PlanetDungeonSiege | DS2 Game Info | Dungeon Siege 2 Walkthrough
Dungeon Siege 2 Walkthrough

Act I Primary Quests
Chapter 1: The Siege of Greilyn Beach
Chapter 2: Prisoner of War
Chapter 3: The Morden Towers
Chapter 4: The Plague
Chapter 5: The Dryad Exile Colony
Chapter 6: Leaving Greilyn Isle
Chapter 7: Secrets of the Azunite Desert
Chapter 8: The Lost Azunite Artifact
Chapter 9: Windstone Fortress
Chapter 10: The Temple of Xeria
Act I Secondary Quests
The Armorer's Apprentice
Lumilla's Salve
Lelani's Sorrow
Secrets of the Elven Shrine
The Kithraya Hive
The Hak'u
The Hak'u, Part II
Dark Wolf
Taar's Investigation
Feldwyr the Blacksmith
A Family Heirloom
The Imprisoned Half-Giant
The Missing Squadron
Secrets of Xeria's Temple

Act I Primary Quests
Chapter 1: The Siege of Greilyn Beach

  • Get your orders from Morden Lieutenant Jerind Fairly self-explanatory. Before you talk to him, however, make sure to check for barrels and chests around the camp.
  • Destroy the training dummy with a melee weapon. Simply destroy the mummy with a melee weapon.
  • Destroy the training dummy with a ranged weapon. Simply destroy the training dummy with a ranged weapon.
  • Destroy the training dummy with a nature magic or combat magic spell. Simply destroy the training dummy with a nature magic or combat magic spell. The choice is yours.
  • Get your orders from Morden Lieutenant Kargack When you're done, Kargack will give you orders to get to the temple.
  • Destroy the Bracken Shell. It takes just a few hits to destroy this shell.
  • Make your way to the front lines. Along the way you'll fight Dryad Bracken Defenders. They're weak, and even weaker if you happen to be using fire. You'll come across a few groups consisting primarily of Bracken, Mystic Protectors, and Forest Golems. When you come across an area with wounded troops, make sure to search the grounds and collect the weapons and health potions. Soon after the infirmary you'll see a cut scene where Amren the elf contemplates killing you. Luckily for you he decides not to. Right after this cut scene you'll come across Ketril blocking the path to the west. This is a good spot to use Drevin's Brutal Attack power. Fighting your way west brings on more Ketril and Bracken. When you get past the next big mob of monsters, you'll find Morden Archer Pulk near a tunnel entrance. Head into the tunnel
  • Reinforce the troops on the other side of the tunnel. This tunnel is full of Morden troops fighting monsters. Aid them before they take away your precious kills. The Infused Ketril in the northwest corner is your biggest concern here. Head east, towards the tunnel exit. Once you leave the cave you'll get a cut scene. This is where the storyline begins to reveal itself. This is also where Drevin dies.
Chapter 2: Prisoner of War
  • Go to the merchant shops and ask for the Basket of Sharpening Stones. So this is how you start out in Eirulan, as a prisoner. Warden Celia will talk verbally rough you up, but thanks to Amren (the life-sparing spock-looking guy from Chapter 1) you're given a chance to prove that you aren't your typical "where's-the-gold" mercenary. Celia wants you to take get some Sharpening Stones from the merchant. Simple task. You should take a bit of time and explore Eirulan first though. You have limited access to the town until Warden Celia sees fit to release you. There are some NPC's looking for a party here:

    Lothar: Half-Giant. A very high strength and a good intelligence combined with knowledge of melee and combat magic means that this half-giant could go either way. Naturally he makes a better fit as a melee fighter. The first main group of monsters you'll encounter are the lightning-resistant Hak'u. If you're going to make Lothar a combat mage, take that into consideration.
    Deru: This high-dexterity, high-intelligent character would make a good ranged character or nature mage (she has a few levels in both to start out with). Due to the fact that you can recruit Taar in just a few quests, you'll likely want to keep Deru a ranged character. She has the ability to harvest mana potions and can quickly reach the skill of harvesting health potions as well.

    Make sure to talk to Innkeeper Leni to increase your party size when you have enough money. While you're at the Inn, talk to Grizzled Bar Patron to get the Xeria's Temple quest.

