Unofficial FAQ/Walkthrough v.0.9
By Mr. Dubbers
Web Site: www.geocities.com/dubbersgames
Last Updated: April 23, 2002
<1> INTRODUCTION/VERSION HISTORY
<2> GAMEPLAY BASICS
<2c> Battle Mages
<2d> Nature Mages
<3b> Crypt of the Sacred Blood
<3d> Wesrin Cross
<3g> Alpine Caverns
<3h> Rock Cave
<3i> Traveler's Camp
<3j> Eastern Swamp
<3k> Goblin Inventor's Cave
<3l> Temple Ruins
<3m> Fortress Kroth
<3n> Cliffs of Fire
<3o> Dragon's Rathe
<3p> Castle Ehb
<3q> The Chamber of Stars
<4c> Spells & Spell Books
<6> LEGAL STUFF/DISCLAIMER
<1> INTRODUCTION/VERSION HISTORY
Being a huge fan of RPGs, I've been looking forward to Dungeon Siege
for a long time. Now that it's finally out and I've been able to play it for
a few weeks, I've decide it was well worth the wait. It kind of plays out
like a mix between Icewind Dale and Diablo. Anyway, I highly recommend it
for anyone looking for an RPG without too much of a story. This guide
contains strategies, item information, and even a walkthrough, for those of
you that can't follow the paths and directional signs in the game. It also
assumes that you have read the manual and know how to control the game.
Email any questions, information, or corrections to firstname.lastname@example.org.
v.0.1 - Typed up the table of contents and intro, started walkthrough and
game play basics.
v.0.2 - Finished walkthrough up to Stonebridge.
v.0.3 - Finished walkthrough up to Traveller's Camp. Finished game play
v.0.4 - Finished walkthrough up through Fortress Kroth.
v.0.5 - Added legal info & credits, finished walkthrough up through the
Cliffs Of Fire
v.0.6 - Finished walkthrough up to Chamber of Stars
v.0.7 - Finished walkthrough! Added some reader contributions. Started
playing multiplayer, will have that part of the guide up soon.
v.0.8 - Added items section
v.0.9 - Added some multiplay info and reader submissions
<2> GAMEPLAY BASICS
At first, Dungeon Siege appears to be a very simple click-fest of an
RPG, but as you gain more party members and become more powerful, you'll have
to use a little more strategy than that. The following are a few basic tips
you should always remember.
1. Always keep a good supply of healing potions for all of your characters,
and mana potions for your mages. Even when you have a good nature mage or
two to cast healing spells, you never know when a character will get ganged
up on or separated from the party.
2. Always pick up magic items of any kind, and be sure to check the modifiers
on them before selling them or transmuting them. You'd be surprised at how
often a weaker-sounding item with good mods will actually be quite useful.
3. Keep a close eye on each of your party members at all times. Just when
you think you can let them fight out a battle while you get up for a snack,
you'll come back to find several dead characters waiting for you. Especially
those damn pack mules, which always seem to get attacked when they hang back
away from your party.
4. Keep a good balance of character types in your party. You don't want to
have 8 fighters, or 1 battle mage and 7 pack mules. Personally, I think the
best mix consists of 2 fighters, an archer, 2 battle mages, 2 nature mages,
and a pack mule.
5. Whenever you're running low on potions, and you're not sure when you'll be
able to get back to town, just stand around and regain your mana and health
in between every fight. You'd be surprised at how well this works.
6. Use the different formations to your advantage. If you're traveling along
a narrow bridge, use a single-file formation. If you need to protect a
certain character, put him or her in the middle of the hexagonal formation.
These are but a few of the ways to use formations, so experiment.
7. If you ever get annoyed when you attempt to click on a monster and instead
click on the ground, causing your entire party to move, just remember that
you can use the right mouse button to attack without fear of moving your
Utilizing these tips should make your gaming experience a lot smoother.
Now it's time to discuss the character building system of Dungeon Siege.
The character building elements of Dungeon Siege are actually quite
simple compared to other RPGs. Basically, it revolves around the idea that
as your character repeats the same action, they become better at it, similar
to the system found in Ultima Online. For example, as a character uses a
bow, he or she will become more and more proficient at archery. Also, as a
result of the character's archery training, he or she will gain more
dexterity, allowing for more powerful bows to be equipped. This leaves you
free to play however you wish, as the game essentially conforms to your
style. Just remember that characters will grow much faster if you specialize
them into one of the four "classes", which are:
Fighters are masters of the melee weapon. Their main ability will be
strength, which allows them to wear heavier armor and use stronger weapons.
