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Dungeon Siege 2 Gameplay Tips

The document provides gameplay tips for Dungeon Siege 2. It discusses gaining experience from companions, using mini-maps to find secondary quest objectives like locked doors and buttons, carrying equipment and items over to higher difficulties, and maximizing magic item drops by having multiple characters with high "chance to find magic items" bonuses. Lightning spells can damage enemies through walls, and shops restock when reloading a saved game.

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Stanciu Tudor
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0% found this document useful (0 votes)
236 views62 pages

Dungeon Siege 2 Gameplay Tips

The document provides gameplay tips for Dungeon Siege 2. It discusses gaining experience from companions, using mini-maps to find secondary quest objectives like locked doors and buttons, carrying equipment and items over to higher difficulties, and maximizing magic item drops by having multiple characters with high "chance to find magic items" bonuses. Lightning spells can damage enemies through walls, and shops restock when reloading a saved game.

Uploaded by

Stanciu Tudor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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DUNGEON SIEGE 2 - Gameplay Tips:

You'll gain roughly the same experience in the game whether you play with companions or not.

If an NPC has a green "!" over its head, that means it has a secondary quest available, but you'll only be able to
trigger it by having the correct companion in your party.

All levers, buttons and doors are shown on the mini-map with blue dots. So when you're exploring, you're best
off to zoom in the mini-map as much as possible to make those blue dots more visible. No primary quests require
you to go through secret doors, but many of the secondary quests do. Plus, secret rooms often contain valuable
treasure.

When you start a new game at a higher difficulty setting, almost everything about your character transfers:
equipment (including what's in your storage vault), pets and companions (including ones stashed in the inn),
chants, and map exploration.

The game keeps track of the world status of all three difficulty settings for each character. That means you can
only complete a quest once per difficulty setting. It also means that if you can't use the "continue" button on the
main menu page to load your game, you can instead select your character and then select a difficulty setting to
do the same thing.

The secondary quests in the game require a certain amount of backtracking. So if you find a locked door that
you can't open, or a lift that you can't fix, or an area where you see enemies but where you can't yet explore, you
should try to note down where they are, because you'll almost certainly be returning to them later.

Mana steal and health steal work with spells as well as weapons, and it's important to give spellcasters mana
steal so that they don't run out of mana during fights.

If you find you're running out of room in your storage vault, you can use companions and pets for extra storage.
In fact, that's the best use for a pack mule.

Shops restock their wares every time you load your game.

Lightning spells travel through walls as well as enemies. In many places you can use lightning to attack enemies
without them being able to attack back.

During each session of the game, you'll find at most one copy of unique and set items. So if you're trying to
complete sets of equipment, or just see everything there is to find, the longer you play, the better.

It's a good idea to have at least one of your characters be a melee fighter. Don't rely on pets for this.

Not all items can be enchanted. Only items with gray text that say they're enchantable can be enchanted.

Companions only gain experience when they're in the active party. However, if they fall far enough below the
level of your main character, they'll jump up to (roughly) that level.

The maximum possible resistance in the game is 80%. Moving to a higher difficulty won't reduce your
resistances.

When determining if magic items drop, the game uses the highest "chance to find magic items" from all of the
characters in your party. It doesn't matter which party member lands the killing blow.
Depending on the version of the game that you're playing, the four party orders (wait, mirror, defend, and
rampage) can have different hotkeys, or they might not be hotkeyed at all. We always use "7"-"0" for these
orders, even in Broken World where "9" and "0" start out assigned to something else. You can set your hotkeys
by going to options->input->hotkeys.

Broken World

When creating an item using a recipe, you can use the base item listed in the recipe, or you can use a better
version. For example, if the recipe asks for a great fighter helm, you can use an exceptional or legendary fighter
helm instead.

The Blood Assassin and Fist of Stone classes are actually multi-classes. They can use their own powers and
skills, and they can also use the powers and skills of their two core classes. To assign experience to these multi-
classes, you should use weapon enchantments. Weapon enchantments are special buffing spells that assign
experience to the core classes using a 70/30 split.

Bonus: The Mysterious Quest:

Introduction

The Mysterious Quest isn't technically a quest. You won't ever find under the "quest log" tab of your journal.
Instead, it's the method through which you can visit the Easter Egg area of the game, plus the Easter Egg area
itself.

You'll need to find four things for the Mysterious Quest:

The  mysterious bucket, located in a secret room in the Lost Elven Ruins ( Some Lost Elven
Ruins, #5).

The  mysterious token, found in the final treasure chest during the secondary quest   The
Aman'lu Arena.

The  mysterious book, rewarded at the end of the secondary quest   Lore of Aranna.

The  mysterious stone  (Quest Item 96), dropped by the "???" creature when you kill it. The
"???" creature has a slight chance of appearing every time a rare or better item drops in the
game, but it will only stick around for a few seconds. You probably won't be able to kill it until
Act Three. To increase the number of times it appears, wear as many "chance to find magic
items" bonuses as possible.

Once you've acquired the first three items, notice a couple things about them. The bucket contains the phrase
"vex quit from," the token contains the phrase "quit from vex," and the book contains the phrase "from vex
quest." Also, if you wear the items (the token is an amulet), you'll discover three groups of numbers listed as set
bonuses: "5 2 6 4 3 9 2 8," "3 11 7," and "6 10 1 2 7."

The numbers are indexes. If you replace the numbers with the relevant letters from the phrase "quit from vex,"
you'll end up with the new phrase "furtivum ixo requo." However, that's not the correct order for the words. The
correct order is "requo furtivum ixo." (In case you're curious, the people who figured this out apparently used a
lot of trial and error.)

The Mysterious Cave


If you look at the journal entry for the mysterious stone, you'll find the words "surotces suiranmuloc" in italics.
This is a chant, but it's backwards. The actual chant is "columnarius sectorus." If you manually type in that
chant (by pressing the enter key first) while standing at an incantation shrine, you'll be taken to a Mysterious
Cave (#1).

Note: You'll start out at a teleporter, but the teleporter will only take you away from the Mysterious Cave. So
you might want to summon a town portal just in case things go badly. Otherwise you'll manually have to type in
the chant at a shrine again.

Not far into the cave, you'll come to a door blocked by a blue forcefield (#2). You'll need the mysterious
bucket to open this door (the bucket doesn't need to be equipped to work as the key). Beyond the door you'll find
numerous level 40 prairie dogs, including elite prairie dogs. Prairie dogs don't sound dangerous, but they can
swarm you, so be careful.

At the end of the prairie dog section, you'll find another door with a blue forcefield (#3). For this door you'll
need the mysterious book (which, again, doesn't need to be equipped). Beyond the door you'll encounter the
most difficult part of the Mysterious Cave. That's because sprinkled in this section you'll find evil versions of
your companions, and they'll all be level 40 elites with tons of hit points. In fact, the evil companions are tough
enough that if you get more than two fighting you at once, your group will probably get wiped out. So you
should try and lure the companions to you one or two at a time. For best results, you should use wait mode
(press 0 to get into this mode), and have one character do the luring while the other characters wait to pounce.

Note: At least in earlier versions of the game, dying in this section of the Mysterious Cave could break the
upcoming door (#4). That's because the door requires you to kill all of the evil companions, but dying sometimes
causes a few of the companions to disappear. So we'd recommend that you save your game before fighting the
evil companions, and then only save again once you've made it through the door.

Another Note: When the evil companions spot you, they'll talk first and then move. So when you hear them say
something, you should start retreating your "lure" character back to the rest of your party. If you wait for the
companion to actually move, you might wake up more companions than you need to.

In the section past the evil companions, you'll find NPC's representing most of the people who worked on the
game. Several of these can give you objects:

Chris Gorski (#5). He'll ask you to play a "hunt-the-wumpus" style game. There are probably
quite a few answers that work, but the one we found was: E*9, S*2, W, S*3, W*2, Fire West. If
you manage to kill the giant gremal in the game, then you'll win a   gremal gun.

Andres Mendez (#6). He'll give you a quiz about Colombia. The answers are Bogota,
yellow/blue/red, 8660, 55% and Simon Bolivar -- but don't worry; if you get a question wrong,
you can just take the quiz again (and again and again if you need to). Once you've answered
correctly, Mendez will give you the unique sword   Spirit of Bolivar.

Brian Ficks (#7). If you have the   Hak'u ceremonial blade  from the secondary quest   Taar's
Investigation, then Ficks will offer to "trick it out" for you. If you accept, then you'll end up
with the  Hak'uber ceremonial blade .
Chris Taylor (#8). If you hang out and keep talking to him and keep watching the pillow fight,
there's a good chance that Taylor will eventually drop a   fluffy happy pillow.

Finally, at the last door (#9), you'll need to wear the three items from the Mysterious Set and then (manually)
recite the chant "requo furtivum ixo." That will cause the door to open, allowing you to access the treasure
room. Your mysterious items will disappear from your inventory when you recite the chant, and, inside the room,
a goblin inventor will walk around for a second before disappearing as well (we have no idea what the
inventor's purpose might be).

Inside the treasure room, you'll find three big chests (#10). Each one will drop a bunch of random loot, plus an
Easter Egg item: Sarah's mug of frothing goodness, Borgrim Thul -- the demon's visage, and Eli's bucket.

1 - Starting Point
2 - Locked Door
3 - Locked Door
4 - Locked Door
5 - Chris Gorski
6 - Andres Mendez
7 - Brian Ficks
8 - Chris Taylor
9 - Locked Door
10 - Big Chests

Exits:

Passage.

ACT 1: Primary Quest:

The Siege of Greilyn Beach:

This quest is the game's tutorial. It should be straightforward to complete. Just follow the instructions given to
you, and look for the gold stars on the mini-map. Gold stars show where quest-related NPCs are located. Such
NPCs will also have an orange "?" over their head. NPCs with a blue "i" over their head can provide you with
useful tutorial information. You might want to talk to them as well.
Drevin is the only companion you'll receive for this quest. He's only level 1, but he has a level 3 "brutal attack"
power, and so he should be able to kill anything you come across in a single hit, provided he's using a melee
weapon. It takes powers a while to recharge, so save his power for when you need it (such as at #4 and #5).
If you'd rather not travel with Drevin, then you can give your party the "wait" order (you might need to go to
options->input->hotkeys to set up the hotkey for this party order). That will cause the non-selected party
member to stand still and not move with the selected character. However, while you can solo all of the enemies
in the tutorial, there are a few gates where you'll have to have Drevin with you so that you can continue. If you
want, you can make "minor resurrect" Drevin's active attack. Then he'll follow along with you but not do
anything.

Finally, during the tutorial, Drevin will make mention of his medallion. The medallion is Quest Item 1, and, as
such, you'll only see it by opening your journal (by pressing "J") and selecting the "quest items" entry under the
"lore items" tab. For a complete list of the lore items, see the lore items section.

Note: Your character will start with a hero's amulet and a hero's ring. These are just regular objects that can
be worn or sold at any time. The hero's amulet isn't the same as Drevin's medallion.

1 - Starting Point
2 - Transport

If you walk inside the transport, you'll find a chest that you can loot. Most chests in the game are random, but
this one is fixed. Inside you'll find a stout broken leaf jerkin, a warped short bow, some potions, and some gold.

3 - Field Hospital

One of the shelves here will drop an endless supply of resurrect scrolls. However, all of the scrolls will
disappear after you've completed the tutorial.

When you exit the hospital, you'll catch a glimpse of Amren. You'll see him again in Act 1, but you won't be able
to recruit him as a companion until Act 2. See the pets and companions section for details.

4 - Tough Battles

You'll have some tough battles with ketrils and more starting here, so be prepared.

5 - Infused Ketril

The infused ketril is an example of an elite enemy. You'll recognize these enemies because they'll always have a
glowing orange ring on the ground around their feet. Elite enemies are tougher than regular enemies, but they
tend to drop better loot.

6 - Ending Point

When you exit the cave, a cut scene will start up. Drevin will be killed (note to self: don't ask Valdis when you're
going to get paid), you'll be captured, and the tutorial will come to an end.

7 - Temple

You should only see the temple in a cut scene (see #6). If the cut scene ends and you find yourself in the temple
rather than in jail in Eirulan, then you've encountered a bug, and you'll need to load your game.
Prisoner of War:

You'll start out in Eirulan's prison (#1). To get things rolling, either click on your cell door, or click on the dryad
guard just beyond it. Shortly, prison warden Celia will come up to you and ask you to transport a basket of
sharpening stones (Quest Item 2) from weaponsmith Duma (#2) to the dryad outpost (#5). When you reach
Duna, she'll tell you that her apprentice Telinu (#3) has the stones. Telinu will give you the stones, and she'll
also ask you for a favor. If you agree, then you'll receive the secondary quest The Armorer's Apprentice. You
won't be able to do this new quest until after you've completed your current quest (most of the lifts in Eirulan
won't work for you while you're a prisoner).

Delivering the basket is straightforward. Just exit Eirulan through the northern lift (#4) and follow the path to
the outpost. Dryad guard Jera will even meet you outside and lead the way. However, you don't have to follow
Jera if you don't want to. The quest isn't timed, and so you can explore the area at your leisure, and perhaps run
back to town and pick up a companion first if you think you'll need one.

When you reach the outpost, you'll find it overrun by Morden. Jera will rush in and get herself killed, and so it'll
be up to you to defeat the invaders. Killing the Morden will net you a Morden gate key (Quest Item 3), which
you can then use to free the captive dryads in the outpost. Freeing the captives will complete the quest.

At the end of the quest, Warden Celia will show up, but she'll still be suspicious of you, and so she'll give you
another task to complete -- primary quest The Morden Towers. But she'll also give you the Eirulan Teleporter
Activation Stone (Quest Item 4), which will allow you to use the teleporters in the area, and which will thus
make your life much easier. Finally, Kirani (one of the captive dryads) will give you the dryad outpost gate
key (Quest Item 5), which will allow you to go through the outpost's northern gate (#6) and make your way to
the towers. She'll also give you some basic Dryad equipment.