    You get the Sharpening Stones from Weaponsmith Duma's apprentice, Telinu. Speak with Telinu to get the basket of Sharpening Stones.
  • Bring the Sharpening Stones to the Dryad Outpost. Once you get the Sharpening Stones speak to the dryad guard at the north gate and you'll be allowed to go through and head to the Outpost.
  • Kill all of the Morden attackers and release the captured Dryads. Take the lift down. Here you'll enter the area Northern Greilyn Jungle. Speak with Dryad Guard Jera . Jera will lead you towards the outpost. On the way there you'll meet a few other Dryads. Lirrit will show you about mana and health bushes and Esselte will give you the opportunity to learn your first chant. She will teach you the Lesser Chant of Fortification. It would be a good idea to use the chant at the shrine. When you arrive at the outpost you'll witness Jera foolhardidly charging the Morden who are there. The Morden-Viir and Morden-Urg there are left for you to take on. If you focus your attacks here, it shouldn't be a big problem. When they're all cleared you'll get yourself a Morden Gate Key. Free the Dryad prisoners with that key and enjoy their platitudes.
  • Speak with Warden Celia at the Dryad Outpost. Head back to Eirulan and talk Warden Celia who, with much skepticism, decides that you did a good thing and should be rewarded with another quest. You also get the Dryad Outpost Gate Key, an Eirulan Teleporter Activation Stone, and some new gear.
  • Notes: On the other side of the chant shrine are two side areas. The first is a Tower Sanctuary. Take the lift down. Hanish there will teach you about Sanctuary Doors. There's one of each class of Sanctuary Door here: melee, ranged, combat magic, and nature magic. Each door requires a level 5 strike in the appropriate class to open them. Behind these doors you'll find random treasure chests with loot appropriate to the class that was required to get in. Besides this Tower Sanctuary, you'll also find part of a Hak'u Cave. Be careful if you decide to go in at this point. Use your ranged character to harrass the mobs of Hak'u (which can easily overwhelm you at this point) into attacking your party in small groups. There's plenty of loot as well as a friendly but impossible-to-understand (at this point) ghost in these caves. Just clear it out for some great xp and loot and head towards the Morden Towers.