I've also found that fighters will gain dexterity at an above average rate,
although not at that of the archer. Fighters will be the characters you keep
on the front lines, hacking it out toe-to-toe with the baddies. They can
also be used to draw enemies into the line-of-sight of your archers and
mages, or to protect your weaker party members. Always be sure to have
plenty of healing potions in their inventories, as they will often get ahead
of the party, out of range for your mages to heal them. A good fighter or
two should be able to handle almost any non-boss creature solo, if need be.
Archers are, obviously, primarily bow-users. They also do well with
the few other range weapons in the game, such as crossbows, grenade
launchers, flame throwers, and so on. Their main stat will be dexterity,
with a slight boost in strength gain. I found it useful to let your archer
character do a little melee fighting in the beginning of the game in order to
build up a little strength for wearing armor and equipping the technology
found in the Goblin Inventor's Cave. Archers are best used as a barrier
between your fighters in the front and your mages in the back. They also
have a small, yet useful, role as the character you can use to destroy
explosive barrels from afar.
<2c> BATTLE MAGES
Battle Mages are wizards specializing in combat. They also have a few
healing spells at their disposal, making them quite useful. Summon spells
can really help out against some of the tougher enemies, too. They do start
off fairly useless, but if you let them cast some spells, and you keep them
out of harm's way, they will eventually turn out to be very useful. Keep
them in the back as often as possible. Any mage's primary stat is
intelligence, and they are they only characters who can gain it at a decent
rate. As a tradeoff, though, they gain strength and dexterity at incredibly
slow levels. Of course, they don't need to worry about equipping big heavy
armor, since they have robes, staves, and caps made especially for them.
<2d> NATURE MAGES
Nature Mages are very similar to Battle Mages, except in reverse. They
have an emphasis on healing and restorative spells, with a few attack and
summon spells for protection. They also gain intelligence quickly, while
getting almost no strength or dex. They wear the same equipment as Battle
Mages, and they should also be kept in the back of the party. If they need
to heal party members in the front, they will almost always move up on their
own, so make sure you keep checking on their position. Another thing I'd
like to note, as it took me a while to figure out, if you want to manually
cast a restorative spell on a party member, you must select only the mage and
RIGHT-CLICK on a character. I got very angry the first time I had a party
member die and every time I tried to revive him by left clicking I just ended
up selecting him. I also believe that the manual instructs you to left-
click, but that just doesn't work.
NOTE: A very easy thing I do is have all members selected (Ctrl+A), press 3
(which just happens to be where I have all characters' healing hands spell.
Then right click on the portrait of whoever needs healing and whichever
characters are not currently doing anything will heal that character.
Sometimes I'll manually change only one player to healing hands and do the
same. Even though I've got all characters selected, only the one who heals
will respond to me right-clicking. Since the others are wielding weapons and
don't want to hurt their own team member, they just keep on slashing away at
monsters. - Blain
The fifth type of character you can add to your party is the pack mule.
They can be bought at any mule dealership if you have the right amount of
gold, and serve the sole purpose of hauling around your stuff. They will
automatically hang back away from your party to avoid danger, but they will
invariably be attacked while you are in the middle of a large battle. This
can get annoying, as mules can't use potions. The only solutions are to
either: a) Bring your party back towards the mule, which also has the side
effect of dragging enemies with you, or you can b) Have your mule come
towards the party, which is a better solution, but not always possible. As a
last resort you can c) Let the mule die, then resurrect it later.
Now that you have a firm understanding of the game, it's time to hop in
and start sieging those dungeons!
The game begins with a cut scene depicting some back-story, and then
flows into a shot of your farm. A friend of yours will crawl up to you as
you are working in the fields, informing you that the Krug are attacking. He
will then ask you to meet his friend in Stonebridge. (QUEST: SEEK NORICK"S
FRIEND GYORN IN STONEBRIDGE) You are then left to fend off the attackers, as
your friend dies. Pick up a weapon off the ground, or one of the basic
spells you will undoubtedly find, and start killing off those Krug. You
should actually decide right at this point what class you want to shape your
main character into. It's probably best to just start developing a melee
fighter, as it will make the early stages of the game much easier, since you
will be soloing for awhile. Anyway, follow along the path until you reach
the home of a man named Edgaar. He will ask you to clear his basement of
monsters. (QUEST: CLEAR EDGAAR'S BASEMENT) Walk outside of his house and
you will see the entrance to his basement. Open the door and head on down.
