport back to the Outpost for those services. Fortunately, every teleporter in the game can take you back to any of the base teleporters, including the Dryad Outpost.

North of the Inn is a burned-out building. Talk to Kylis on the top floor to get "Minli the Faerie" added to your quest log. Take the metal scraps he drops on the ground, and go back to the south bridge leading out of town. Drop the scraps on the ground (you have to actually open your inventory and remove them, it's not automatic).

You'll be swarmed by faeries. Kill them and another wave comes at you, this time with the mini-boss, Minli. Kill her and the remaining faeries, then return to Kylis to complete his quest.

Right next to Kylis' building, down by the river, is an elf who will give you a vial of Aman'lu water. This is an item needed for Mage Nari. Inside the Inn, talk to Talain to start "The Vai'kesh" quest, and pull the lever in the south wing to travel down to the Aman'lu Arena, which is still open for business.

When you're ready to go, head west into the Western Vai'lutra Forest. As you're exploring, you'll come across, to the south, the entrance to a ruin that is blocked by a door on which is nailed a bound elf.

Lovely.

You can't get through these doors yet, but you'll get the key soon enough. To the north is a campsite where you meet Ressa. She's a Blood Assassin, potential henchman (after you complete her quest) and will kick off "Questionable Methods". You'll get to your first task, collect elf blood, later.

Continue west to the Western Vai'lutra Forest (South) teleporter. Here the path splits, going west and north. Take the west path into the Western Vai'kesh Forest. You cross over an ornate stone bridge as you enter the Vai'kesh Forest, and the path splits after the bridge, going north and south.

Go south into a camp of peaceful Vai'kesh and speak to the leader. This advances "The Vai'kesh". Now go north and you'll quickly find, off to your right, the entrance to a crypt with a bunch of elven bodies. Entering the crypt advances "The Vai'kesh" again.

Your path now turns west again, and you will soon reach the Western Vai'kesh Forest teleporter, which is not far east of the entrance to a dungeon. Enter the ruins, which are not that exciting, but quite gory, with plenty of blood and body parts. Not to mention a large number of mobs.

When you reach the end of the dungeon, you're in for your next boss fight, against a Familiar Surgeon. This giant brain is pretty nasty in a fight. It uses primarily death magic against you, so beefing up your death resistance would be a smart idea. Additionally, it summons crawlers from two pools located near the entrance to its lair. These crawlers creep over to the surgeon and regenerate it.

Fun stuff.

With decent death resistance, you can ignore the surgeon's attacks. Unload high-damage, single target powers on it, then attack it. Keep one area power in reserve. When crawlers pop out of the pools, unleash your AoE power on them. If you can keep the surgeon at the far end of the chamber, away from the pools, you'll have time to kill the crawlers before they get close enough to the brain to restore its health. Then go back to your head banging.

After the Surgeon is dead, release Drianjul from her cage and talk to her. When you killed the Surgeon, you got a strange metal object added to your Quest Items. Drianjul tells you that item is a key that unlocks special doors guarded by bound elves. She also tells you there's another Familiar Surgeon in Calennor Stronghold to the north.
Chapter 3: The Second Familiar Surgeon
You discovered the chilling manner in which bound creatures are created, and saved Drevin's sister, Drianjul, from becoming one.

She is grieving and in shock, but she is able to tell you about a second Surgeon somewhere nearby.

You will have to find and destroy it too if you hope to gain the Elves' help.

Objectives:
* Use the Surgeon's key to enter the Calennor Stronghold.
* Speak with the Overmage's projection.
* Find and destroy the second Familiar Surgeon.
* Return to Danadel in Aman'lu.

Return to Aman'lu for rest and refit. Teleport to the Western Vai'lutra Forest (South) teleporter and go southeast to find the bound elf-blocked door you saw earlier. You can now stick your key into the bound elf and release it, kill it, then open the door. This is a simple treasure vault, nothing more. However, to thoroughly loot it, you'll need to find all the secret doors. Look for interactive torches on stands on the ground and on the walls. And beware of one chest that turns out to be a mimic.