1 - Prison
2 - Weaponsmith Duna
3 - Apprentice Telinu
4 - Northern Lift
5 - Dryad Outpost
6 - Outpost Gate
The Morden Towers:

There are four Morden Towers (#1-4) that you'll need to destroy in the Northern Greilyn Jungle. Each one is
about the same: you'll have to defeat some Morden at the towers, usually including an elite Morden, and then
you'll have to blow up the tower.

At the first tower (#1), you'll meet a dryad prisoner named Nen who will tell you how to blow up the towers. Just
destroy a nearby cage to create a cage fragment, then pick up and equip the fragment, then click on a campfire
to light the fragment, and then finally click on the tower to light it on fire. The ammunition inside the tower will
cause it to explode.

After destroying the four towers, return to Warden Celia in the Eirulan Prison. She'll grant you your freedom --
sort of. You won't be considered a prisoner any more, but you'll still have the ring of submission around your
neck. To get that off, seek out Taar in the Great Hall (generally east of the Prison). Taar will remove the ring
and give you your belongings back (the hero's ring and the hero's amulet, plus a few other random items), but
in the process she'll discover that you have the plague, and that's where the quest will end.

1 - First Morden Tower


2 - Second Morden Tower
3 - Third Morden Tower
4 - Fourth Morden Tower

The Plague:
When you talk to Taar at the end of The Morden Towers quest, she'll notice that you've been bitten by the
animals of the jungle, and that you've contracted a mysterious plague. She won't be optimistic about your
chances of survival, but she'll tell you about the restorative waters of the Elven Shrine (#1), and she'll give you
an empty vial (Quest Item 7) so that you might collect it.

The Elven Shrine isn't very big, and you'll find a fountain at the southern end of its second level. When you click
on the fountain, you'll gain a filled vial (Quest Item 9), and then when you bring the vial back to Taar, you'll
complete the quest, and Taar will offer to join your party.

1 - Elven Shrine

The Dryad Exile Colony:

When you talk to Taar at the end of the quest The Plague, she'll ask you to deliver your filled vial (Quest Item 9)
to the Dryad Exile Colony in the Eastern Greilyn Jungle (#1).
There isn't a lot to this quest. You'll just have to fight your way to the colony. However, when you arrive there,
you'll discover that the dryads have already transformed, and that they're now attacking an Azunite Scholar. You
won't need to protect the scholar -- he can't be killed -- but you will need to kill the corrupted dryads. Once
you've done that, the scholar will tell you a little bit about Valdis, Zaramoth, and Azunai, and he'll describe how
Valdis has found the Sword of Zaramoth and now seeks to reconstruct the Shield of Azunai.

Completing the conversation with the Azunite Scholar will also complete the quest. The scholar will destroy the
logs blocking the path to the east, allowing you to move further into the jungle, and he'll drop some items on the
ground for you. You'll also receive a bonus skill point.
Note: If the Azunite Scholar doesn't realize that you've killed all of the plagued dryads, and just stands there
healing himself, then you'll need to patch your game. See the downloads section for details.

Leaving Greilyn Isle:

You'll receive this quest automatically after rescuing the Azunite Scholar from the plagued dryads at the Dryad
Exile Colony in the Eastern Greilyn Jungle.

Like in the previous quest, there isn't much to do here. You'll just need to fight your way through the Kithraya
Caverns on your way to the Eastern Greilyn Beach. On the beach, you'll quickly run into a strange red shard
(#1), and you'll receive a quest objective to destroy it. The shard produces frail shard souls, so concentrate on
the shard and then mop up any remaining souls after it has been shattered.

Beyond the shard, you'll meet up with the Azunite Scholar (#2) again. He'll describe to you what the plague is
really about, and he'll encourage you to join up with the forces resisting Valdis. Then he'll activate the nearby
teleporter.

When you go through the teleporter, you'll find yourself in the Azunite Desert, at an outpost of the resistance
forces. Talking to Captain Suzor there will complete the quest.

1 - Shard
2 - Azunite Scholar

Secret of the Azunite Desert:


Captain Suzor (#1) will give you this quest when you talk to her at the end of the quest Leaving Greilyn Isle.
She'll ask you to collect four stelae from the skath in the area (#2), and then use them to enter an Azunite Shrine
(#3) and pick up the map found inside.

So there isn't anything complicated to do here. Each stela guardian is an elite, and each one will have some
minions assisting it, but none of them should be difficult to kill, especially if you've been working on quests
like Feldwyr the Blacksmith or A Family Heirloom. Between them, the guardians will drop the Stela of Sight,
the Stela of Blindness, the Stela of Life, and the Stela of Death.

Note: You'll have to talk to the first stela guardian, but no matter what you say, you'll end up fighting it for the
stela.

With stelae in hand, travel down to the bottom of the Azunite Shrine, and place the stelae into the four sockets
found there (An Ancient Azunite Shrine, #5). Once you've done that, a silver mirror (Quest Item 21) and a map
of the lost vault of the Azunites (Map 4) will appear. Picking them up will end the quest.

The Lost Azunite Artifact:

This quest takes place in the Lost Valley of the Azunites (#1). There you'll find seven statues with mirrors and
one "quest triggered statue" without a mirror. The first thing you'll need to do is place your silver
mirror (acquired at the end of the quest Secret of the Azunite Desert) into the hands of the statue that needs it.
Then you'll need to click on the statues to turn them so that the resulting beam of light resembles the pattern
from the map of the lost vault of the Azunites (Map 4). An enlarged version of the pattern is shown above.

When you move the statues into the correct positions, they'll direct the beam of light into the structure in the
center of the room, and it will open up to reveal a secret passage. At the end of the passage, you'll find
the Azunite Artifact (Quest Item 22).

When you pick up the artifact, an Ancestor of the Azunites will appear. The ancestor will claim that you are an
Azunite yourself, and, moreover, that you are a direct descendant of the great Azunai himself. Then the ancestor
will direct you to go to Windstone Fortress, where you might use the artifact to collect the "eternal flame of
Azunai." Finally, the ancestor will disappear, but not before leaving behind a "big chest" containing some good
loot, and bequeathing to you an extra skill point.

Windstone Fortress:

Note: Inside the Windstone Fortress Vault, you'll find some hexahedrons and sockets that you'll need to bring
together in order to open some doors. This shouldn't be tricky, but if you get stuck, please refer to the map entry
for the Windstone Fortress Vault.

When you reach Windstone Fortress, you'll find Captain Dathry (#1) at the northern end. When you tell him that
you've come with the Azunite artifact, and that you'll need to get into the vault (#2), Dathry will give you
the Windstone Fortress outer vault key (Quest Item 24), and he'll tell you to seek out his lieutenant, who has the
other key that you'll need.

The lieutenant is inside the vault (#3), but you'll find that he's been corrupted by the plague, and so you'll have
to kill him to gain the Windstone Fortress inner vault key (Quest Item 25). The inner vault key opens the door at
#4.

Past the inner vault door, you'll find the font of Azunite fire (#5). Clicking on the font will provide you with
the activated Azunite artifact (Quest Item 27). Then you'll just need to talk to Captain Dathry and enter
the Temple of Xeria (north of Dathry) to complete the quest.

1 - Captain Dathry
2 - Outer Vault Door
3 - Lieutenant Namyek
4 - Inner Vault Door
5 - Font of Azunite Fire
The Temple of Xeria:

In the first part of the quest, you'll need to kill all of the plagued soldiers in the Temple of Xeria. This should be
straightforward, as the soldiers in the temple are the same as the ones you've been fighting in Windstone
Fortress. Most of the soldiers can be found right next to the Azunite statue (#1), but you'll also encounter some
in the rooms to the east and west. Once the soldiers are dead, clicking on the statue will unlock the doors to the
north (#2), allowing you to make your way to the exit from the temple (#3).

In the second part of the quest, you'll need to find and destroy one of those large soul shards, like the one you
destroyed when leaving the Eastern Greilyn Beach. The soul shard is right outside the exit from the temple, but
you'll quickly discover that it is being protected by a three-headed giant trilisk. The trilisk is sort of a pain. Its
tail can do area-affect damage (and it'll probably land right where your spellcasters are standing), one of its
heads (Vitalus) can cast a healing spell that will completely heal all three heads, and the other two heads will
breathe poison.

To kill the trilisk, first concentrate your attacks on the Vitalus head (the middle one) to prevent it from casting its
healing spell. Then just drink potions as necessary -- and activate as many powers as possible -- until all three
heads are dead. Once that happens, the trilisk will explode, dropping some good items onto the ground, and
you'll gain the ability to attack the soul shard. It won't take long to destroy the soul shard, and when it shatters,
you'll gain access to a portal that will take you to Aman'lu (and Act Two).

ACT 1 : Secondary Quest:

The Armorer's Apprentice:

Background

You'll receive this quest from Telinu in the Merchant's Terrace of Eirulan (Eirulan, #2).

Walkthrough

Telinu will tell you that she is behind in her studies, and she'll ask you to go to the Great Hall (Eirulan, #11),
read the Tome of Smithing there, and then relay to her the correct recipe for crafting dryad armor.

Note: You won't be able to reach the Great Hall until after you've completed the quest The Morden Towers.
After you've picked up the tome, read it and then return to Telinu. She'll ask you for the recipe. The correct
answer is the one with five squares of leather and three pots of wax, and where the leather is coated with wax
(this always seems to be answer 3). If you tell Telinu the right recipe, then she'll make you a set of rare crafted
dryad armor and also give you a rare dryad spell book. If you tell her the wrong recipe, then she'll make
you blundered dryad armor, which is worse than regular dryad armor.

Lumilla's Salve:

Background

You'll receive this quest from Lumilla in Eirulan ( Eirulan, #3), provided you ask her about her
"special salve."

Walkthrough

Lumilla will ask you to fetch her four   nettle clusters.  Nettle clusters  aren't special quest
items; they're just regular enchanting items, and so they'll drop randomly from the creatures
you kill, and you can even find them in shops (including Arcanist Bernard's shop north of
Lumilla).

But there are four places where you're guaranteed to find   nettle clusters:

In the Southern Greilyn Jungle south of Eirulan's southern gate ( S/E Greilyn Jungle, #1).

In the Eastern Greilyn Jungle next to the entrance to Hrawn's cave ( S/E Greilyn Jungle, #1).

In the dead-end Kithraya Valley south of the Upper Kithraya Caverns ( Kithraya Caverns, #2).

On the eastern side of the Eastern Greilyn Beach ( Eastern Greilyn Beach, #2).

When you give the four  nettle clusters  to Lumilla, she'll reward you with a new enchanting
item,  Lumilla's salve.

Lelani's Sorrow:

Background

You'll receive this quest when you talk to Lelani in her house next to the Eirulan pet shop
(Eirulan, #14).

Walkthrough

Lelani will ask you to find a "curiosity" from the elven town of   Aman'lu, and, as advance
payment, she'll give you a   child's doll. This quest, despite being labeled for level 3, will span
all three Acts of the game, and it'll force you to make several trades, starting with the doll and
ending with an  Aman'lu orchid.
Here's the sequence you'll need to follow:

Give the  child's doll  to Fenella in her house in the Terrace of the Falls in Eirulan ( Eirulan,
#6), and receive a  flask of elven ale  in return.

Give the  flask of elven ale  to Soldier Balamar in the resistance outpost in the Azunite Desert
(Azunite Desert, #1), and receive   skath cat ribs  in return.

Give the  skath cat ribs  to Soldier Jordhan in an upstairs room at the Eirulan inn ( Eirulan, #5),
and receive a  lucky statuette of Xeria   in return.

Give the  lucky statuette of Xeria  to Guard Kiernan in the Snowbrook Haven Dining Hall
(Snowbrook Haven, #2) and receive a  Morden head on a pike  in return.

Give the  Morden head on a pike  to Alar'Ithil at his home at the southern edge of Aman'lu
(Aman'lu, #16), and receive a  bottle of Elven water   in return.

Give the  bottle of Elven water   to Prospector Gareth in the Crumbling Ruins near the
teleporter in the Northern Plain of Tears ( The Northern Plain of Tears, #1), and receive
a  battered Agallan relic  in return.

Give the  battered Agallan relic  to Nalus on the northern wall of Kalrathia ( Kalrathia, #12),
and receive a  bundle of harpy feathers   in return.

Give the  bundle of harpy feathers   to Ithir'renne the Fletcher in her home in Aman'lu ( Aman'lu,
#5), and receive an  Aman'lu orchid  in return.

When you bring the  Aman'lu orchid  to Lelani, she'll be thankful for your efforts, and she'll
drop several items for you to loot. Chances are, Lelani's reward will include at least two set or
unique items.

Secrets of the Elven Shrine:

Background

When you meet Leanne above Eirulan's pet shop (Eirulan, #13), she'll hire you to track down the Lost Sapphire
of the Elves from the Elven Shrine (N/W Greilyn Jungle, #19).

Walkthrough
The Lost Sapphire of the Elves (Quest Item 8) is located in a secret area of the Elven Shrine. You'll find the
door to the secret area (#1) on the second level of the shrine, right next to the elevator between levels 1 and 2
(Exit A). The button that opens the door can be found just to the left of the door.

Inside the secret area, you'll need to find special cubes and place them in sockets. Each time you place a cube in
the correct socket, either an elevator will appear or a secret door will open, leading to more cubes and sockets.
This shouldn't be a very difficult puzzle to figure out, especially since the cubes and sockets are color coded, but
if you have trouble, refer to the map above. At the end of the sequence, you'll find yourself back on the second
level of the shrine, and the Lost Sapphire of the Elves should be sitting out in plain sight.

When you return to Leanne in Eirulan, she'll be happy with the sapphire, and she'll reward you with a few
objects, including the Outrider's Signet.

1 - Secret Door

2 - Green Cubes and Socket

When you place a green life cube (#2) in the green life cube socket (#2a), the elevator at Exit C will appear.

3 - Button and Secret Door

The button (#3) opens the secret door to the south (#3a).

4 - Yellow Cubes and Socket

When you place a yellow sight cube (#4) in the yellow sight cube socket (#4a), the elevator at Exit D will
appear.