Inside, there will be enemies for you to fight (actually, there will ALWAYS
be enemies for you to fight, so from now on, I'll only make note of
particular enemies that might give you trouble). Clear out all of them and
take all of the loot you can find. (QUEST: COMPLETED: CLEAR EDGAAR'S
BASEMENT) Continue along the path until you come across a man standing near
a broken bridge. He will inform you that since this bridge to the town of
Stonebridge is broken, you will have to head through the Crypts to reach your
destination. Continue along the path until you reach the entrance to the
Crypts, which is a mausoleum-looking thing. Head on in.
CRYPT OF THE SACRED
You will find yourself inside of the game's first dungeon. It's not
very long or complicated, so you shouldn't have much trouble. Since you
still only have one party member, be sure to only carry the best of the loot.
Also, since you will be getting a new party member very soon, try to decide
what class you will want her to be and gather the appropriate starting
equipment for her. For example, I chose to create an archer out of her, so I
brought along the strongest bow I could find. To proceed through this
dungeon, you will only have to kill the enemies and open doors. The area,
like almost all of the other areas in the game, is very linear, so you should
not get lost. You will also be fighting very weak enemies, so there really
isn't anything to worry about. Just make your way through, following the
all-too-easy-to-see "game path". Eventually you will see a woman standing
near a door, which is the exit. Talk to her and she will join your party, if
you wish (and you DO wish). At this point, the game will open up a bit and
become a bit more strategic. Equip her with some items, and head on out of
the dungeon back into the forest. Yet again, you will have a very obvious
path to follow through the woods. Eventually, you will arrive in the town of
NOTE: Just thought I'd point out, that you failed to mention the TON of
secret passages players should look for in the Crypt of the Sacred Blood.
They're a little hard to see, but as long as you zoom in while going down
hallways, and always look on the other side of pillars, they're an easy
source of more loot. - Perigon
Welcome to the game's first town. Inside, the first thing you should
do is locate Norick's friend, Gyorn. It shouldn't be too hard, as you will
practically run right into him as you make your way through the town. He is
right on the main path. (QUEST: COMPLETED: SEEK NORICK'S FRIEND GYORN IN
STONEBRIDGE) He will inform you that he must report to the Overseer in
Glacern. (QUEST: DELIVER GYORN'S REPORT) He will then join your party. My
suggestion is to make him a mage; it doesn't matter which type. After
equipping Gyorn, make your way around the town, visit the various shops, and
buy plenty of potions. You should sell anything you aren't saving until you
can use it. I also suggest buying a pack mule, as it will be invaluable to
you for the entire game. Make sure to buy some spells for Gyorn, if you
followed my advice and made him a mage. After you have sufficiently prepared
for the journey, head on out of the town towards Wesrin Cross.
NOTE: Just to let you know you've missed a quest in Stonebridge if you talk to
the guy next to the burnt down house he will ask you to find his Axe in the
Northern tower. Unfortunately i haven't found it yet.. I just thought you
might like to know. - Matt
NOTE: just wanted to add two things to your walkthrough in Stonebridge:
2)ordus' axe is in a tower's basement. the tower is outside of town. I couldn't say exactly where. but, at some point, you go up a hill and to your
left, a little distance away, is the building. there is an elevator on the
ground floor, which takes you to an area underground where there are a few
krug, I think. you kill those, and somewhere around there, i think on a bed,
is the axe. - Parker
NOTE: There is another quest that u get in Stonebridge.. if u go up the
stairs in the inn and talk to the girl in the lobby she would ask u to
deliver a message to her sister in Glacern that she is ok.. once u are in
Glacern.. simply walk straight through and up to the house on the small hill
and u will find her sister.. talk to her and the quest will be complete.
- Saad Khawaja
Yet again you will be on a path through a forest. Follow along,
slaying all who oppose you. You will come across several wooden signs
pointing you in the direction of Wesrin Cross-Eastern Tower. Follow them
until you reach a man who you can talk to. He is a town guard, and he asks
you to clear a path to Glitterdelve by going around through Wesrin Cross.