Go back to the teleporter and go north. You'll start encountering bound elves, and they will drop vials of their blood. These are actual inventory items--not Quest Items--that drop on the ground, so be sure to pick them up. As you progress, keep an eye out to the east for an entrance to some ruins. This is the Vault of Therayne and the "Treasure Hunting" side quest.

When you reach the Western Vai'lutra Forest (North) teleporter, teleport back to the South teleporter and return to Ressa's camp (just to the east). You should have ten vials of elf blood now, so give them to her and get your next task: collect a child's tears.

Teleport back to the Dryad Outpost and find Arlen, Soram's son, in the southeast corner of camp. Anything you say to him (regardless of whether you completed his dad's quest) will make him cry and you'll automatically collect his tears. Teleport back to Ressa's camp and give her the tears.

She now asks you to bind the soul of Lorethal himself. Teleport to Western Vai'lutra Forest (North) and go a little bit north and then turn east to find the entrance to the Sepulcher of the Crimson Hunters. It will be empty going in. Make sure you loot the place thoroughly, including some level 42 Sanctuary Doors (one for each of the four main classes).

After binding Lorethal's soul, the dungeon fills with the ghosts of Lorethal's Crimson Hunters. These are not pushovers--they're level 45 and very angry. You can't summon a teleporter inside; but, there is a cheesy trick you can use if you don't want to (or can't) fight your way out. Save your game and quit. When you reload, you'll be back in Aman'lu.

Regardless of how you get out of the Sepulcher, teleport back to Ressa, complete her quest and hire her if you're so inclined. (Note: Ressa is not needed in the party for any future part of the story.)

After, teleport back to Western Vai'lutra Forest (North) and continue your journey north. After reaching the Calennor Wood (South) teleporter, start looking for an unmarked path to your right (east). This will lead to a ruined shrine where you find Celeb'hel.

Didn't you already kill him?

Well, talk to him to get the full story. You'll find his two other soulstones in the near future. Continue north until you reach the Calennor Stronghold, which is again guarded by a bound elf. The Stronghold, besides being the site of your boss fight for this chapter, has a lot of treasure hidden behind secret doors, some of which is quest related.

In the very first room, find the interactive torch on the north wall and open a secret door. Inside the revealed room is a corpse. Click it to find a Vai'kesh sword and open "The Vai'kesh, Part 2" in your quest log.

In the next large room of the dungeon, go through the southeast door and find the secret entrance on the west wall. In that room, pick up a green stone from the pile along the north wall. (Remember those stones? And how much you came to loathe them in DS2?)

Next up, some prison cells. Behind the northeast cell is a room where you'll find one of Celeb'hel's other bodies. Click it to collect the soulstone. After the prison, there's a T-intersection. Go left (west) and find purple stones on a bookcase in the end room. (Search carefully, they don't glow.)

Head back east, and then north as the hall turns. In the next room, find a secret door in the southeast corner. Inside the room are yellow stones, lying on the floor.

Now it's on to the boss fight against the Familiar Surgeon, which plays out like the last Surgeon fight. Afterwards, walk back through the dungeon. When you get to the room south of the prison cells, find the secret room to the east and place a green, purple and yellow stone in the appropriate sockets to open a small treasure room.
Chapter 4: Solanum
You destroyed the Familiars in the hopes of convincing the Elves to help you against the Overmage, but the Elves remained steadfast in their decision to not get involved.

However, you also learned that the Overmage is manipulating the Dryads to concentrate all of Aranna's magic in one place.

Danadel also revealed that the Great Leader is a male Dryad, the first ever known to exist. The Elves don't seem to find this suspicious, but you're not so sure...

At least Danadel opened a portal to the Dryads' city of Solanum, so you'll be able to question the Great Leader yourself.

Objectives:
* Go through Danadel's portal to Solanum.
* Enter the Great Leader's audience chamber.
* Defeat Keirok the Devourer.
* Go through the Overmage's portal.
* Explore the unfamiliar cavern.
* Speak to Stonepick.