5 - Red Cubes and Socket

When you place a red blindness cube (#5) in the red blindness cube socket (#5a), a chest will appear next to
Exit D.

6 - Button and Secret Door

The button (#6) opens the secret door to the south (#6a).

7 - Purple Cubes and Socket

When you place a purple death cube (#7) and the purple death cube socket (#7a), the secret door to the north
(#7b) will open.

8 - Sockets

In these positions you'll find three sockets, one each for a yellow sight cube (#4), a red blindness cube (#5), and
a purple death cube (#7). Once you've placed cubes in all three sockets, the elevator at Exit E will appear.

9 - Lost Sapphire of the Elves

10 - Secret Door

The door will only open after you've entered the room behind it via Exit E.

Exits:

Elevator between levels 1 and 2 of the shrine.


Corridor leading to the rest of level 2 of the shrine.
Elevator between levels 2 and 3 of the shrine.
Elevator between levels 3 and 4 of the shrine.
Elevator between levels 2 and 4 of the shrine.

The Kithraya Hive:

Background

You'll receive this quest from Tamari in the Terrace of the Falls in Eirulan (Eirulan, #8).

Walkthrough

To complete the quest, you'll need to kill the Kithraya Hive Queen (#1). You can find the queen in the Lower
Kithraya Caverns, in a tunnel near the exit to the Eastern Greilyn Beach. The queen is a level 15 elite with over
6,000 hit points, but there's a good chance that you'll be able to fight it without any other Kithraya beasts
joining in, and so the queen should be relatively straightforward to defeat. When it dies, it'll drop the severed
head of the Kithraya insect queen (Quest Item 16).

The queen probably won't drop any good equipment when it dies, but you'll be able to loot several chests and
egg sacks in the Egg Chamber, and then when you show the severed head to Tamari, she'll drop a few items for
you as well.

1 - Egg Chamber

The Hak'u:
Background

You'll receive this quest when you talk to Morain in the Northern Greilyn Jungle (N/W Greilyn Jungle, #10) and
agree to help her find her niece Tanzi, who was kidnapped by the Hak'u.

Walkthrough

Tanzi can be found in the Hak'u Caves. There are three entrances to the caves, but the one in the Western
Greilyn Jungle (N/W Greilyn Jungle, Exit C) is the one that you'll need to use.

When you approach Tanzi, she'll be rescued by a Hak'u named Hrawn. Then another Hak'u will appear, and the
two of them will briefly jab at each other about traitors and usurpers, and then they'll disappear. With the Hak'u
gone, Tanzi will take the opportunity to flee the cave.
You'll find Tanzi, Mordain, and Hesla (Tanzi's mother) in the Eirulan infirmary (Eirulan, #10). (Note: You'll
need to complete The Morden Towers quest before you can get to the infirmary.) When you talk to Hesla, she'll
thank you for your help, and she'll drop some items for your reward.

Hesla will then go on to ask you to wipe out the Hak'u, but this is actually a part of The Hak'u, Part Two.

The Hak'u, Part Two:

Background

You'll receive this quest when you talk to Hesla in the Eirulan Infirmary (Eirulan, #10) to complete the first part
of the quest.

Walkthrough

Hesla will ask you to wipe out the Hak'u, but Tanzi will counter that the Hak'u usurper is at fault, and that
killing him alone would end the threat. That gives you a choice for how to proceed, to either follow Hesla's or
Tanzi's advice.

Regardless, you should first head to a Small Cave in the Eastern Greilyn Jungle (#1). There you'll find Hrawn,
the Hak'u who rescued Tanzi in the first part of the quest. Hrawn will tell you what's happened, how a usurper
has wrested control of the Hak'u away from his father, the legitimate high priest, and how the usurper has
aligned himself with the Morden and is now leading the Hak'u astray.

If you decide to kill Hrawn anyway, then the high priest (an elite) will appear, and you'll have to fight the Hak'u
in the cave. When the high priest dies, he'll drop a Hak'u Headdress (Quest Item 11), and then when you return
with the headdress to Hesla, she'll reward you with an assortment of good items, and the quest will end.

If you decide to support Hrawn, then the high priest will appear, and he'll tell you where to find the usurper --
behind a "wall near Elf place that Dryad likes." That is, you can find the usurper west of the Elven Shrine in
the Western Greilyn Jungle (#2).

Of course, the usurper won't be happy to see you. As soon as you enter his "room," he and his cohorts will
attack. The usurper is a level 14 elite with over 3000 hit points, so he'll take a while to kill. So concentrate on the
other Hak'u first, and then have your party focus on the usurper when he's the last Hak'u standing. When the
usurper dies, he'll drop a Hak'u Headdress (the same one the high priest would have dropped, if you had killed
him instead).

Then when you return to Hesla, if you tell her what happened, she'll reward you with some items plus a skill
point. Better yet, if you return to Hrawn and the high priest, the high priest will give you a handful of items as
well. So clearly the best option in this quest is to side with Hrawn and kill the usurper.
Dire Wolf:

Background

You'll receive this quest from pet merchant Neda in the Eirulan pet shop (Eirulan, #13), if you tell her you seek a
pet "with great power."

Walkthrough

Neda will tell you to seek out Rokhar the Mage, who can be found in Eirulan's Great Hall (Eirulan, #11).
Rokhar will agree to summon a dire wolf for you, but he'll tell you that he'll only be able to perform the ritual at
a special rift site in the Eastern Greilyn Jungle (#1). After giving you some convoluted directions to the rift site,
Rokhar will leave for the site in anticipation of meeting you there. You don't have to hurry after Rokhar; he'll
wait indefinitely.

At the rift site, Rokhar will tell you that you'll need to protect him from nawl beasts -- and possibly a Morden-
Gral mage -- while he performs the ritual. We've never seen a mage appear, but at the end of the conversation
with Rokhar, nine level 10 nawl beasts will jump out of the rift and attack you. Once they're dead, a tame dire
wolf will appear, and then, once you've spoken to Rokhar again, he and the dire wolf will leave for Eirulan.

After completing the ceremony, when you return to Neda in the Eirulan pet shop, she'll reward you with a few
items, and she'll allow you to buy dire wolves from her shop.

1 - Rift Site

Taar's Investigation:
Background

You'll receive this quest from Arianne in Eirulan (Eirulan, #12), provided you have Taar in your party when you
talk to her.

Walkthrough

Arianne will tell you about a monster in the jungle, a beast with "teeth like blades" and "horrible eyes." If you
agree to look for the monster, then Arianne will warn you that you'll need a special blade blessed by the Hak'u
in order to defeat it.

That means the quest has two parts. In the first part you'll need to track down the Hak'u ceremonial blade. You
can find the blade in the Hak'u Ritual Camp (#1) at the northern edge of the Northern Greilyn Jungle. You'll
find the blade simply lying on the ground, but you'll probably have to battle through a bunch of Hak'u to get to
it.

For the second part of the quest, you'll have to defeat the monster. You can find the monster, called a
Garganturax, in the Dark, Bone-Filled Cave (#2) in the Southern Greilyn Jungle. The cave is directly south
of Eirulan's southern gate.

The Garganturax is a level 11 elite creature with about 4,000 hit points. We're guessing that you're only
supposed to be able to damage it using the Hak'u ceremonial blade, but spells and other weapons seem to work
sometimes as well -- which is good because the Garganturax is pretty tough, and it'll take you a while to kill it,
even with the extra damage.

If you have trouble with the Garganturax, then make sure that the fighter using the Hak'u ceremonial blade has
the "brutal attack" power highlighted, and that you're activating the power as often as possible. Also, if you get
badly damaged or run out of mana, then you can retreat to the mouth of the cave to heal. The Garganturax won't
chase you that far, and so you can attack and retreat as necessary until the creature is dead.

At the end of the battle with the Garganturax, you'll automatically pick up the Garganturax head (Quest Item
10). When you deliver the head to Arianne, you'll hear a funny conversation between her and Taar, and then
Arianne will reward you with a few random objects.

Feldwyr the Blacksmith:


Background

You'll receive this quest from Feldwyr (#1) in the Underground Shelter. However, you'll have to fight level 22-
24 enemies during the quest, including a few elites, and so you might want to skip the quest when you first come
to it and then return to it later. You won't get the reward from the quest until Act Two anyway.

Walkthrough

Feldwyr will ask you to retrieve his anvil and some mythril ore from the plagued creatures who stole them, and
he'll open up the secret door to the east (#2) so that you can get to them.

You'll find Feldwyr's anvil on an elite level 15 witch doctor (#3), and you'll find Feldwyr's mythril ore on an
elite level 24 decorated taclak basher (#5). Getting the anvil should be easy, but the ore can be a problem
because of all of the high level creatures guarding it. So let the elite level 24 decorated taclak tracker (#4) be
your guide. Once you can kill it without your party getting wiped out, then you can probably handle the enemies
behind it.

When you return to Feldwyr with his anvil and ore, he'll inform you that creatures came through the wall to the
north (#6) and stole his hammer, and he'll ask you to retrieve that as well.

You'll find the hammer with a pair of elite level 24 decorated taclak trackers (#7). There will also be a bunch of
non-elite level 22 trackers with them. So try to pick off the minions before the big guys, and don't be afraid to use
a lot of potions. One of the elite trackers will drop Feldwyr's hammer when it dies.

When you return to Feldwyr, he'll tell you that he'll start working on your weapon right away, but that it will
take him "a few days" to complete it. Since you'll claim that you won't be able to wait around that long, the two
of you will reach an agreement where he'll send the weapon to his brother Fyrndolf in Aman'lu, and allow you
to pick it up there.

You'll find Fyrndolf next to the armor and weapon merchants in Aman'lu (Aman'lu, #3). When you talk to him,
he'll drop a unique or set weapon for you, and that will end the quest.

1 - Feldwyr
2 - Secret Door
3 - Witch Doctor
4 - Decorated Taclak Tracker
5 - Decorated Taclak Basher
6 - Secret Door
7 - Two Decorated Taclak Trackers

A Family Heirloom:

Background

You'll receive this quest from Master Thestrin in an underground chamber in the Azunite Desert (#1).

Walkthrough

Thestrin will ask you to go to his family crypt (#2) and retrieve an heirloom sword from it. The sword is
protected by "an ancient statue with a fondness for riddles." Thestrin will give you a hint for the riddle by telling
you his family motto: "War follows in the footsteps of men, and the abstinence of peace brings evil again." You
can also find the hint in your journal.

When you reach the crypt, the statue guardian will ask you a four-part question. If you get the answer wrong,
then a level 16 elite called a plated twisted shail will appear and attack you. Since elites are a good source of
rare equipment, you might want to get the answer wrong a few times (the shail will appear at most five times) to
see if it drops anything nice for you.

The answer to the riddle is Azunai, Xeria, Elandir, Zaramoth (or AXEZ, if you like acronyms). When you get it
right, the statue guardian will open the door behind it. In the room beyond, you'll find a level 30 undead Azunite
archer hero, the heirloom sword, two regular chests, and one big chest.

Note: In Broken World, the undead Azunite archer hero is level 45 rather than level 30. This makes the quest
stupidly difficult (the hero will kill your party members in one hit), and it means you'll either have to come back
to this quest much later in the game, or else try some suicide runs to grab the sword before dying.

When you return to Master Thestrin, he'll automatically teach you a mysterious chant (Chant 15). But then
you'll have a choice: to give him the heirloom sword or to keep it for yourself. If you keep the sword, then that's
it; the quest will end, and Thestrin will go away unhappy. If you give up the sword, then Thestrin will reveal that
the first chant he gave you would actually hurt you, and he'll give you a second, "more rewarding" mysterious
chant (Chant 16).

Note: If you decide to keep the sword, then hang onto it. You'll need it in the quest A Family Heirloom, Part
Two. If you give up the sword, then it's not a problem. For that case you'll be able to do the sequel quest without
the sword.

1 - Master Thestrin
2 - Family Crypt

The Imprisoned Half-Giant:


Background

You'll receive this quest when you talk to Sartan at Windstone Fortress (Windstone Fortress, #10).

Walkthrough

Sartan will ask you to free him. Surprisingly, this won't require a lot of effort on your part. After you've
completed the Windstone Fortress primary quest, simply talk to Soldier Orayne (right next to Sartan's hole) and
he'll free the half-giant.

Once he's free, Sartan will offer to join your party. If you refuse his offer, then he'll move on to the Eirulan inn
(Eirulan, #5).

The Missing Squadron:

Background

You'll receive this quest when you talk to Squadron Leader Taarth (#1) or any of the three missing soldiers (#2).

Walkthrough
This is an escort quest. When you talk to the missing soldiers, they'll start following you. However, the soldiers
won't attack anything, and they can't be damaged, so you won't have to protect them. They'll keep following you
until you lead them close to Taarth, or until you leave the area (so remember where you've left them if you
teleport away or quit the game).

Once you've gotten all three soldiers to Taarth, he'll reward you with a dusty key (Quest Item 26), plus a couple
of other items. The key can be used in the Windstone Fortress Vault.

1 - Squadron Leader Taarth


2 - Missing Soldiers

Secrets of Xeria's Temple:

Background

You'll receive this quest by talking to (or, more accurately, by listening to... and listening to) the grizzled bar
patron in the Eirulan inn (Eirulan, #5).

Walkthrough

You won't be able to work on this quest until you've reached the Temple of Xeria at the end of Act One. Once
there, you'll find stones and sockets, and, just like the stones and sockets you've dealt with in other places in the
game, when you place the stones in the sockets here, you'll reveal secret rooms with more stones and sockets,
and eventually you'll uncover a treasure room (#12). The sequence is indicated on the map above.

After looting the treasure room, return to the grizzled bar patron in Eirulan. For your efforts, he'll give
you Xeria's Seal.

1 - Green Life Stone Pile


2 - Yellow Sight Stone Pile
3 - Red Blindness Stone Pile
4 - Purple Death Stone Pile
5 - Green Life Stone Socket (First)

When you place a green life stone (#1) into the socket, you'll open the secret door at #5a.