(QUEST: CLEAR GLITTERDELVE PASS) Follow along the path for a little bit
longer and you will encounter the ruins of a large stone tower. A large and
very obvious sign in front of it proclaims it to be Wesrin Cross. Enter the
tower and go down the stairs to begin the game's second dungeon. It is
considerably longer than the first; exploring the entire thing could take
around an hour and a half. It also plays quite differently than the Crypts,
seeing as you now have a party to deal with. As with all of the dungeons in
this game, it is nearly impossible to get lost, because there is nowhere to
explore off of the beaten path. Make your along, killing everything that
moves, until you come across a large circular platform hovering over what
seems to be a bottomless pit. Move your entire party onto the platform and
pull the skull-shaped lever. You will be lowered to the dungeon's second
level. Fight off the enemies and proceed along the path. After a short
while, you will enter an incredibly large room. It will take a long time to
clear out, but it is well worth the effort, as you will be able to gain more
treasure and increase your skills. Take things slowly and clear out each
group of enemies you encounter before moving on to the next. If you have a
pack mule, make sure it doesn't wander off into the middle of a group of
enemies. Also, I advise setting your party's AI so that they will not
deviate too far from where you tell them to go. If you need health or mana,
there is an enclosed area in the center of the room that contains health and
mana fountains. After clearing everything out, you will eventually find the
exit door, which is on the opposite wall from where you entered. Go through
it and into the next room, where you will see another circular cage platform.
Move your party inside of it and flip the lever. You will return to a new
area of the first level of the dungeon. Proceed along and you will see a
small rectangular platform. Move onto it and flip a switch. You will then
rise back up to ground level. Welcome to Glitterdelve.
Follow the path to the east and you will see a door with explosive
barrels in front of it. Shoot them with a bow to blow the door open.
Outside are some town guards. Talk to them. (QUEST: COMPLETED: CLEAR
GLITTERDELVE PASS) Turn around and walk towards the town. You will get a
cutscene of some monsters killing the townspeople. Then a dwarf will run out
and lay a beat down on the monsters. Go up and talk to him when the cutscene
is done. His name is Gloern and his brother Torg needs rescuing from the
mines. (QUEST: RESCUE TORG) Accept the quest and he will join your party.
I advise making him into a second fighter. Since there is nothing else to do
in this town, enter the mineshaft. This dungeon is a bit less easy to find
your way through, but it still isn't a big deal. Plus, the enemies here are
very easy to kill. Follow the tracks and kill anything in your way. If you
happen to hit a dead end, just turn around and there will usually be another
path for you to take almost immediately. At the first fork, which is right
by the entrance, turn right. Follow this to the next fork and take the
western path. Follow this set of tracks until you see a platform that you
can stand on. Do so, then flip the switch. You will be lowered into a
cavernous area with some water nearby. Trudge through said water until you
can hop back on land again. Go up the small set of stairs and follow along
until you see a moving platform. When the platform docks on your side,
quickly get your party onto it. It will take you across. From here there is
another platform that moves down to ground level. Hop on it. Follow the
tracks to the west as far as you can, then head north. Go up the small ramp
towards the machine, then continue north. Turn west when you have to, then
follow the tracks to the north. Go east at the bend, then south. You will
see more tracks; follow them to the east. Head north at the bend and you
will see more tracks. Follow them. You will encounter a moving platform.
Get on and ride across. Head north a bit and ride another platform. You
will see an up and down moving platform; get on and ride down. This large
cavern has many paths. The correct one lies to the east. Follow along and
it will bend to the north. You are now in a long cavern with many elevators
on either side. All of them lead to rooms of monsters and treasure, but the
second one on the right leads to Gloern's brother, Torg. Talk to him and he
will give you an item for rescuing him. (QUEST: COMPLETED: RESCUE TORG) He
will also ask you to report his findings to the Overseer. (QUEST: REPORT
TORG'S FINDINGS) Ride the nearby elevator up and heads north until you reach
a door. Press the button to open it. Go through and ride the elevator up.
Exit the building you're in and you'll find yourself in the snow-covered
forest just outside of Glacern.
Follow along the path through the snow until you reach Glacern. You
will get a cut scene when you open the town door. Find the Lucky Hurgiss Inn
and enter. Inside, you will find the Overseer. Talk to him. (QUEST:
COMPLETED: DELIVER GYORN'S REPORT) (QUEST: COMPLETED: REPORT TORG'S FINDINGS)
He will tell you to find the Grand Mage, Merik. (QUEST: QUEST FOR MERIK)
You can pick up two new party members if you wish. One is a fighter, the
other is a mage, and they are both standing in the inn. Exit the inn and do
your shopping. If you got a new party member, get them some decent
equipment. When you're ready to leave, head out through the large doors.