Return to Aman'lu and speak to Danadel. He'll open a portal to Solanum (a glowing white circle just north of the Aman'lu teleporter). Don't go through it yet. Go talk to Talain at the Inn. Then teleport to the Western Vai'lutra Forest (South) and run west to the Vai'kesh camp.

Confront the leader with the sword you found in the Stronghold, then kill the leader and his minions. Enter the sanctuary that's right there in the camp and kill everyone inside. A locked door in the back yields to a key you took from the leader and leads to the Prophet, who's a pretty tough fight. You'll also find a body of Celeb'hel.

Return to Aman'lu and talk to Talain to wrap up the Vai'kesh quests. Teleport to The Calennor Wood (North) and head southeast to find the living Celeb'hel. If you give him the soulstones, he blows himself to smithereens. End of quest. If you don't give him the soulstones, he attacks you. After you fight him to surrender, he offers to join up. You don't need him for any particular quest after this.

The remainder of this chapter is a boss fight against Keirok the Devourer. Return to Aman'lu and go through the portal made by Danadel. You quickly enter a large, round chamber where you watch a cutscene that ends with you facing a very large, very nasty creature.

There's no special trick to beating Keirok, it's just a test of endurance. He's a strong melee attacker, so ranged attacks work better. He has one special attack where he pounds on the ground, causing glowing lines to radiate out from his body. When you see these forming, run to the outer edges of the circle and get between the lines--they will erupt in flame. If you're caught in them, it means almost certain death for any mages (and possibly rangers) in your party.

However, this attack is pretty easy to avoid and he's not otherwise all that tough. When he's dead, jump through the portal and find Glorydeep Mine. Yeah! There's a base portal here, similar to the one in Aman'lu. Once you speak with Stonepick, the next chapter begins...
Part III
Chapter 1: The Dwarves of Glorydeep
Your suspicions about the nature of the Great Leader were not unfounded--he is the Overmage! The Dryads did not seem aware that they were deceived, and they willingly went through the Overmage's portal. The Overmage summoned a Familiar to stop you, but you were able to defeat it.

However, the portal changed somehow. You went through anyway and discovered a group of Dwarves enslaved by the Overmage.

Stonepick, the Dwarves' leader, explained that they haven't seen the Overmage personally in years, but he resides within the Cinbri city the Dwarves have been excavating. Stonepick agrees to help you get inside the city if you aid the Dwarves in overthrowing the oppressive Familiar Overseers.

Objectives:
* Destroy Hopekiller the Familiar Overseer.
* Destroy Merciless the Familiar Overseer
* Destroy Longwhip the Familiar Overseer
* Destroy Stench the Familiar Overseer
* Destroy Bloodgrin the Familiar Overseer
* Destroy Rockfist the Familiar Overseer
* Meet Stonepick at the bridge to the Cinbri City.

If you don't have Yoren in your party, teleport back to the Outpost and add him. Then return to Glorydeep and find Rockmover; he's in a house to your left (north) as you cross over the first bridge. Rockmover and Yoren will talk, you'll get a reward and the "Hunt for the Lost Dwarves" will be finished. You can safely discard Yoren at this point if you wish.

Continue east through the mine, defeating the Familiar Overseers and their bound minions. Remember to watch out for the Overseers resurrection. As you progress through the mine, you'll be able to quickly complete two side quests, "Captured Miners" and "The Explosives Tunnel". See the individual walkthroughs later in this guide. The last three Overseers are bunched up together, so having the help of the captured miners and the explosion is a good thing.

Once all the Overseers are dead, Stonepick extends the bridge across to Cinbri City and your final dungeon run approaches.
Chapter 2: The Overmage of the Cinbri
You freed the Dwarves from the oppression of the Familiar Overseers, and in return they extended the bridge to the Cinbri City.

Stonepick advised you to work your way deep within the city to the gateway chamber where the Overmage plans to become Zaramoth Reborn.

Stonepick thinks the ritual has already begun--you should get there fast if you want to stop it.