6 - Yellow Sight Stone Socket (First)

When you place a yellow sight stone (#2) into the socket, you'll open the secret door at #6a.
7 - Green Life Stone Socket (Second)

When you place a green life stone (#1) into the socket, you'll open the secret door at #5a.

8 - Yellow Sight Stone Socket (Second)

When you place a yellow sight stone (#2) into the socket, you'll open the secret door at #8a.

9 - Red Blindness Stone Sockets

When you place red blindness stones (#3) into these two sockets, you'll open two the nearby secret doors (#9a).

10 - Purple Death Stone Sockets

When you place purple death stones (#4) into these two sockets, you'll open the two nearby secret doors (#10a).

11 - Final Sockets

After placing stones in all of the other sockets (#5-#11), you'll be able to put stones into these four socketss as
well. Once you've done that, the secret door at #12 will open.

12 - Secret Door

Behind the secret door, you'll find a big chest that will probably drop something good for you, and you'll also
discover a lectern containing the chant of scholars (Chant 24).

ACT 2: Primary Quest:

The Town of Aman'lu:

This is a simple quest. All you'll need to do is have a short conversation with Celeb'hel the Elder in
the Aman'lu Town Hall (#1).
Celeb'hel will tell you that the Aegis of Death used to reside in Aman'lu, but that three days ago, Princess
Evangeline took the Aegis with her when she left for Snowbrook Haven. Since the princess left before Valdis
revealed himself to be an enemy of the elves -- and since therefore she might not be aware of her danger --
Celeb'hel will encourage you to catch up to her and make sure she reaches Snowbrook Haven safely.

The only problem is that Princess Evangeline took the southern road from Aman'lu when she left. That's a
problem because the bridge leading to the southern road was destroyed during Valdis' attack, and the only
person who can repair the bridge is Finala, who is currently more concerned about fixing the Prism of the
Elves.

At the end of the conversation, Celeb'hel will give you permission to use the northern gate of Aman'lu (#2), and
he'll give you the Aman'lu Teleporter Activation Scroll (Quest Item 28) and a map of Aman'lu (Map 5).

Finala and the Broken Bridge:

This is another simple quest. All you'll need to do is convince Finala to fix the broken bridge in Aman'lu.

You'll find Finala north of Aman'lu in the Aman'lu Hills (#1). She won't exactly be happy to see you, and she'll
claim it's more important for her to look for a way to put out the magical fires caused by Valdis' attack than to
help you out by repairing the bridge.

To convince Finala to change her mind, apologize to her for joining up with Valdis (there are a couple of
dialogue paths that lead to this). She'll forgive you, and she'll make you a deal: if you can put out the magical
fires by fixing the Prism of the Elves, then she'll repair the bridge. To help you out in your task, Finala will give
you the bridge activation crystal (Quest Item 41) and a diagram of the Elen'lu Prism of the Elves (Map 7).

The Elen'lu Isles:


This quest is a puzzle of sorts. You'll have to collect four small prism refractor crystals (#1), place them in beam
focusing devices (#2), turn the devices so that they're pointing at the Prism of the Elves (once the devices are in
the right position, you won't be able to turn them any more), collect a large prism refractor crystal (#4), and
then activate the prism (#5). Along the way, you'll have to fight some taclak bashers and trackers, and you'll
have to activate some bridges, but nothing here should be too complicated.

Note: To activate the bridges, simply click on the archway at their entrance. If you come to a bridge and you
can't find anything to click on, that means you'll need to circle around to the other side of the bridge and
activate it there. The map above shows the isles with all of the bridges activated.

After activating the Prism of the Elves, return to Aman'lu. You should find Finala at the bridge there (Aman'lu,
#14), and the bridge should now be fixed. When you talk to Finala, you'll complete the quest, and Finala will
offer to join your party.

1 - Elite with Small Crystal


2 - Beam Focusing Device
3 - Elite with Large Crystal
4 - Prism of the Elves

The Royal Caravan:


There are two parts to this quest: finding Princess Evangeline's caravan and then finding the Vai'kesh
Sanctuary. Both parts are located right on top of the game's main path, and so completing the quest is
straightforward.

You'll find the destroyed caravan and Caravan Driver Mylindril right next to the southern teleporter in
the Southern Vai'lutra Forest (#1). Mylindril will tell you that the Vai'kesh attacked the caravan, and that they
took the Aegis of Death to their sanctuary to the south.

The Vai'kesh Sanctuary can be found right at the start of the Vai'kesh Forest (#2). However, when you go inside
and talk to the Vai'kesh prophet, no matter what you say, he'll flee with the Aegis, and all of the Vai'kesh in the
sanctuary will turn against you. Knowing this, you can taunt and attack the Vai'kesh before going inside, and
have an easier fight as a result since you won't start out surrounded. But if you talk to the prophet, he'll let you
know that the Vai'kesh didn't kidnap the princess, and that she must be somewhere else.

1 - Remains of the Royal Caravan


2 - Entrance to the Vai'kesh Sanctuary

The Vai'kesh and the Aegis of Death:

The first part of the quest is a pursuit. You'll have to chase the Vai'kesh Prophet as he makes his way through
the Vai'kesh Forest and Arinth's Ravine. Every so often the prophet will stop and set up an ambush for you (#1),
but eventually he'll stop and fight (#2). The prophet is a level 28 elite, and he'll have a bunch of Vai'kesh zealots
with him, so make sure that you have your powers ready before you fight him. When the prophet dies, he'll drop
some good (but random) loot, and the cave entrances behind him (#3) will open up.

To pick up the Aegis of Death (#5), you'll need to defeat a creature called the Knotted Shambler (#4). The
Shambler is a big, antlered, plant-like monster with 25,000 hit points. It would be nasty enough to defeat all on
its own, but it'll have help from a few leaf generators surrounding it. For the most part, the leaf generators will
hide underground (they'll be invulnerable there), but from time to time they'll shoot up and release shambler
hatchlings, which will run over to the Knotted Shambler and repair it. You can attack and kill the hatchlings
(they only have 50 hit points), but it's much more effective to kill off the generators and prevent the hatchlings
from spawning.

So here's what to do. At the start of the battle, run up to the Knotted Shambler and do some damage to it. That
should wake up a leaf generator, which you'll then be able to attack for a few moments. Then just repeat that
sequence until all of the leaf generators are dead. The Knotted Shambler is big and slow, so if you keep running
around between the generators, it probably won't even get an attack off on you.

Note: Obviously, it's important to control which enemy your party is attacking, so you should use "mirror mode"
for this battle.

Once it's just you and the Knotted Shambler, you'll need to be careful when you attack it. The Shambler has a
nasty area-affect attack (it'll look like it's pounding on the ground) that it'll repeat 2-3 times in succession. If
your party gets hit by all of the attacks, then you'll probably lose your spellcasters and rangers, and so it's
important to try and get your party to run away and then only attack the Shambler again when the coast is clear.
But regardless, provided the leaf generators are dead, the Shambler won't regenerate, and so as long as you can
keep one character alive, you should be able to whittle away its health and defeat it.

After you've killed the Knotted Shambler and picked up the Aegis of Death (Quest Item 57), the Azunite Scholar
(#6) will make another appearance. He'll ask you to re-forge Azunai's Shield and rescue Princess Evangeline,
and then, after the conversation, you'll be allowed to go through the portal leading to the Garden of the Ancients
(#7).

1 - Ambushes
2 - Vai'kesh Prophet
3 - Cave Entrances
4 - Knotted Shambler
5 - Aegis of Death
6 - Azunite Scholar
7 - Portal

Princess Evangeline:
This quest has two parts. The first part takes place in the Garden of the Ancients. There you'll run into the
Champion Rahvan (#1), who will prevent you from entering the Azunite Burial Grounds until you've brought to
him three champion's death masks. You can find the death masks inside the Frozen Crypts in the northern part
of the region (#2).

Note: There are actually four champion's death masks -- one for each of Rahvan's brothers, and one for Rahvan
as well. If you bring Rahvan all four masks, then he'll trigger the secondary quest Rahvan's Curse.

Once you've satisfied Champion Rahvan, he'll allow you to enter the Azunite Burial Grounds, where the second
part of the quest takes place. Eventually, you'll make your way into the Azunite Catacombs, where you'll
encounter a Dark Wizard of Valdis (#3).

The dark wizard is more of a nuisance than a difficult foe, but he has 40,000 hit points, meaning that you'll have
to survive a lot of abuse before you'll finally be able to kill him. In particular, the dark wizard frequently
summons undead Azunites to help him, he teleports around making it difficult to target him, and he conjures up
crystal shields to protect him. While the shields are active, the dark wizard is invulnerable, so target the shields
first, and make sure that you're in "mirror mode" so that your party is attacking what you want it to attack. You
might also have luck using the "spirit embrace" nature spell, since the wizard primarily uses a lightning attack,
and it probably won't hurt to have a lot of potions around, either.

After you've defeated the dark wizard, Princess Evangeline (#4) will be freed from her bonds. After talking to
her twice, she'll open the door to the north (#5), and she'll offer to join your party. That's where the quest will
end.

1 - Champion Rahvan
2 - Frozen Crypts
3 - Dark Wizard
4 - Princess Evangeline
5 - Locked Door

The Siege of Snowbrook Haven:

There isn't a lot to do in this quest. Basically, you'll just need to make your way through the Snowbrook Haven
Servants' Quarters and the Snowbrook Haven Living Quarters, and then meet up with the Snowbrook Haven
Commander in the Snowbrook Haven Courtyard (Snowbrook Haven, #1).

The only interesting part comes when you enter the Snowbrook Haven Throne Room (#1). There you'll need to
click on the throne, pick up the display case key (Quest Item 64) that is revealed, and then defeat the four
nearby rustguards. That will unlock the door to the east (#2), allowing you to continue on to the elevator leading
to the Snowbrook Haven Courtyard (#3).

1 - Throne Room
2 - Locked Door
3 - Elevator

The Siege of Snowbrook Haven, Part Two:

The Snowbrook Haven Commander (#1) will give you a series of tasks:

A) Defeat the three brall (#2) who are bombarding the keep. You'll need to travel through the interior of the
keep (via Exits A and B) to reach the ramparts where the bralls are hiding, but once you've gotten up there,
you'll be able to activate an elevator (#3) to make the trip much shorter.

B) Meet the commander at the north gate (#4). When you talk to the commander, about a dozen Morden will
crash through the gate and attack.

C) Defeat the dragon. You'll find the dragon at the ballista tower (#5). The dragon will fly around out of reach
of your weapons and spells, and so you'll only be able to damage it using the ballista. You should notice two
gears at the base of the ballista. Clicking on the gear to the right will turn the ballista to the right, clicking on
the gear to the left will turn the ballista to the left, and clicking on the ballista itself will fire it. The dragon will
perch at various locations surrounding the tower, and you'll need to aim and fire the ballista in order to damage
it.

This is one of the most difficult battles in the game. Not only will you have to deal with the dragon and its fire
attacks, but after you've hit it three times, the Morden will start flinging Durvla onto the tower, and you'll have
to fight them as well. So you should save your game before fighting the dragon, and you should create a town
portal nearby so you'll be able to jump right to your corpses should your party get wiped out.

Here are a couple strategies that might help you out. The dragon only uses fire attacks, so if you can protect
yourself from fire (such as by using the "spirit embrace" nature spell), that can help. The dragon's attacks can
damage the ballista (and its gears) for short periods of time. So you shouldn't stand right next to the ballista, or
else the dragon might hit it while aiming for you. You don't really need to attack the durvla too much. The
dragon's attacks will pretty effectively take them out. Instead, you should watch the dragon carefully, and hit it
with the ballista as quickly as possible once it has picked out a place to perch. (You won't be able to hit it while
it's flying.)

Still, there's a good chance your party will end up mostly dead (or unconscious) by the end of the battle. So you
should concentrate on keeping your fighter alive by having it run around to avoid the dragon attacks and the
occasional Durvla, and then have it make a beeline for the ballista whenever you have a chance to damage the
dragon. It'll take eight ballista shots to end the battle.

Note: As of version 2.2, if you save your game in the middle of the battle with the dragon, and then exit your
game, that will break the battle, and you'll need to use a backup save.

After the battle with the dragon, the commander will come up to the ramparts (#6) to congratulate you. She'll
give you the Snowbrook Haven reliquary key (Quest Item 65), which will allow you to enter the reliquary (#7),
but then she and her men will become infected by a soul shard, and you'll have to fight them.

Inside the reliquary, gaining the Aegis of Blindness (Quest Item 66) (#8) is easy enough, but when you head for
the teleporter at the end of the hall (#10), the dragon (#9) will re-appear and show you that it's not quite dead
yet. This battle with the dragon is more straightforward than the previous one, and since the dragon will use fire
attacks against you again, you should have a relatively easy time defending yourself (assuming you did
something to bump up your fire resistance at the ballista tower).

After the battle, the dragon will drop some random loot for you to grab, and the Azunite Scholar will once again
make an appearance. The scholar will tell you to head for the town of Kalrathia, where he'll claim that you can
find another Aegis, and he'll give you the Kalrathia teleporter activation stone (Quest Item 67), which will allow
you to jump to the town using any teleporter (such as the one at #10). The quest (and the Act) will end once
you've traveled to the town and spoken to Lord Kalrathia there (Kalrathia, #5).

1 - Snowbrook Haven Commander


2 - Brall
3 - Elevator
4 - North Gate
5 - Ballista Tower
6 - Ramparts
7 - Reliquary Door
8 - Aegis of Blindness
9 - Dragon Rematch
10 - Teleporter

Exits:

Entrance to the keep interior.

Exit from the keep interior.

ACT 2 : Secondary Quest:

Tywlis' Broken Staff:

Background

Tywlis the Mage will give you this quest when you talk to her in her house (Aman'lu, #7).

Walkthrough

Tywlis will inform you that her grandfather's staff doesn't seem to work any more, and that it's probably missing
the headpiece, which used to cause the staff to glow "with the most beautiful swirl of colors." As a hint, Tywlis
will refer to the headpiece as a "reagent."