NOTE: Nice work on the walkthrough. I was looking through it when i noticed
that there is a couple of quests missing from the Glacern part of the
The first you can get in the magic shop. As you walk in, talk to the
gut on the right side of the building. He borrowed 3 books and needs them
back before the chop owner finds out. The guy gives you volume 3 so u know
what the books look like. One of the books is located with the guy in the
watch tower you pass as you first entered Glacern. Go up to him after you
have received the quest and he should give you one of the books. I cant quite
remember where the other book is. I think it might be with a guy upstairs in
the blacksmiths place, if not i guess it would be just a case of talking to
everyone after you have received the quest.
The second quest is received when you talk to the blacksmiths
apprentice. He gives you a sob story of how his place is full of monsters,
and he had no money so the blacksmith gave him a job so he can tool up and
defeat the monsters. His home is located after you leave Glacern, but not too
far away. I think its located off the main path of the road, but its easy to
find. - Monkey Boy
NOTE: There is a small quest in Glacern.. If you go to the shop with potions
(located just in front-right when u enter Glacern) and talk to the girl
to the right. She asks you to find volumes of the book that she lent to 2
people in Glacern.. You can find one book with the guard on the guard
tower to the left when u enter Glacern and the other book is on the house
that is to the right of the shop with a guy standing in. Return the books to
the girl and you will get 200 gold coins (or maybe 2000 I don't remember
correctly). Quest Completed - Saad Khawaja
You are back on the trail in the snowy woods. Follow along, killing
the enemies as you go. Eventually, you will reach an area where the snow
impedes your vision. This means you are very near the entrance to the Alpine
Caverns. Continue along until you see a door opening in the side of a
mountain. Enter to begin the game's fourth dungeon. It is very easy to
navigate. First, head straight north for a long ways. The path will curve
to the northeast after a while. Continue along until you hit a dead end.
There will be an opening in the wall to the east. Go through it. Go east as
far as possible, then curve around the path so you area heading west along a
narrow path. Turn south at the bend and continue in that direction until you
encounter a man stuck in ice. That would be Merik. Break the ice for a
cutscene, then speak to Merik. (QUEST: COMPLETED: QUEST: FOR MERIK) He will
tell you that the goblin's have stolen his magical Warding Staff. (QUEST:
MERIK'S STAFF) He will join your party as a Nature Mage. Equip him and
continue south for a cut scene. Approach the large door and exit out back
onto the snowy path for the last time.
NOTE: I just read through your FAQ. I just ran into something nice in the
alpine caves, if you walk through these caves and keep to your right you will
find 3 hidden areas. You need to go into each one and finally there are some
more bonuses (one rare item) - Raymond
Follow along the path in the snow until you reach the entrance to a
cave. Inside lies a very long and somewhat challenging dungeon. While it's
extremely easy to navigate through here, there are TONS of enemies, some of
them very difficult enemies, at that. Basically, you are going to head
straight south, bending as necessary. Make sure to move slowly and kill
every enemy in your path, so you don't get back attacked. Keep everyone
healthy by having Merik use only healing spells. Save often and follow the
directional signs, also. Eventually you will reach the exit, which leads
into a dark forest.
Follow the path for bit and you will reach the Traveler's Camp. Speak
to the people to learn of the bandits. (QUEST: CONFRONT THE BANDIT BOSS) Do
some shopping and unload any extra gear. You can hire an archer near the end
of the camp, if you wish. You have a long stretch of land before the next
place where you can shop, so make sure you are prepared before heading out
into the forest. Fight your way long the long forest path until you reach
the bandit camp. Kill the Bandit Boss. (QUEST: COMPLETED: CONFRONT THE
BANDIT BOSS) Continue along the path, fighting as you go. Eventually you
will come across a large bridge. Cross it and you will be in the Eastern
The swamp is a very large outdoor area. It has a pretty
straightforward path through it, but if your characters need a little
building up, there is plenty of room to explore the area a bit. To get
across the swamp, you will need to cross many bridges and slosh through the
murky waters. Watch out for enemies that pop out of the water and ambush
you. There are small houses interspersed throughout the area. These usually
contain a treasure chest or two. Proceed across at your own pace until you
reach a graveyard with a church in the center. You will encounter a large
amount of zombies here, and they WILL swarm you, so be careful. Once you've
taken care of them, continue forth on your journey. Eventually, you will
come across a deformed tree-cave looking thing. This would be the entrance
to the Goblin Inventor's Cave.