Chapter 3: The Morden Towers
  • Find the first Morden Tower. You should probably consider picking up an NPC if you don't have one yet. Head on over to the Inn and talk to Innkeeper Leni who will increase your party size for a meager 500 gold. Head back to the outpost and head north.
  • Burn down the first Morden Tower. Use the key you got from Warden Celia on the outpost gate. Just past the gate there is a camp to the east. Search for supplies and gold there. The path to the north is littered with Hak'u. Have fun with them. To the west of the main north-south path are two small areas. You'll find more Hak'u, some mana bushes, and a statue here. Use the statue to uncover a chest. You'll come across Morden-Viir Thug Leader Greknev who will tell you the password "chaba." When you get to the camp, you'll have to tell the Morden Captain the password. If you don't remember "chaba" don't worry. It doesn't matter. You will be attacked. So of course you must defeat the Morden here. At this camp you'll find Nen in the prisoner cage. Click on the cage to break it. Nen tells you how to take down the towers. First, get a cage fragment from the remnants of the cage. Equip the fragment. Light the fragment with the campfire nearby and then click the tower to set it ablaze. Enjoy the show! When it's all gone, don't forget to drop the cage fragment (there will be more later) and re-equip your weapon/shield. There's small groups of Hak'u to the west here for your entertainment.
  • Find and burn down the second Morden Tower. Head through the area where the first Morden Tower was and battle more forest baddies. Just past the first Morden Tower, to the west, are some ruins. The ruins have more chant lecterns: Lesser Chant of Strength and Lesser Chant of Intelligence. Just past these lecterns and just to the east of the main path is your first teleporter. Walk near it to activate it. There's a path to the northeast that's blocked off by a wall. Head northwest up the main path instead. Be on the lookout for a tower to the southwest of the path shortly after the path curves. There are wolves and many barrels around the tower. Inside the tower there is a switch. Use it to get to a lovely chest. Head back to the main path and cross the bridge. You'll come across Morain battling a Hak'u. Read up on the sidequest "The Hak'u for more details. The fleeing Hak'u destroy the bridge. Just north of the now-broken bridge is a Health Shrine if you are in need of it. After another group of Morden you'll find an incantation shrine. South of the shrine is the second Morden Tower. Burn it down like you did the first Morden Tower.
  • Find and burn down the third Morden Tower. Battle south past the Morden, Boarbeasts, Gila, Terraks, and other baddies. West of the main path is a smaller path leading down to a waterfall. In good Dungeon Siege tradition, you know that there's a cave behind this waterfall. Head in and find then tranquil cave full of loot and a ghostly spirit. You won't be able to understand the ghostly spirit until Act 2. There's also a lectern here that has a "mysterious chant." The chant is the Lesser Random Item chant. Head back east and take out the third Morden Tower.
  • Find and burn down the fourth Morden Tower. Heading north from the third Morden Tower takes you back to the bridge that the Hak'u broke earlier. So instead, head south (once you've cleared out the remaining Hak'u and barrels). East of the main path here is a small area with, naturally, barrels full of goodies. Head on into the Western Greilyn Jungle. Fight your way through new baddies such as the Maguars and Gorgaks. Boardbeasts, Morden, and other old friends are here for your slaying pleasure. To the west of the main path is the entrance to the other side of The Hak'u Caves from earlier. Heading back along the main path you'll find health bushes and a Hak'u camp. Here the main path turns back to the west towards the fourth Morden Tower. Just before the tower is another incantation shrine. Be careful here, minibosses and mobs are plentiful as your get close to the fourth Morden Tower. When they're gone, burn down the tower!
  • Return to Warden Celia in the Eirulan Prisoner's Terrace. Near the remnants of the fourth Morden Tower you'll find another teleporter (Western Greilyn Jungle). Take it back to Eirulan and speak to Warden Celia who will finally admit that you're not an enemy. She'll give you your stuff back, including your precious medallion. She'll send you to Taar to get your collar removed.
  • Speak with Taar in the Eirulan Great Hall. Taar gladly removes your collars but discovers some very bad news. You're may now be free of the slave collar, but you have a new problem. You are cursed with the Plague!
Chapter 4: The Plague
Being finally freed of your collar from Taar you can now check out the Town. You can get a third spot in your party for use for another NPC or a pet from Pet Seller Neda. At this stage she only sells the packmule, the scorpion queen, and the ice elemental. In this chapter you'll encounter many Hak'u mages who are fond of lightning and resistant to lightning. Buff up on equipment that is resistant to lightning and put away your lightning spells for the next part of the quest.
  • Find the ancient Elven Shrine.
    Head back out to the Western Greilyn Jungle via the teleporter. Head south to the gate. Since you're not a prisoner anymore you are free to head to what is obviously your impending doom. Head off the main path by going west from the gate to take a stroll through the many Hak'u camps there. Here you'll find many lecterns. In the northern part of this area is the Lesser Chant of Mage Health. To the west is the Lesser Chant of Ranger Health, as well as a ghostly spirit and the hideout of the Hak'u Usurper Don't worry about the Usurper for now, you can't get to him. Before you return to the main path don't forget to explore the southern part of this little area or you'll overlook the Lesser Chant of Casting lectern. Back near the path, the guard tells you that the shrine is just up ahead. Near the guard is a Lesser Chant of Fighter Health. Further down the path you should give the dryads a hand clearing out the beasties including the Hak'u Rhythm Drummer and his gang. Viola! You've found the shrine (it's down the steps behind the door).
  • Locate the Elven Fountain.
    Once inside the Elven Shrine, head down the hall. If you have a Ranged lvl 6 you'll be rewarded by being able to open the Sanctuary Door here. Not much further on there are some war pedestals that you'll appreciate later if your powers are drained. Go through the door and take the lift down. At the bottom you'll fight a gang of Hak'u. Keep an eye on your minimap for a blue dot on the wall. There's a tiny switch that you press to get into the secret area for the Secrets of the Elven Shrine sidequest. Defeat all the Hak'u in the following hallways and chambers. Be sure to check the rooms to the east of the hallway for more killing and looting. Heading south will take you to a chamber where you will encounter a group of Hak'u that will include mages with the ability to summon. Enjoy. Once all of the Hak'u are dead in this small room, open the door to the south. This brings you to the room that contains the Elven Fountain!
  • Fill the Empty Vial with water from the Elven Fountain.
    The room isn't empty however. Defeat the Hak'u Witch Doctors. Click on the Elven Fountain to use it. This fills up your vial. Before you leave, check the room for loot, which includes the Lesser Chant of Prosperity lecter.
  • Report back to Taar in the Eirulan Great Hall.
    Now that you have the Elven Fountain waters in your vial, head east through the door. Take the back to Eirulan. Head back to the Great Hall and talk with Taar. She spins a tale about a colony of plague-infected Dryads and recruits you to save them. Thankfully, Taar also offers to join your party:

    Taar: Taar is without a doubt a true nature mage. With an Intelligence of 39 and 9 levels in Nature Mage, she's not really an option for anything else. If you take her with you be aware that she has her own sidequest.

Chapter 5: The Dryad Exile Colony
  • Find the Dryad Exile Colony. Leave Eirulan via the South Gate. Take the lift down and head south to the Hak'u camps. South of the camps is the Dark, Bone-Filled Cave that is part of Taar's Investigation side-quest. Head east killing the numerous Hak'u and Raptors along the way. As you continue East you'll ascend hills atop which you'll find mana potions. Follow the main path south of here. This is where you meet Rhinock (use Death Magic on them) roaming with some Hak'u Slayers. The main path heads east but if you search to the south you'll find some abandoned ruins (part of Finala's Contempt Side Quest) and a Small Cave. When you're done there, continue heading East on the main road. Notice the Mana Shrine to the north of the main road. This, and the health bushes scattered about, should help you fight the Hak'u and Vulk that are in the area. At the eastern end of this area is a small ampitheater. Advance cautiously here. Soon you'll come into Eastern Greilyn Jungle.
    Eventually a side-path turns north from here. Here you'll find a small bridge and a small cave. Another side-path heads south of the main path to another cave. Beyond these side-paths is another northern side-path. This takes you to some curious mushrooms, which are part of Amren's Vision SideQuest (note: this is Act 2). For now, just take the loot from the chest and containers.
    East of these side-paths is a small campl with Hak'u, Shard Souls, and a Rhinock. The main road takes a turn to the south here with plenty of baddies for you to kill. East of the southerly main path is a small Tower. In this tower there's a lift for you to take down to fight a few nasty Hak'u. Don't worry, the loot is worth it.
  • Save the Old Man
    Finally, to the southwest of this tower is the Dryad Exile Colony. We have a cutscene of an old man fighting some plagued Dryads. Kill the dryads as quickly as possible to save the old man. After some introductions and small talk, the old man clears the path and you begin Chapter 6!
Chapter 6: Leaving Greilyn Isle
  • Locate the Kithraya Caverns.
  • Look for survivors from Vix's squad.
  • Investigate Eastern Greilyn Beach.
  • Destroy the Shard.
  • Use the portal to leave Greilyn Island.
  • Talk to Captain Suzor.
Chapter 7: Secrets of the Azunite Desert
  • 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.
Chapter 8: The Lost Azunite Artifact
  • Find the Lost Vault of the Azunites.
  • Retrieve the Azunite Weapon.
  • Talk to the Elven Spirit in the Lost Vault of the Azunites.
Chapter 9: Windstone Fortress
  • Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor.
  • Take the Azunite Artifact to the Windstone Fortress.
  • Find the person in command.
  • Enter the Windstone Fortress Outer Vault.
  • Find the Windstone Fortress Inner Vault Key.
  • Enter the Windstone Fortress Inner Vault.
  • Activate the Azunite Artifact.
  • Bring the activated Azunite Artifact back to Captain Dathry.
  • Enter the Temple of Xeria.
Chapter 10: The Temple of Xeria
  • 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.
Act I Secondary Quests
The Armorer's Apprentice
Lumilla's Salve
Lelani's Sorrow
Secrets of the Elven Shrine
The Kithraya Hive
The Hak'u
The Hak'u, Part II
Dark Wolf
Taar's Investigation
Feldwyr the Blacksmith
A Family Heirloom
The Imprisoned Half-Giant
The Missing Squadron
Secrets of Xeria's Temple




IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.