If you've been doing any enchanting for your party, then you'll probably already have figured out what you'll
need: a rainbow trinket. As with the quest Lumilla's Salve, the rainbow trinket isn't anything special -- you'll
find it randomly from enemies and even on sale in reagent shops -- but there's one place where you're
guaranteed to find it: in a cave in Snowbrook Valley (Snowbrook Valley, #2).

When you return with the trinket to Tywlis, she'll offer you some gold for your efforts. If you accept the gold,
then she'll drop some piles of gold at your feet. If you refuse the gold, then she'll give you the unique
ring gleamstone.

A Dark Ohm:

Background

You'll receive this quest from Mage Lyssanore in the Aman'lu magic shop (Aman'lu, #1).

Walkthrough

Mage Lyssanore will inform you that if you can eavesdrop on a Vai'kesh cultist ritual, then she'll likely be able
to extract from it the words necessary to speak to spirits. You'll find such a ritual in a cave in the Vai'kesh
Forest (#1). When you open the door leading to the back room of the cave, a brief cut scene will ensue, and
watching it is all you'll need to do to eavesdrop on the ritual (that is, fighting the Vai'kesh in the room is
optional). Then when you return to Lyssanore, she'll teach you the chant of the dead (Chant 25), and the quest
will end.

1 - The Ritual Cave

Spirits of Aranna:

Background

At various places during your journey, you'll meet up with isolated spirits. However, if you try
to speak with them, you'll receive the message, "You cannot currently understand the spirit.
Perhaps Mage Lyssanore in the town of   Aman'lu  can give you a clue of how to communicate
with the dead."

You'll meet up with Mage Lyssanore in her magic shop in Act Two ( Aman'lu, #1). After
completing the secondary quest   A Dark Ohm  for her, she'll teach you the   chant of the
dead  (Chant 25), which will allow you to speak with spirits. Then when you speak with any
spirit, you'll trigger the quest.

Walkthrough

There isn't a lot to do in this quest. You'll just need to track down 18 spirits and put them to
rest. Spirits can be found in all three Acts, but they won't do a whole lot. You'll just need to
talk to the spirit, and that will put it to rest.

Most of the spirits will drop things for you when they leave. Early in the quest, you'll probably
find the rings  spirit of rest  and  spirit of unrest, and then the last spirit will drop amulet   spirit
of repose, plus a few other odds and ends, and that will complete the quest.

Note: Because chants carry over in the higher difficulty settings, if you're playing in "veteran"
or "elite," you can start working on this quest right away rather than waiting until after   A
Dark Ohm.

Here are the locations of the 18 spirits:

The Lost Valley of the Azunites , #1

The Hak'u Caves, #1

N/W Greilyn Jungle, #17

Eastern Greilyn Beach , #3

Eirulan, #7

The Temple of Xeria, #8

N/W Greilyn Jungle, #14

The Snowbrook Haven Servants' Quarters , #3

Arinth's Ravine, #5

Aman'lu, #2

Aman'lu, #7 (in the cellar beneath the house)

The Garden of the Ancients , #6

The Eastern Plain of Tears, #8

Kalrathia, #1

The Upper Mines of Kaderak , #8

Darthrul, #2

An Ancient Chamber , #7

Zaramoth's Horns (Part Two) , #1


Viperclaw:

Background

Eumenidie will give you this quest when you talk to her in Aman'lu ( Aman'lu, #9).

Walkthrough

Eumenidie will ask you to bring her three items --   jagged arrowheads, a  griffon feather, and
an  onyx fragment  -- so that she might create a special enchanting reagent called
the  viperclaw. None of the items that you'll need to collect are quest items; they're just regular
enchanting reagents that you'll find during your travels, or find for sale in shops.

However, there are three places where you're guaranteed to find the items:

Jagged Arrowheads: At the southern edge of the water in the Aman'lu Hills ( The Aman'lu Hills,
#1)

Griffon Feather: On the northwestern isle in the Elen'lu Isles ( The Elen'lu Isles, #3)

Onyx Fragment: In a small cave in the Vai'kesh Forest ( The Vai'kesh Forest, #6)

Once you've collected the items and given them to Eumenidie, she'll reward you with
the  viperclaw, an enchanting reagent that can add a lot of damage to ranged weapons.

Arinth's Legendary Staff:

Background

Eolanda the Combat Mage will give you this quest, provided you visit her in her house
(Aman'lu, #10) and agree to listen to her story.

Walkthrough

Eolanda will tell you about an elven sorcerer named Arinth, and she'll ask you to find the three
pieces of his staff so that she might reassemble them. Each piece can be found in an Ancient
Elven Reliquary, and in each reliquary you'll need to speak to a spirit to unlock the chest
containing the piece. That is, you won't be able to do much in this quest until after you've
completed the quest   A Dark Ohm.

Here's where you can find the three pieces of the staff:

Focusing stone (Quest Item 23):   The Cliffs of Azunai , #1

Jeweled shaft (Quest Item 63):   Snowbrook Valley , #3

Carved rod (Quest Item 42):   Northern Vai'lutra Forest , #1


Once you've collected the pieces, Eolanda will combine them together to form   Arinth's Staff,
which she'll then give to you. Eolanda will warn you not to bring the staff to Arinth, but that's
actually a useful thing to do. See the secondary quest   Arinth the Mad  for details.

Arinth the Mad:

Background

This is essentially part two of the secondary quest Arinth's Legendary Staff. To trigger the quest, you'll need to
have one character wield Arinth's staff and then attack the enchanted pillar outside of Arinth's cell. Arinth's cell
can be found in the Lost Elven Ruins (#1) in the Lost Valley of the Azunites.

Note: The button that controls the elevator leading to the ruins can be found on the wall just to the north of it.

Walkthrough

When you strike the enchanted pillar with Arinth's staff, the pillar will disappear and Arinth will go free. You
can find him in the Temple of Istaura and Isteru (#2) in the Northern Vai'lutra Forest. When you approach
Arinth, he'll demand his staff from you, and he'll attack.

Arinth is a level 25 elite with 14,000 hit points, but he should be pretty easy to kill. When he dies, he'll drop
some random loot for you to collect (including Arinth's robe), and you'll be awarded 2 bonus skill points. That
will complete the quest, but if you return to Eolanda the Combat Mage in Aman'lu (Aman'lu, #10), she'll give
you some random loot as well.

Mythrilhorn:

Background
Pet Seller Galeron will give you this quest when you visit him in the Aman'lu pet shop (Aman'lu, #11), provided
that you ask him for a "special" pet.

Walkthrough

Galeron will tell you about a mage named Khartos the Wise, who might be able to help you summon a creature
called a mythrilhorn. However, Khartos has disappeared, and Galeron won't have any idea about where to find
him. If you read the journal entry for the quest, it will suggest that you talk to the people of Eirulan to find
Khartos, but that isn't great advice. The only person in Eirulan who might mention Khartos is Lacla at the
Terrace of the Falls (Eirulan, near #9), and she'll only mention a rumor indicating that Khartos moved
to Kalrathia. (You'll probably have to talk to Lacla several times to get her to say this.)

You'll find Khartos in the Kalrathia tavern (Kalrathia, #3). He'll be using the name Khartos the Strong, and he'll
be pretending to be a fighter. You'll have to fight him to prove your worth, but once you've done that, Khartos
will agree to help you summon a mythrilhorn at his rift site.

You'll find Khartos' Rift Site at the northern edge of the Northern Plain of Tears (#1). When you talk to Khartos
there, he'll order you to protect him while he summons the mythrilhorn. Then Khartos will move to the rift, and
several Durvla will proceed to jump through. Once the Durvla are dead, if you talk to Khartos again, he and a
tame mythrilhorn will head back to Kalrathia.

To complete the quest, simply head back to the pet shop in Aman'lu and talk to Galeron again. The pet shop
owner will congratulate you on your success, he'll drop a couple items for you to loot, and then he'll offer to let
you buy a mythrilhorn from him as a pet.

A Family Heirloom, Part Two:

Background

You'll receive this quest from Athelas in the Aman'lu tavern (Aman'lu, #2), but only after you've completed the
quest A Family Heirloom.

Walkthrough

Athelas will tell you that you were tricked by Master Thestrin, and that Thestrin is working with the Vai'kesh to
summon a powerful demon. He'll then ask you to stop Thestrin by destroying the demon, and he'll let you know
that both can probably be found in a cave in the Vai'kesh Forest.
You'll find the cave at #1. When you go inside, if you gave the heirloom sword to Thestrin, then he'll
immediately free the demon. Otherwise, if you kept the sword, then you'll need to break open the demon's cell
yourself so that you can get inside. Either way, you'll have to fight the demon. The demon is a level 26 elite with
nearly 7000 hit points, but it should be pretty easy to kill.

After the demon dies, a couple things will happen: the demon will drop a few good objects, Master Threstin will
flee (never to be seen again), and Athelas will appear in the cave. When you talk to Athelas, he'll congratulate
you on your success, and he'll drop a few more objects for you to loot. Then the quest will end.

1 - The Demon

Lothar's Innocence:

Background

You'll receive this quest when you talk to Roland in the Aman'lu tavern (Aman'lu, #2), provided that you have
Lothar in your party.

Walkthrough

Roland will accuse Lothar of stealing his golden cloak and hiding it in a cave. You'll find the cave in the
Southern Vai'lutra Forest (#1), and inside the cave you'll encounter a half-giant named Magrus. Magrus looks a
little like Lothar, and he'll be wearing a yellow cloak, but after talking to him briefly, he'll disappear and leave
behind an elven house key (Quest Item 48).

You'll find Magrus in his house (#2), which the elven house key will unlock. But this time when you talk to him,
he'll decide to fight you rather than run. After beating on him for a while, Magrus will surrender and give
you Roland's golden cloak (Quest Item 49), and then he'll leave for the Aman'lu tavern.

At the Aman'lu tavern, Magrus will explain to Roland what happened, and Roland will reward you with a few
random objects.
Deru's Treasure Hunt:

Background

You'll receive this quest from Prospector Albain in Aman'lu (Aman'lu, #12), provided you have Deru in your
party when you talk to him.

Walkthrough

Albain will tell you that he hasn't had much luck being a prospector, and that he hasn't been able to figure out
the clues on his treasure map. He'll even go so far as to call the treasure map a "parchment of lies" and say that
he's ready to retire and become a barkeep instead. As a result, if you ask him for it, he'll gladly give up
his prospector's key (Quest Item 40) and his prospector's map (Map 6).

If you look at the map, the "X" spot should look familiar, as it's located at Razka's Ruins in the Southern Greilyn
Jungle (S/E Greilyn Jungle, #8). If you go to the ruins, you'll find an elevator there, which will take you down
into an underground chamber. There you'll find a door marked with an "X," which the prospector's key will
unlock. In the rooms beyond, you'll find some containers to loot, plus a big chest containing a silver riddle-
inscribed key (Quest Item 12) and Razka's Riddle (Book 5).

This first riddle reads, "Use the key in the frozen heart of the corrupted forest." You'll come across the "heart" --
actually a cave -- in Arinth's Ravine (Arinth's Ravine, #3). In the back of the cave, beyond a locked door (which
you'll need the silver riddle-inscribed key to unlock), you'll discover another big chest. The chest won't contain
the treasure, but it will provide you with a golden riddle-inscribed key (Quest Item 56) and Razka's Second
Riddle (Book 29).

The second riddle reads, "Seek water in the heart of the desert." You'll discover the water in a Magical Oasis in
the Northern Plain of Tears (The Northern Plain of Tears, #8). At the oasis you'll encounter yet another locked
door (which you'll need the golden riddle-inscribed key to unlock), but beyond it you'll finally find the promised
treasure chest. The chest will likely contain at least one unique or set item, but it won't provide an abundance of
riches. Deru will sound sort of disappointed, but that's how the quest will end.

Mark of the Assassin:


Background

You'll trigger this quest when you pick up a liantir stone (Quest Item 29) from one of the houses in Aman'lu
(Aman'lu, #13).

Walkthrough

After picking up the stone, an assassin will come up to you and knock you down, and then an elf named Danadel
will explain what happened. It seems that the assassins of Aranna have this weird system where their target must
pick up an enchanted stone to become "marked," and because you picked up the liantir stone, you're now the
assassin's target. Danadel will suggest that you talk to Enchantress Valeria in Kalrathia about the matter, but
you won't be able to do that until Act Three.

You'll find Valeria in the Kalrathia magic shop (Kalrathia, #2). Valeria will tell you that there isn't any way to
remove the assassin's mark, and that your only recourse is to kill the assassin before he can kill you. To
complicate matters, you'll learn that the assassin is a Spiderwatcher, which means he can make himself
invisible. Luckily, Valeria will inform you that she can create an enchantment that will allow you to see the
assassin, but that the enchantment can only be placed on a special ring.

You'll find the ring -- a dwarven mythril ring (Quest Item 91) -- in a secret room (#3) in the Upper Mines of
Kaderak. The secret door to the room (#2) can be opened by pulling the nearby lever.

When you return with the ring to Valeria, she'll enchant it for you, and then she'll drop the dwarven mythril ring
of sight. You'll need to pick up the ring and wear it, and then visit the assassin's intended target, Merchant
Kendril, who is staying at the Kalrathia inn (Kalrathia, #4).

When you talk to Kendril, Luun the Assassin will show up, and, despite being visible and outnumbered, he'll
charge in to attack. Luun is a level 38 elite, but he's sort of wimpy considering the build-up he received, and you
should have an easy time defeating him. When he dies, Luun will drop the twin blades Giethaa and Citaa, and
then when you talk to Kendril again, he'll give you a very minor reward.

1 - Mine Entrance
2 - Secret Door
3 - Big Chest
The Aman'lu Arena:

Background

When you talk to Barkeeper Drudwyn in the Aman'lu inn (Aman'lu, #2), if you ask him for a glass of his summer
wine but then decline to tell him stories on the subjects he names, he'll suggest that you should get out more, and
he'll tell you about the Aman'lu arena.