This is a very long dungeon with some tough enemies. Watch out for the
enemies with flamethrowers and lightning guns, as they do a large amount of
damage when they swarm you. Start off by standing on the elevator and
turning the valve to go down into the depths of the cave. Get off of the
elevator and head north for a long stretch. Eventually the path will turn
east. Continue in that direction for another long while. When you reach a
fork, go south, then east. Cross the bridge, go around the machine, and head
north. Follow the path around the conveyor belt to the west then to the
south. Pull the switch, cross the bridge, and continue south. Cross the
platform and go through the door to the south. Go east under the pipes, and
down the next elevator. Go west and take another elevator up, go around the
bend, and head west. Go through the door to the south, cross the bridge, and
enter the next room. You will get a cutscene of the Goblin Inventor. You
will then have to fight a boss. Kill it and watch another cutscene. Pick up
the staff. (QUEST: COMPLETED: MERIK'S STAFF) Exit by taking the elevator up.
Leave the cave by heading east.
Talk to the men standing to your left for some information. (QUEST:
REINFORCE FORT KROTH) Follow the tree line east the around and west.
Continue along this path until you see the entrance to a short and easy
dungeon. Go inside and follow the path through to the exit. There is one
enemy, a fury, that acts as a sort of mini-boss. Killing it yields a
sizeable amount of gold. Anyway, head through the exit and you will see a
mage named Boryev, who will join your party if you pay him. Make your
decision and move on.
NOTE: I've just finished reading your faq on DS and
is another quest in the Temple Ruins Area. If you enter the first house you
come to ,after coming off just wanted to add that there the beach and going
up the hill, you'll talk to a man that wants you to find out what happened to
the adventuring party that use to do business with him. He tells you about a
water filled dungeon west of his house. The water filled dungeon is under
the 3rd house (the second house being the shop). I've not done the dungeon
yet since I only came across the quest late last night. - Bob
Follow along the dirt path until a cut scene occurs. You will have a
boss fight against the necromancer. Kill him. (QUEST: COMPLETED: REINFORCE
FORT KROTH) Continue along the path and enter this fortress you've been
hearing so much about. You will get a cut scene. Enter and the guard will
tell you to find Tarish. Find him and talk to him. (QUEST: SUBDUE THE
DROOG) Do your shopping, pick up a pack mule if you wish, you know the
routine. There is also a fighter you can add to your party. When you are
ready, exit through the large doors. You will find yourself in a cave.
There is a path straight through, so you will have no trouble getting
through. After this very short diversion, you will come up in a desert area.
Proceed east, killing as you go.
CLIFFS OF FIRE
Follow along the river until you see a dirt path. Follow along that
until you reach a man named Ulfgrim, a fighter. He will join you for some
gold. Proceed forth a little further to encounter a sign pointing you in the
direction of the Cliffs Of Fire. Take the hint and head in that direction.
You will eventually start crossing some fairly long bridges. I'd just like
to take the time to point out how beautiful the graphics are in this game.
Seriously, just take a look around while on those bridges. It's amazing.
Anyway, continue along until you see an elevator in the side of a cliff. Get
on, flip the switch, and ride on up. Continue along the darkened path and
you will eventually see another sign pointing you in the direction of the
Cliffs Of Fire. Follow along yet again. You will go up a couple of ramps
and some stairs, and eventually see another directional sign. Do as the sign
says, and you will end up looking at the entrance to the Droog town.
Strangely enough, the villagers bow to you, rather than attack. Climb up and
fight some much less friendly Droogs. What's going on here? Continue on up,
and at the top you'll meet Nontaya, the Droog leader. (QUEST: COMPLETED:
SUBDUE THE DROOG) He will inform you that the Seck are attempting to
infiltrate Castle Ehb. (QUEST: JOURNEY TO CASTLE EHB) You can also buy
items from him. Head down a bit, then go east and up to the very top of the
city. Head up into the desert and you'll see a Droog named Goquua fighting a
Drake. Help him out and then speak to him for a quest. (QUEST: SLAY THE
ANCIENT DRAGON OF RATHE) Continue down the path.