Objectives:
* Explore the Cinbri City.
* Explore the center of the city.
* Find the gateway chamber.
* Speak with the Overmage.
* Defeat the Overmage.
* Defeat Zaramoth Reborn.
* Speak with Kirani.

The run through Cinbri City is strangely reminiscent of the run up Zaramoth's Horns at the end of DS2. The main thing to watch out for is a Cinbri Gem early on in one of the large rooms. It's on a bookcase and is glowing, so you should be able to find it easily enough. This is the last item needed by Mage Nari.

When you finally reach the end, you'll want to stock up on health (and, possibly, mana) potions and equip your best stuff. You've got a very long and grueling boss fight ahead of you.

Enter the circular area where the Overmage is getting ready to transform himself. He's surrounded by dryads in stasis. After your little chat, your first inclination will be to pound on the Overmage.

Resist the urge.

Back off and wait. The Overmage summons a bunch of creatures and you have to defeat them. Right now, the Overmage is invulnerable.

DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY ARE FAST RECHARGE POWERS!

This cannot be stressed enough. If you want to shorten this part of the battle--and you DEFINITELY want to shorten it--then save your powers. Be sure to have all your highest damage powers selected (Brutal Strike, Take Aim, etc.). When the last summons dies, the Overmage collapses.

Unload on him. Hit him with everything you've got. You only get about five to ten seconds, then he revives, is once more invulnerable and summons more help.

Do the whole thing over again. If you do this right, you only have to go through three or four waves of summons before you shave off all the Overmage's health. When that happens, he transforms into Zaramoth Reborn.

Now the real fight gets underway.

Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000 in Merc), is resistant to everything, knows every power and spell in the book and has near-unlimited mana. In other words, he's equal to about ten of you.

Zaramoth will unleash a lot of stuff. Some of his favorites are:

* Whirling Strike with his sword: getting hit is pretty certain death. You can avoid this one because he takes about ten seconds to wind up. When you see him crouch and gather in on himself, he's about to let go, so run away.

* Glacial Aura: this one's pretty hard to avoid, especially for your melee fighters, since running out of range means no damage being inflicted on Mr. Bigshot. Your best bet is to stay in there, take your lumps and drink health potions.

* Fire rings: you can see these coming, as they start from the outside of the circle and move inward. When you see them, rush IN toward Zaramoth and gather around him as the flames stop short of his body. (If you've got any unconscious people lying around, they're toast. Get a Rez spell handy.) This is actually a great time to unload on Zaramoth as he's busy tending the fire and you have a perfect excuse to get in close and personal.

* Call Lightning: when sparks start dancing on the ground, run away. These are pretty easy to avoid, but dangerous if you're not paying attention.

* Waves of Force: this one's just nasty. There's no warning, and you're suddenly facing waves of high-damage streaming out from the front of Zaramoth. The one upside is the narrow area-of-effect, you can easily run to the side away from them. If any melee fighters are standing right in front of him...well, hope they have lots of armor and health.

Zaramoth has other toys to play with too. This fight is, basically, a war of attrition. Can you knock off his health before you run out of health potions or Rez scrolls? He's resistant, but not immune to anything, and you can curse him and attack him just like any normal enemy. (I.e. there's no special trick to fighting him.)

The tactics are all about avoiding his attacks as much as possible, quaffing health potions almost continuously and making sure you have a nature mage with a Resurrect spell and plenty of Rez scrolls for when the nature mage is unconscious or dead.

This is a long, grueling battle and there are no shortcuts. Use high-damage powers as fast as they recharge. Run away when Zaramoth starts with one of his specialty attacks. In fact, keep moving, a lot. It will be harder if you have a melee-heavy party, so be sure to have some strong ranged support (ranger, combat mage).

And bring lots and lots of potions, just in case you hadn't picked up on that by now. When it's all over, talk to Kirani, the lone surviving dryad and the main quest is officially complete. Return to the Dryad Outpost and wrap of "The Ancient Tome" by talking to Mage Nari, giving her all the stuff, then following up with the ghost of the murdered historian.

That should do it! Now it's off to DS2 in Vet, then BW in Vet, then DS2 in Elite...

Closing Notes