Walkthrough

You'll find the arena under the Aman'lu inn. You'll first have to go down the elevator located behind the bar,
then you'll have to pull a lever to reveal a secret room, and then you'll have to tell Tristeth the code word (given
to you by Drudwyn). Tristeth will open a second secret door, this one revealing a long staircase leading down to
the arena.

At the arena, you'll meet an elf named Daesthai (#1). He's the one who will actually trigger the quest, and he'll
also describe the arena to you if you need the information. Basically, the arena challenge is broken down into
ten rounds. To start a round, you'll need to buy a special token from Daesthai and then proceed to the middle of
the arena and click on the "arena token activator" there (#2). That will cause the arena to lower and several
enemies to appear inside and start attacking you. To exit the arena, press the "arena forfeit lever" (#3). If you
won the round, then you'll earn a key to one of the treasure rooms surrounding the arena. The last treasure
room (#4) is attached to the ninth room.

Note: Most rounds contain at least one elite enemy. If you don't mind paying the token fee, then you can kill the
elite, pull the lever to forfeit the round, and then repeat the process. That will net you a lot of random high-level
equipment.

The table below summarizes the ten rounds of the challenge:

Token
Rnd Elite Enemy Minion Enemies Reward
Cost
Level 24 decorated Black key of the first (Quest
1 1000 Two level 22 Taclak bashers
Taclak tracker Item 30)
Level 26 forest
Blue key of the
2 1500 Va'arth glacial Three level 24 forest Va'arth barbarians
second (Quest Item 31)
avalancher
Level 28 An'tul Turquoise key of the
3 2000 Four level 26 Vai'kesh zealots
Vai'kesh seer third (Quest Item 32)
Level 30 undead Green key of the
4 3000 Four level 28 undead Azunite soldiers
Azunite mage hero fourth (Quest Item 33)
Five level 33 plagued Snowbrook Haven
Yellow key of the fifth (Quest
5 4000 None soldiers, one level 33 plagued
Item 34)
Snowbrook Haven sorceress
Level 38 mythic Orange key of the
6 6000 Five level 36 Korven boneslayers
Korven blightwalker sixth (Quest Item 35)
Red key of the
7 8000 Level 34 Ganth Seven level 37 Morden-Durvla enforcers
seventh (Quest Item 36)
Level 39 blazing Uhn Purple key of the
8 12,000 Seven level 37 Uhn blasters
scorcher eighth (Quest Item 37)
Level 40 Qatall Iron key of the ninth (Quest
9 16,000 Seven level 39 Qatall minions
attendant Item 38)

Daesthai's gold key (Quest


Two level 40 Qatall
10 25,000 Ten level 37 rustguards Item 39), two bonus skill
runeshapers
points

The rounds can be difficult, especially if you try to complete them in Act Two, because then some of the enemies
are guaranteed to be at least five levels higher than your party. So for sure you should create a town portal next
to the arena, which will make it easier to return to your corpses should your party die.

You can also use the portal to quickly teleport to Aman'lu so you can use the incantation shrine there. Because
the rounds are fixed, you can use the shrine to recite the chant that will best help you in the current round. For
example, in Round 7, which features ranged attackers, you could use the chant of ranged awareness (Chant 41),
which gives you 30% ranged resistance. Or you could use one of the chants (Chants 34, 35, 37) that instantly
recharges powers for 60 seconds. (If you're quick, the chants will give you free powers for about the first 20
seconds of the round.)

The rewards for the quest are pretty good. At the end of the challenge, you'll receive two bonus skill points, and
inside each of the treasure rooms you'll find a chest that will drop at least rare items. The final treasure chest
will probably drop two unique or set items, in addition to the Mysterious Token. The token can be used in
the Mysterious Quest.

Note: After the quest, Daesthai will turn into a pet shop merchant, and he'll offer to sell you the light naiad pet.

Another note: If you want to be very careful about the equipment you find, you might want to collect all of the
reward keys, then save your game, and then open up all of the treasure rooms. Then if you don't like what you
find, you can always load your game and try again.

A Servant's Haunt:
Background

Eldoriath Wilwarin will give you this quest when you talk to him in his house in Aman'lu (Aman'lu, #15).

Walkthrough

Eldoriath will tell you about his uncle Threnith, who was a servant to Master Levreth until supposedly robbing
and killing him. Eldoriath will claim that Threnith was framed, which is why Threnith still haunts the Levreth
Estate, and he'll ask you to look into the matter. To help you out, Eldoriath will give you a copy of the guard's
report (Book 26), written by Tamwen the guard.

You can talk to Tamwen the guard in the Aman'lu tavern (Aman'lu, #2). She won't tell you much -- just that the
"evidence was solid," but that there was "something odd" about the matter.

To find out what really happened, you'll need to travel to the Levreth Estate south of Aman'lu (Southern
Vai'lutra Forest, #7). There you'll meet Threnith. If you haven't yet completed the secondary quest A Dark Ohm,
then you'll need to do that before you can speak with Threnith. However, after you've spoken to him once, you
won't need to keep activating the chant in order to keep talking to him.

Threnith will basically send you on a scavenger hunt. You'll need to pick up a portrait of the lady of the
estate (Quest Item 50), a lock of golden hair (Quest Item 51), a burned letter (Book 27), and the jewels of the
Levreth estate (Quest Item 52). Each time you pick up an object and talk to Threnith, he'll open up a new
portion of the estate, and he'll remember more of what happened on the day that his master was murdered.
Eventually you'll work out that Lady Levreth's brother committed the murder.

When you return to Eldoriath with your information, he'll drop a few items for you, and the quest will end.
However, Threnith won't quite be content yet. He'll ask you to bring Lady Levreth and her brother to justice.
That request is covered in A Servant's Haunt, Part Two.

1 - Lecterns

On the three lecterns here, you'll find the chant of fighter health (Chant 30), the chant of mage health (Chant
31), and the chant of ranger health (Chant 32).

2 - Button a Secret Door

Pressing the button (#2) will open the nearby secret door (#2a).
3 - Portrait of Lady Levreth
4 - Lock of Golden Hair
5 - Burned Letter
6 - Chest with Jewels
7 - Door

The button that opens the door can be found on the wall right next to it (on the western side).

Exits:

Elevator that (eventually) leads back to the   Southern Vai'lutra Forest .

A Servant's Haunt, Part Two:

Background

After proving Threnith's innocence in the first part of the quest, Threnith won't quite be content. He'll ask you to
bring Lady Levreth and her brother to justice.

Walkthrough

You'll find Lady Levreth in the Eirulan inn (Eirulan, #5). She'll quickly surrender to you, and she'll let you know
that her brother is Guardian Commander Wethril in Aman'lu (Aman'lu, #8).

Wethril, unlike his sister, won't go down without a fight. He's a level 25 elite with over 14,000 hit points, but
he'll be all alone, so you should be able to defeat him without too much trouble. Then when you talk to Celeb'hel
the Elder, he'll drop some good random items for you, your party will earn a bonus skill point, and the quest will
end.

Amren's Vision:

Background

You'll trigger this quest when you approach a circle of mushrooms with Amren in your party.
You can find Amren at the   Aman'lu  inn.

Walkthrough

There are four circles of mushrooms:

East and then north of the teleporter in the Southern Greilyn Jungle ( S/E Greilyn Jungle, #10)

Right next to the northern teleporter in the Southern Vai'lutra Forest ( Southern Vai'lutra
Forest, #5)

North of the southern teleporter in the Garden of the Ancients ( The Garden of the Ancients , #3)

Between the two teleporters in the Eastern Plain of Tears ( The Eastern Plain of Tears , #9)

At each circle, when you approach it with Amren in your party, the circle will turn into an
elevator. When you approach the first circle, you'll also see a cut scene showing all four
circles of mushrooms.
In the shrine below each circle of mushrooms, you'll find four things of interest: an inactive
portal, a book, a big chest, and a statue. You'll need to use Amren to click on the statue.

After you've clicked on all four statues, the portal in the center of the shrine will activate.
Clicking on the portal will take you to a fifth shrine, and in this one you'll find yet another big
chest. However, unlike the big chests in the first four shrines, which probably gave solitary
rare items, this big chest will drop a couple of unique or set items, including the bow   virtuous
rebellion.

Finala's Contempt:

Background

You'll trigger this quest when you click on the broken elevator in the Kithraya Caverns (Kithraya Caverns, #1),
provided that you have Finala selected.

Walkthrough

Finala will fix the elevator, and you'll find that it leads to a Hidden Morden Stronghold. At the back of the
stronghold, you'll discover a big chest. When Finala opens it, she'll find some Morden battle plans (Quest Item
85) and a Morden map of Greilyn Jungle (Map 2), and you'll receive some new tasks in the quest: to burn down
the four hidden Morden towers in the Greilyn Jungle.

The towers can be found in two spots. The first spot is beyond a wall in the Northern Greilyn Jungle (N/W
Greilyn Jungle, #8). When Finala gets close enough to the wall, she'll discover a secret door that leads through
it. Past the wall, you'll find three Morden towers, and destroying them will work exactly the same as it did in the
primary quest The Morden Towers. That is, you'll need to attack a cage to break it, click on the broken cage to
receive a cage fragment, wield the cage fragment, click on a campfire to light the cage fragment, and then click
on the Morden tower to blow it up.

The final tower can be found behind a secret door located in some Abandoned Ruins in the Southern Greilyn
Jungle (S/E Greilyn Jungle, #3). The secret door is located on the eastern wall of the ruins, and Finala will
discover it when she's standing close enough to it.

After you've destroyed all four towers, you'll automatically gain a Morden elevator gear (Quest Item 6) and
a map of the Morden city (Map 3), and you'll receive two new tasks in the quest: to destroy a Durvla hatchery,
and to explore a Morden intelligence camp.

You'll find the Durvla hatchery on the eastern side of Darthrul (Darthrul, #11). The entrance is hidden by a
secret door, and you'll have to bring Finala to the door to get it to open. Inside the hatchery, you'll have to fight
a bunch of Morden and Durvla, including an elite level 33 Durvla, but in the back you'll find a locked gate
flanked by a bomb. To open the gate, simply attack the bomb. In the room beyond, you'll discover a big chest.
When Finala opens the chest, she'll find a Morden wrench (Quest Item 82).

Finally, you'll find the Morden intelligence camp in the Desert of Kaderak (The Desert of Kaderak, #3). Finala
will have to fix another broken elevator so you can get inside, but the Morden wrench and the Morden elevator
gear will get the job done. Inside the camp, you'll have to fight a bunch of Morden and Durvla, including an
elite level 37 Ripper Champion, but at the back of the camp you'll discover a big chest. Only Finala will be able
to open the chest, and when she does, you'll find a lot of random loot, and the quest will end.
Rahvan's Curse:

Background

Champion Rahvan (Garden of the Ancients, #4) will trigger this quest if you bring him four champion's death
masks. You can find the masks in the Frozen Crypts in the northern part of the region.

Walkthrough

Champion Rahvan will tell you of the lich Letiso, and how it claimed him and his three brothers. He'll then ask
you to destroy the lich, and to bring back to him his soulstone so that he can be free of the lich's curse. To help
you out, he'll give you a mysterious chant (Chant 75), which you can use to open the door to Letiso's inner
sanctum.

Letiso's inner sanctum is in the Azunite Catacombs. You'll recognize the entrance to the sanctum because on the
floor next to it you'll find the Azunite symbol of death (#2). If you perform Rahvan's chant while standing on the
symbol, then the door to the sanctum will open, allowing you to face Letiso (#3).

Letiso is a level 30 elite, but he has less than 3000 hit points, and he should go down very easily (in fact, Letiso
is so easy that we suspect he's either broken or unfinished). When Letiso dies, he'll drop several good items for
you, and you'll also receive Rahvan's soulstone (Quest Item 62). Then when you give the soulstone to Rahvan,
he'll drop some more good items for you, including Rahvan's Fist, and the quest will end.

1 - Elevator to the Azunite Burial Grounds


2 - Azunite Symbol of Death
3 - Letiso

Evangeline's Folly:
Background

You'll receive this quest if you talk to Caravan Driver Mylindril at the southern teleporter in the Southern
Vai'lutra Forest (Southern Vai'lutra Forest, #8), provided that you have Eva in your party.

Walkthrough

Mylindril will tell Eva that two soldiers and somebody named Jessic were captured during the attack on the
caravan, and he'll say that the kidnappers headed to some strongholds deeper in the forest. You can find the
strongholds (#1-3) in the Vai'kesh Forest and in Arinth's Ravine. You'll need to visit the strongholds from west
to east (that is, in the order #1, #2, and then #3). If you do that, then when you reach the door of a stronghold
and the kidnappers ask for a password, Eva will get you through the door -- one way or the other -- allowing
you to go inside and rescue the prisoner there. Since the order is fixed, you'll first rescue the two soldiers and
then you'll rescue Jessic.

Inside each stronghold you'll find an elite Vai'kesh jailer plus some regular Vai'kesh enemies. When you kill the
jailer, he'll drop a Vai'kesh jail key, and the key will allow you to enter the prisoner's cell. To rescue a prisoner,
simply talk to him. When you talk to Jessic, the quest will end. You won't get a reward for the quest, but you will
find a big chest next to Jessic, and it will probably drop a couple of rare items, if not better.

ACT 3: Primary Quest:

Restore Kalrathia's Water:


The first time you talk to Lord Kalrathia (Kalrathia, #5), he'll ask you to restore Kalrathia's water supply, which
has been shut off by the Morden. To do that, you'll need to travel to the Water Chapel at the northern edge of
the Northern Plain of Tears and there defeat a creature called a Ganth (#1). The Ganth is a level 34 elite with
12,500 hit points, but it's just a minor boss, and it shouldn't be very difficult for your party to kill.