Follow along the path a ways and you will eventually hit a fork. A
nearby sign will inform you that one way leads to Dragon's Rathe and the
other leads to Castle Ehb. Take the one leading down to Dragon's Rathe.
Enter the small cave and prepare for the toughest fight yet. You will be
fighting a gigantic dragon with 20,000 hit points. His name is Scorch. To
take him out, focus all of your mages on healing while hacking away with your
fighters and archers. He will eventually go down. (QUEST: COMPLETED: SLAY
THE ANCIENT DRAGON OF RATHE) Your reward is all of the treasure you can
carry away from his lair. When your are done raiding, head back out of the
cave and up the way you came. Now follow the sign's direction toward Castle
You will enter a very short and perfectly linear cave to make your way
through. You will emerge on the other side in a forest/plains area. Follow
the dirt path down a hill and continue until you come across an NPC named
Lord Bolingar, a fighter. He will join you if you want, but more
importantly, he gives you a quest. (QUEST: SEARCH FOR THE KING) Continue
along the path and you will see a sign directing you toward Castle Ehb. Go
in the direction it is pointing. You will soon reach the drawbridge. Walk
up it a little bit and you'll get a cutscene of the castle. (QUEST:
COMPLETED: JOURNEY TO CASTLE EHB) Head into the castle and dispose of the
nearby enemies. Go up the stairs to the east. Explore the siderooms for
enemies and treasure, then head down into the dining room. Kill the enemies
and go out the door to the south. Go up the stairs to the castle walls and
make your way around them and back in to the castle. Explore this floor
however you want, you will eventually end up on the north side of the castle
walls no matter what you do. Climb up some more stairs and fight some more
monsters. You'll be on top of the castle. Fight your way across and go down
some stairs. Go west up a flight of stairs, across and down some more
stairs. Then climb down stairs again to the east. You'll see a circular
elevator. Hop on and ride it down. You'll be in the basement; follow the
path and ignore the doors along the walls unless you want to fight of
desperately need items. You will soon come across a prison with the king
inside. Open the door for a cutscene. The king will give you a key. (QUEST:
COMPLETED: SEARCH FOR THE KING) (QUEST: VANQUISH THE SECK) (QUEST: THE
CHAMBER OF STARS) The doors behind the prison will automatically be opened
as you approach them. Do so.
THE CHAMBER OF STARS
Continue south along the passage and open the skull door. Follow the
path west and open another skull door. Go down the stairs into a large room.
Cross the room, slaying all who oppose you. Go up the stairs on the far side
and head north through either door. Go west and click the star device. A
bridge will form; cross it. You will enter an incredibly cool-looking area.
Cutscene. Click each of the statues to turn them towards the center.
Cutscene again. (QUEST: COMPLETED: THE CHAMBER OF STARS) Open each one of
the treasure chests for a large assortment of great loot. Yeah, baby! Now
leave the area and head back towards the skull door to the northeast. A
cutscene will occur as you cross the bridge. Continue towards the skull door
and you'll see it open for you. How convenient. Kill everything in the room
and enter the jail cell door to the west. Follow the path of rooms with one
exit. Go down the stairs when you reach them and head through the red cave
opening. Very Diablo-ish area we got here, eh? Follow along the path and
through another cave opening. Cross the bridge, go west, and cross another
bridge. Head west through another cave opening and go down the slope.
Follow the path to another cave door. Continue south and cross a long
bridge. Enter yet another cave door. Continue south, through the door, and
cross a bridge. Head east across another bridge. Go south up the stairs at
the fork and follow the path around. Turn north when you get the chance and
head west. Continue in this direction for awhile and you'll get a cutscene.
It's time for the big showdown, baby.
The first form has about 8000 HP, and it's not too difficult at all. Just
throw everything you have at it. The second form is a little trickier. It
has about 11,000 HP. It will also summon creatures to assist itself and it
uses many powerful attacks. If you've built up your characters sufficiently
and you have decent equipment, it still shouldn't be too hard. After you've
put this guy to rest, you'll have finished the final quest. (QUEST:
COMPLETED: VANQUISH THE SECK)
Congratulations! You've completed Dungeon Siege!
Half the fun of Dungeon Siege is hunting for rare and useful items.
Items come in many varieties and have many uses. Items can also be imbued
with magical powers. Magical items will have blue titles. I've made a
section for each type of item you can find and included some examples.