Past the Ganth you'll arrive at the Water Chapel Courtyard. Immediately, a bunch of Morden will swarm to
attack you, and you'll probably have a much tougher time with this battle than you did with the Ganth, so make
sure you have your powers ready. Once the Morden are gone, just move to the northern edge of the courtyard
and press the button there (#2). That will start the water flowing again, but the quest won't end until you've
returned to tell the good news to Lord Kalrathia.

The Morden Chief:

Lord Kalrathia will ask you to travel to the Morden city of Darthrul and speak with the Morden Chief there
(#5). Of course, that's easier said than done, as when you arrive in Darthrul, you'll learn that you'll need to find
keys to the various districts of the city before you'll be able to claim the key that will allow you to visit the chief.
Darthrul has five districts. The first time you enter the city, you'll encounter a Morden patrol leader (#1) when
you approach the main courtyard. He'll drop the key to the District of the Sword (Quest Item 72) when he dies.
Inside the District of the Sword (#2), you'll encounter a Morden lieutenant who will drop the key to the District
of the Crossbow (Quest Item 73) when he dies. Inside the District of the Crossbow (#3), you'll encounter a
Morden lieutenant who will drop the key to the District of the Lance (Quest Item 74) when he dies. And, finally,
inside the District of the Lance (#4), you'll encounter a Morden lieutenant who will drop the key to the District
of the Chief (Quest Item 76) when he dies.

When you approach the Chief, you'll be given a couple dialogue options for how to approach him. But it won't
matter what you say; you'll end up fighting him regardless. The Chief is a level 37 elite, and the nearby Purifier
is a level 39 elite, so it's possible that the battle will be difficult, but we've never had a problem with it. (If you're
nervous, set up a town portal before you talk to the Chief.)

When the Chief dies, you'll automatically receive the head of the Morden Chief (Quest Item 77). To complete the
quest, just run back to Lord Kalrathia and let him know the good news.

The Kalrathian Rebellion:

This is a pretty short quest. Lord Kalrathia (Kalrathia, #5) will finally decide that it's time to rebel against the
Morden, and he'll ask you to help out. To complete the quest, all you'll have to do is kill the 30 Morden soldiers
in the city.

Some of the Morden can be found in the main courtyard, but you'll find others hiding up on the walls. So use
your overhead map to look for red dots, and then kill all of the Morden you find. It doesn't appear as though any
quest NPC can be killed, so you don't need to hurry to complete the task.

Once you've killed the Morden, return to Tehruth (right next to Lord Kalrathia) to complete the quest. Tehruth
will give you the Morden teleporter activation stone (Quest Item 83), and Lord Kalrathia will give you the Aegis
of Sight (Quest Item 84).

The Mines of Kaderak:

Note: This quest takes place in the Desert of Kaderak. You'll only be able to reach this area via teleporters, and
you won't receive the activation stone for the teleporters until you've completed the primary quest The
Kalrathian Rebellion.
When you approach the entrance to the Upper Mines of Kaderak (#1), you'll find four statues (#2) surrounding
it, each one contributing to a forcefield preventing you from going inside. So, to enter the mines, you'll have to
destroy the four statues. There isn't anything tricky about the statues; just right-click on them to shatter them.
Once all four statues are gone, a lever will appear next to the entrance and you'll be allowed to use an elevator
to go inside.

The Mines of Kaderak, Part Two:

This quest has two parts. In the first part, you'll need to flip a bunch of switches (#1) in the Upper Mines of
Kaderak. Each time you flip one of the switches, a cart filled with explosives will roll farther into the mine, and
at the end it will collide with a large soul shard, destroying it.

In the second part of the quest, you'll need to deal with a trio of Dark Wizards. You'll find the wizards by going
up an elevator at the back of the Lower Mines of Kaderak (The Lower Mines of Kaderak, #5). For the most part,
the three wizards will act just like the one you fought during the primary quest Princess Evangeline. That is,
they'll conjure crystal shields to protect themselves, and they'll summon help. The difference is that the wizards
will work together when they summon, and that will allow them to bring forth a creature called a Xzeihoranth.

The Xzeihoranth is big and nasty (and hard to see), and it has 35,000 hit points. If you have a sword and shield
fighter in your party, then you might be able to handle it simply by repeatedly provoking it while the rest of your
party kills it. With other kinds of fighters (or no fighters), you'll probably have to get creative and do a lot of
dancing around to keep your party alive.

Note: While the Dark Wizards are controlling the Xzeihoranth, they won't cast any other spells. So if you can
handle the Xzeihoranth well enough, you might want to ignore it a bit and see how much damage you can do to
the Dark Wizards. As soon as one of the Dark Wizards dies, the summoning spell will end.

Another note: Each time a Dark Wizard dies, the other wizards will return to full health, so don't spread your
attacks around. Use the "mirror" stance and keep all of your attacks together.

Once the Xzeihoranth is dead, the Dark Wizards will focus mostly on casting offensive spells on your party,
including a nasty-looking area-effect death magic spell. From our experience, these offensive spells will take out
your spellcasters right away, but they won't do a lot of damage to your fighters and rangers (assuming that they
have reasonable amounts of health steal and magical resistances). So be sure to take plenty of potions with you
when start the fight.
Note: When we played through this battle in Broken World, the Xzeihoranth only had 3500 hit points, making it
a total pushover, but the Dark Wizards were more powerful, so even our shield fighter had to be careful and
avoid the "death circles."

When all three wizards are dead, the protective sphere around the Aegis of Life (Quest Item 92) will disappear,
allowing you to take it. However, when you return to Lord Kalrathia to report on what has happened, you'll find
the young lord dying, and then dead, and then the quest will end.

1 - Switch

The Agallan Trial:

This quest has two parts. The first part is easy. You'll just need to visit Advisor Kynos in the Kalrathia great hall
(Kalrathia, #5) and ask him for the crystal that will allow you to visit the Agallan Giants. Kynos won't want to
give the crystal to you, and he'll even attack you to keep it out of your hands, but he's not very powerful, and it
shouldn't take very long to finish him off.

When Kynos dies, he'll drop a Kalrathian crystal (Quest Item 93) and a Kalrathian house key (Quest Item 94).
The house key can be used to enter Kynos' apartment (Kalrathia, #8), but you won't find much inside. The
crystal, on the other hand, can convert the fountain in the courtyard (Kalrathia, Exit C) into an elevator, which
will then take you down to the area where you can attempt the Agallan trial.

The trial is the second part of the quest, and it is probably more difficult to explain than it is to complete. First
off, you'll have to speak to the Azunite Ancestor (#1). He'll give you some information about how the trial works.
Then you'll need to turn on four water spigots (#3) and open a series of gates (#4) so that water will flow into a
mechanism beneath the floor and raise up four pieces of a bridge (#2), allowing you to reach a portal (Exit C)
that will take you to the Agallan Peaks.

There are some secret doors (#5) that will let you move around the area more quickly, but most of the trial
should be pretty straightforward to complete. The only two complicated parts come at control consoles (#6). In
these two spots, it's best to use the "wait" party mode (you might need to go to options->input->hotkeys to set
the hotkey for this mode; we always use 0) and have one character stand at the console while your other
characters move through the maze of doors that the consoles control.

Note: The best way to start the trial is to head through the caverns on the western side. Then you can circle
around and open the two secret doors closest to the exit, allowing you easy access to the rest of the trial.

Once you've completed the trial, cross the bridge, loot the four big chests (#7), and then go through the portal to
the Agallan Peaks. You'll receive a bonus skill point when you do.

1 - Azunite Ancestor
2 - Four-Part Bridge
3 - Water Spigots
4 - Gates
5 - Secret Doors
6 - Control Consoles
7 - Big Chests

The Agallan Giants:

This is a very short quest. You'll just need to walk east to a platform (#1), and then talk to the Agallan Giants
(#2). They'll forge for you the shield of Azunai (Quest Item 95), and they'll create a portal (#3) that will take you
to Zaramoth's Horns (One). When you go through the portal, the quest will end.

1 - Platform
2 - Agallan Giants
3 - Portal

Zaramoth's Horns:

Zaramoth's Horns is a big place, and you'll have to do plenty of fighting to get through it, but the focus of this
quest is the Archmage. You'll find him in the Archmage's Chamber at the top of the Horns (#1).

The Archmage is a level 40 elite with 90,000 hit points. Surprisingly, his spell attacks are kind of wimpy --
except for one. From time to time he'll activate one of the five obelisks in the room (#2), and he'll warp it to his
own use. That means that after a short delay, the obelisk will start firing out skulls towards the center of the
room. If a skull hits one of your party members, the character will die outright.

There are two ways to deal with the skulls. If you put your party into mirror mode, then you can simply try to
dodge them. The skulls move pretty slowly, and you might be able to kill the Archmage before he can get very
many skulls into action. The other option is to attack the activated obelisks. If you put your party into rampage
mode, then you can have one of your characters (preferably a ranged attacker) take out obelisks while the rest
of the party attacks the Archmage. The obelisks take a few seconds to charge up, and they only have 500 hit
points, so you should be able to "kill" them (that is, deactivate them) before they can shoot out a skull. Either
way, as long as you can deal with the skulls, defeating the Archmage should be no problem.

When the Archmage dies, a couple things will happen. The Archmage will drop some equipment for you to loot,
the staircase surrounding the room will move into place (allowing you to continue on towards Valdis), and the
quest will end. But don't forget to open up all of the chests on the upper level of the chamber before you leave,
including the big chest (#4) next to the exit (#5).

1 - Archmage
2 - Agallan Obelisk
3 - War Pedestal
4 - Big Chest
5 - Exit

The Final Ascent:

This quest is much like the last one. You'll have to travel through a portion of Zaramoth's Horns so you can
battle a boss at the end. The difference is that in this case, the boss is Valdis (#1), and defeating him will end the
original Dungeon Siege II campaign.

Valdis is a level 40 elite with 90,000 hit points -- just like the Archmage. However, unlike the Archmage, Valdis
is tricky to defeat. If you run up and start attacking him when you first spot him, nothing will happen. You'll
discover that Valdis is immune to all damage. So what should you do? Well, without any other options, the only
thing to try is to hit him with the Eyes of Zaramoth in the room (#2).

Note: If you haven't played with any of the Eyes yet, then know that attacking them and doing enough damage to
them causes them to shoot out a powerful laser. In this case, the Eyes shoot towards the center of the room.

The best way to hit Valdis with an Eye of Zaramoth is to put your party into mirror mode. Then just camp your
party right in front of one of the Eyes. Valdis has a long attack sequence where he'll swing his Sword around
and do massive damage, and so the idea is to draw him to the front of the Eye, and then run behind the Eye and
attack it while Valdis is still swinging. If you manage to get him to stop in the right place, then the laser from the
Eye will knock him over.

The first time you knock Valdis over, he'll summon some Qatall soldiers to help him out. The Qatall soldiers
should be pretty easy for you at this point, so either ignore them and keep trying to knock down Valdis, or else
wait for Valdis to start swinging his sword again, and then run away and fight the soldiers while he's busy. Once
you've knocked down Valdis three times, the Azunite Scholar will show up.

The Azunite Scholar will reveal that he isn't quite the helpful entity that he presented himself to be, and he'll
steal the Shield of Azunai from you. However, he'll also demonstrate that he isn't a friend to Valdis, either, and
at the end of the cut scene, Valdis will be without his Sword and you'll be without your Shield, and you'll be able
to fight each other in earnest.

Without his Sword, Valdis will start fighting like a spellcaster, and he'll use a variety of spells against you.
Provided that you have a reasonable amount of resistances, then Valdis' attacks shouldn't be all that bad, and
your nature mage should be able to heal you faster than Valdis can damage you.

Every time you take off a third of Valdis' health, you'll knock him down, and the altar on the northern end of the
room (#3) will crumble a little. At various times, Valdis might also summon some more Qatall soldiers to help
him out, or create some mirror images of himself and somehow heal himself completely. As far as we can tell,
there isn't any way to counter this, so just keep attacking him.

Once you've gotten Valdis down to under 1000 hit points, the altar to the north will completely break up,
revealing a big Eye of Zaramoth inside. Valdis will go immune to damage again once you've dropped him to a
single hit point, so guess what you'll need to do. That's right, you'll need to hit him with the new Eye of
Zaramoth, and the exact same strategies that worked before should work again. When you hit Valdis with the
Eye, he'll keel over dead, dropping a bunch of items for you to loot, and the Azunite Scholar will say his
goodbyes. Then when you go through the portal that appears, the quest will end.

Note: Going through the portal will take you back to Kalrathia, no matter which version of the game you're
playing. To move on to the next difficulty setting, or, for Broken World, to move on to the final act, you'll need to
exit the game and click on the "Single Player" button on the main menu screen. From there you should be able
to select the character, the difficulty, and the campaign you'd like to play.

ACT 3 : Secondary Quest:

Dwarven Song of Ore:


Background

Historian Leontia will trigger this quest when you talk to her in the Kalrathia great hall (Kalrathia, #6),
provided that you ask her how you might assist her.

Walkthrough

Leontia will ask you to look for the lost Dwarven Song of Ore, which supposedly helped the dwarves find veins
of gold inside their mines. Leontia will tell you that the song has three stanzas, and that you'll need to learn all
three in order for the song to be useful. However, Leontia is wrong. There are actually four stanzas to the song.

The first three stanzas can be found in the Upper Mines of the Kaderak (#1-3). When you return to Leontia after
finding all three, she'll reward you with the chant of prosperity (Chant 36). The quest will appear to be complete
at that point, but then in the Lower Mines of Kaderak (The Lower Mines of Kaderak, #4), you'll find the fourth
stanza. When you relay that stanza to Leontia as well, she'll teach you the greater chant of prosperity (Chant
54), and she'll give you the unique ring stoutgrip.

1 - Silver Stanza
2 - Iron Stanza
3 - Gold Stanza
You'll need to open a secret door to reach this stanza. The lever that controls the door can be found right next to
it.

Lore of Aranna:

Background

Telgrey the Scholar will give you this quest when you talk to him in his apartment in Kalrathia
(Kalrathia, #7).