Armor is anything you can equip on a character's body area. It serves
as protection from the attacks of your enemies. Armor can be anything from a
simple piece of cloth to a suit of full plate. Generally, mages will equip
robes and the like, seeing as these items require only intelligence. Melee
fighters will wear heavy armor, as they need the protection and have large
amounts of strength. Archers also wear armor, but they will usually have
weaker armor than your fighters. A good tip is to give the archers your old
armor when you get new stuff for a fighter.
Weapons are items your character can use to attack the enemy. They
range from you simple pitchfork to powerful magic broadswords. Mages will
generally be able to equip only staves and extremely weak bows and melee
weapons. Melee fighters will equip the biggest, baddest weapon you can find.
Archers will equip bows, obviously.
<4c> Spells & Spell Books
Spells are the most important asset of any mage. They can perform just
about any function, from beating down an enemy, to healing the party, to
turning items into gold. And of course, where would a mage be without a
spell book to hold his spells? Nowhere, that's where. Magic spell books can
be purchased for insane amounts of gold, but a plain old spell book will
almost always do the trick. Here's a helpful hint: to change spells without
opening your inventory, hold down the right mouse button over your spell slot
to see a pull down list of your current spells. Nifty, eh?
Shields are items that are used to block hits from your foes. They
come in many varieties, from simple pieces of wood to massive steel tower
shields. All of your characters should always have shields equipped, even if
you se a two-handed weapon. Why, you ask? Well, you will still get the full
effect of any magical modifiers on that particular shield. So even weak
mages should carry _something_ in that empty slot.
Potions can really be lifesavers in the heat of battle. All of your
characters should ALWAYS have a good supply of healing potions, and mages
should always have extra mana lying around, as well. If you fail to bring
enough potions along on your quest, you will have a very rough time getting
through the game.
NOTE: The following was sent to me by a reader. It should help you out until
I get the full MP guide up and running.
Here are the location of the stones in multi-player
Every starting point for each stone is when you start
in the town.
Follow the path and till you reach Ancient Crypt.
Inside the first big room with different path, go to
your West and open the sarcophagus.
Go to the plain behind the HUB and kill the enemies to
get Ruin of Diamonds and talk to the person next to
the shopkeeper that sells weapons, amours, and
Follow the sign in the town that says, "Town of Meren"
toward the exit. From there, go to the first sign and
head toward the tower and go behind it and head to the
North till you reach Furok cave. From there, go up a
platform and the stone will be on the ground.
After going up the cliff, head south and follow the
path till you reach a sign saying "Town of Meren, 68"
and "Town of Lang, 173". From there, turn to the
West, then head South once you reach the end of the
road, you also should see a ranger near the crossroad.
Just talk to the priestess and she will give it to
From the top of the town head to the South and then go
to the East to go down two levels. Then down on the
North path to reach a Life Shrine. From there, head
to the North and up the ramp and then take a route to
the East. Then take the ramp at the South and follow
the path till you reach a sign saying "Town of Hiroth,
109" and "Town of Quillrabe, 20" From there, head
South and follow the path till you reach Drake Nest.
Along the way, you reach a wagon and Nalin Starbringer
who sells everything. From the entrance of Drake
Nest, follow the sign till you reach one saying, "Town
of Quillrabe, 85" and "Town of Hiroth, 50". From
there, follow the direction of the sign of going to
Hiroth and hug the West side of the path, and confront
the Dragon Queen. Destroy the Dragon Queen and open
the chest for the stone.
It's in the place where it is suppose to be, on the
Hiroth of Utraean Circle.
Head Northeast toward the Abandoned Ruin and follow
the left wall till you reach a lever. Pull the lever
and go down. From there follow the path till you
reach a big room with a red drake. Push the brick and
enter the room on the same wall the brick is on, not
the one on the left side of the brick. There in the
last room is the stone.
<6> LEGAL STUFF/DISCLAIMER
This FAQ is copyright 2002 by Mr. Dubbers. If you wish to post it on your
website, keep it in its original form and make sure to email me first. Do
not use this guide to make money in any way, do not put it on a CD or publish
it in a magazine. Dungeon Siege is a trademark of Gas Powered Games and
Mr. Dubbers - For typing this FAQ up
Gas Powered Games - For making such a high-quality and addictive game
Microsoft - For paying to have this game made
CJayC - For hosting this on GameFAQs.com
Anyone Who Contributes Info - For making this a more thorough guide
White Zombie - For creating music to for me to listen to while typing
Red Hot Chili Peppers - See above