Walkthrough

Telgrey, without much in the way of preamble, will ask you to find all 20 volumes of a set of books
called the Lore of Aranna. Most of the books can be found in plain sight in places that you're required
to visit (towns, mostly), but a few are also associated with secondary quests (such as  Amren's Vision).
Here's where you can find the 20 books:
1. On the ground in the Snowbrook Haven Servants' Quarters (The Snowbrook Haven Servants'
Quarters, #5)
2. On the floor in the Vai'kesh Sanctuary (The Vai'kesh Sanctuary, #11)
3. On the floor in Alar'ithil's house south of Aman'lu (Aman'lu, #16)
4. On the floor in Tywlis' house in Aman'lu (Aman'lu, #7)
5. On a table in the Aman'lu Town Hall (Aman'lu, #8)
6. In Vix's hut in the Eastern Greilyn Jungle (S/E Greilyn Jungle, #15)
7. On a table in the Windstone Fortress (Windstone Fortress, #5)
8. On a bench in the Temple of Xeria (The Temple of Xeria, #4)
9. On a ledge in the Temple of Xeria (The Temple of Xeria, #4)
10. Given to you by Eolanda during the quest  Arinth's Legendary Staff
11. On the ground in Eolanda's house in Aman'lu (Aman'lu, #10)
12. Upstairs in the Aman'lu magic shop (Aman'lu, #1)
13. Upstairs in the Aman'lu inn (Aman'lu, #2)
14. On the ground in Eolanda's house in Aman'lu (Aman'lu, #10)
15. Upstairs in the Aman'lu magic shop (Aman'lu, #1)
16. In an apartment in Kalrathia (Kalrathia, #9)
17. In the shrine located under the circle of mushrooms in the Eastern Greilyn Jungle (S/E Greilyn
Jungle, #10)
18. In the shrine located under the circle of mushrooms in the Southern Vai'lutra Forest (Southern
Vai'lutra Forest, #5)
19. In the shrine located under the circle of mushrooms in the Garden of the Ancients (The
Garden of the Ancients, #3)
20. In the shrine located under the circle of mushrooms in the Eastern Plain of Tears (The Eastern
Plain of Tears, #9)

When you return to Telgrey after collecting the books, he'll reward you with another book --  The
Mercenary and the Scholar  (Book 34) -- and the quest will appear to be over. But if you talk to Telgrey
again, he'll admit that the book he gave you was just a joke, and he'll give you your true reward: a
large collection of random objects, including a  mysterious book. For more information on the book,
see the quest entry for  The Mysterious Quest.

The Lost Jewels of Soranith:

Background

Kevarre the Explorer will give you this quest when you talk to him in the Kalrathia tavern (Kalrathia, #3).

Walkthrough

Kevarre will tell you about a vault he discovered. Inside, there were statues that when rotated "caused beautiful
lights to run through grooves on the floor." Kevarre will speculate that the vault belonged to Soranith the
Eldersmith, and that the puzzles inside lead to a pair of jewels. If you can uncover the jewels and prove his
theory, then Kevarre will offer to give you the amulet he found in the first part of the vault.

You can find the Mysterious Vault in the Northern Plain of Tears (The Northern Plain of Tears, #7). In the first
room (#1), you'll find the puzzle that Kevarre solved to gain the amulet. The puzzles in the vault are "tracing"
puzzles. That is, you'll need to start at a node and then "draw" all of the lines without lifting your "pencil." The
first puzzle is essentially a triangle, and so it was no doubt very easy for Kevarre to
solve.

The second puzzle (#2) is a more complicated figure with five nodes and eight lines.
There are several ways to solve it, but Figure 1 shows one such way. If you make a
mistake while trying to solve the puzzle, you can click on the "reset statue" on the
southern side of the room and start over. Once you've completed the puzzle, the doors
to the south (#3) will open, allowing you to access a treasure room (#4) and the third
puzzle (#5). Inside the treasure room, you'll find Soranith's silver ring, one of the two
jewels that Kevarre asked you to find.

The third puzzle is even more complicated. It contains nine nodes and 12 lines. Again, there are several ways to
solve the puzzle, but one possible solution is shown in Figure 2. Once you've completed the puzzle, the doors to
the south (#6) will open, allowing you to enter another treasure room. In this treasure
room (#7), you'll find a lectern with a mysterious chant (Chant 55) on it, and you'll
also find a big chest with Soranith's gold ring inside. The gold ring is the second jewel
that Kevarre asked you to find.

That's all you can do in the vault. When you return to Kevarre in Kalrathia, he'll
praise your success, and then he'll give you Soranith's Amulet, thus completing the
quest.

1 - First Puzzle
2 - Second Puzzle
3 - Locked Doors
4 - First Treasure Room
5 - Third Puzzle
6 - Locked Doors
7 - Second Treasure Room

The Legendary Mace of Agarrus:


Background

Berseba will trigger this quest when you talk to her near the fountain in Kalrathia (Kalrathia, #10).

Walkthrough

Berseba will mention the mace of Agarrus, a mace so strong that it can "level fortresses." However, Berseba
won't know anything about it, and she'll direct you to an explorer named Tai'esse in Aman'lu.

You can find Explorer Tai'esse at the Aman'lu inn (Aman'lu, #2). Tai'esse will tell you that she has collected
several fragments from a stone tablet that purportedly reveals the location of the mace, and that only one
fragment remains to be found. Naturally, she'll then ask you to find that last fragment, and she'll give you
a stone key (Quest Item 69) to help you out.

You can find the stone tablet fragment (Quest Item 70) (#1) in the Snowbrook Grotto (the closest teleporter is in
the Snowbrook Foothills). You won't have to do anything special to pick up the fragment. It'll just be lying on the
ground behind a locked door (which you'll need the stone key to open). There won't even be an elite enemy
guarding it.

When you return to Tai'esse with the fragment, she'll put together the stone tablet and discover that Agarrus'
tomb (#2) can be found in the Lost Valley of the Azunites (the closest teleporter is on the western side of
the Cliffs of Azunai). Tai'esse will then give you the repaired stone tablet (Quest Item 71) so that you can use it
to enter the tomb.

Note: If you haven't yet been to the "island" where Agarrus' tomb is located, the button that closes the southern
bridge to it can be found near the lantern south of it.

Inside the tomb, after unlocking a door using the repaired stone tablet, you'll meet Guardian Magentus.
Magentus won't be excited to see you -- he won't be excited about anything, really -- but he'll tell you some of the
history of the half-giants, and he'll drop several items for you, including the Mace of Agarrus. Then he'll
disappear, and the quest will end.

1 - Stone Tablet Fragment


2 - Tomb of Agarrus

The Mage's Apprentice:


Background

Mage Boden will give you this quest when you talk to him in his shop in Kalrathia (Kalrathia, #2), provided that
you ask him about the "matter" he brings up.

Walkthrough

Mage Boden will ask you to look for his apprentice, Darek, who recently went missing while investigating some
ruins near the Morden city of Darthrul. Boden will tell you that Darek might have had a research journal with
him, and he'll ask you to track that down as well. To help you out, Boden will give you a golden mirror (Quest
Item 68).

You'll discover the ruins right where Boden said they'd be (#1). Inside, you'll find several statues that should
look familiar. The statues are part of a puzzle, but the puzzle is basically a repeat of the one from the primary
quest The Lost Azunite Artifact. That is, after placing the golden mirror onto one of the statues, you'll need to
rotate the statues so that they direct a beam of light into the right place. However, in this case there are actually
two right places -- the doorways to the north and west. If you can direct the beam of light into one of the
doorways, then you'll open the door and be able to enter the room beyond. The apprentice is in room #2, and a
nice bit of treasure can be picked up in room #3.

The easiest way to solve the puzzles is to work backwards. Figure out which statue could direct the beam of light
to a doorway, and then work from there. But if you don't have the patience for that, then you can simply look at
the solutions shown above. Figure 1 shows how to position the statues to open the apprentice's room, and Figure
2 shows how to position the statues to open the treasure room.

Note: You can also find the greater chant of casting (Chant 60) and the greater chant of fighter power (Chant
61) in the room with the apprentice.

When you reach Mage Apprentice Darek, he'll inform you that Boden has been working with the Morden, and
that when Darek figured out what was going on, Boden locked him into this puzzle room to keep him out of the
way. As proof, Darek will give you the journal of the mage's apprentice (Book 35), which is actually a ledger of
Boden's dealings with the Morden.

When you return to Mage Boden, no matter what you say to him, you'll expose him for the traitor he is, and he'll
attack you. Once he's dead, Darek will make his way to the shop, and, if you talk to him, he'll thank you for your
help, and he'll drop several items onto the ground for you, including the unique ring spellbinder. Then Darek
will take Boden's place as Kalrathia's magic merchant, and the quest will end.
The Kalrathian Nexus:

Background

Nora the Nature Mage will give you this quest when you talk to her near the northern gate of Kalrathia
(Kalrathia, #11).

Walkthrough

Nora will tell you about the Kalrathian Nexus, and how a dark wizard has disrupted the nexus by placing a seal
over it. The seal is linked to three ley lines, and to break the seal you'll need to use the power of those ley lines.
Nora will then give you a soul staff and a mysterious chant (Chant 76), and she'll ask you to take the staff to
three nodes of power, one for each ley line, and to imbue the staff at each node by reciting the chant there.

Here's where you can find the three nodes of power:

1. The Node of Earth is in the Temple of Xeria, #9.


2. The Node of Frost is in the Snowbrook Haven Servants' Quarters, #2.
3. The Node of the Phoenix is in the Lost Valley of the Azunites, #2.

At each node, you'll need to have a character wield the soul staff, and then you'll need to move your party to the
symbol in the center of the node (where you should get a message about a "magical harmonic echo") and recite
the chant. If all goes well, the game will inform you that you've completed a task in the quest. The staff itself
won't change.

Once you've imbued the staff at all three nodes of power, you'll need to take it to the Kalrathian Nexus in the
Eastern Plain of Tears (The Eastern Plain of Tears, #1). There you'll find a seal of dark magic. To break the
seal, you'll need a character to wield the soul staff and then attack the seal. After a hit or two, the seal will
shatter, and you'll automatically receive the Sigil of the Kalrathian Nexus (Quest Item 90).

To complete the quest, simply return to Nora the Nature Mage. She'll combine the sigil with the soul staff to
create the soul staff of the nexus, and then she'll drop some other goodies for you, completing the quest.

Sartan's Suspicion:

Background
You'll receive this quest when you talk to Feltan the Drunkard in the Kalrathia tavern (Kalrathia, #3), provided
that you have Sartan in your party.

Walkthrough

Feltan will drunkenly babble on about spies for a while, but then after some prodding from Sartan, he'll reveal
that one spy is named Osric, and that Osric can be found east of town.

You'll find Osric behind a locked door (#1) in the Eastern Plain of Tears. By pretending to be with the
"resistance," Sartan will trick Osric into opening the door, but then Sartan will go nuts and kill Osric with a
single swing of his weapon. At that point, Soldier Orayne (who you might remember from Windstone Fortress)
will come in and explain that Sartan just made a horrible mistake, and that Osric had been working undercover,
looking for some prisoners being held by the Morden. Obviously, then, you'll need to free the prisoners to make
amends for the accidental death.

The prisoners (#4) are being kept inside a Morden Arsenal. Sartan will get you through the front door of the
arsenal (#2), but after that you'll have to get your own hands dirty and do a bit of fighting to reach the prisoners.
To actually get the prisoners out of their cells, you'll need to blow up the four conveniently-placed bombs. Each
time you attack a bomb (using any attack; even melee attacks are safe), it will blow open a prison door, and
three prisoners will go free.

After freeing all 12 prisoners, return to Soldier Orayne to complete the quest. He won't give you a reward. The
only reward you'll really receive for the quest is what you'll find in the big chest (#5) located in one of the prison
cells.

1 - Locked Door
2 - Locked Door
3 - Secret Door
You can open the secret door by pressing the button on the wall to the east.
4 - Prison
5 - Big Chest

The Morden Riders:

Background

East of the city of Darthrul, you'll run into two Morden riders and a creature called a Klask (#1). However,
unlike like similar creatures you might have met previously, they won't want to attack you. Instead, they'll want
to talk about neo-Azunite revivalism and more -- much more -- but eventually they'll give you this quest.
Walkthrough

The Morden riders will tell you that due to an ill-advised "shortcut" they took during the siege of Snowbrook
Haven, they're planning on taking a vacation. The problem is that they'll need supplies for the trip, and while
supplies can be found in Darthrul, if the trio steps foot inside the city, they'll be executed. So they'll ask for your
assistance, and they'll give you the Darthrul supply key (Quest Item 78) to help you out.

Helping out the riders is pretty easy. Since the supply vaults (#2) are in Darthrul, and since you'll already have
explored the parts of the city where the vaults are located, gathering the supplies won't take much more effort
than just running to the three vaults and looting the big chests found inside.

Once you've picked up the Morden tent (Quest Item 79), the sack of Morden rations (Quest Item 80), and
the pack of Klask rations (Quest Item 81), when you take them back to the Morden riders, the riders will thank
you for your help, and Bruno the Klask will knock down the nearby brick wall, allowing you to travel to the
abandoned temple to the east (#3) and loot the treasure chests found there.

Vix's Vengeance:

Background

You'll receive this quest when you click on the locked door in the Lower Mines of Kaderak (#1), provided that
you have Vix in your party.

Walkthrough

Vix will ask you to look for and then destroy any soul shards that might be hiding behind the door. You'll find
three such shards (#4). For each shard, you'll have to destroy it in about the same way that you destroyed the
soul shard in the primary quest The Mines of Kaderak, Part Two. That is, you'll need to send a cart full of
explosives (#3) crashing into the shard, blowing it up. The only difference is that in this case, you'll only need to
pull two levers for each cart: one to rotate the track into the right position, and one to start the cart rolling.

You won't receive anything for completing the quest, but past the final shard you'll find a big chest (#5) that only
Vix can open, and it will probably drop something nice.

1 - Locked Door
2 - Optional Cart
3 - Cart Full of Explosives
4 - Soul Shard
5 - Big Chest

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