-----------------------------------------
DUNGEON SIEGE

FAQ/Walkthrough by Tom Church
Last Modified: Wednesday, April 24, 10:50 AM
Version: 1.0
E-mail: tessera189@hotmail.com
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Table of Contents:

1. Introduction
2. Version History
3. Game System/Rules
4. Modes/Menus
5. FAQs
6. Walkthrough (Single Player)+
  6.1 Walkthrough, Jr. (COMPLETE)
  6.2  Characters
  6.3  Books
  6.3  Items
7. Walkthrough (Multiplayer)* 
8. Cheats/Tricks/Secrets+
9. Disclaimer
10. Closing

NOTE: 
Any modes with a + are incomplete. 
Any modes with a * are forthcoming.

-----------------------------------------------------------------------
1. Introduction 
-----------------------------------------------------------------------

Ah, welcome to Dungeon Siege, the new RPG from Gas Powered Games and Chris 
Taylor. I don't claim to be a horribly experienced FAQ writer, but I have 
a good idea of what I'm doing, or at least that's what I tell myself. I made 
this guide because I was looking around on the internet, and from what I could 
see, there aren't any guides for this great game anywhere. So, here I am, 
here you are, and here it is. I think you can figure out what to do. And 
remember, if you come to a fork in the path, take it. =)

Also, this is by necessity a work in progress. So if I don't have the 
walkthrough for Chapter 8 up yet, it's not because I never will. But, this 
is also a FAQ for you. It's meant to help the people who need help, and that's 
what I've tried to do with it. But I inevitably forget things, or I missed 
it, or a number of other things. So, if there's something that you would like 
to see in the FAQ, or a question that you have, please feel free to e-mail 
me about it. I'll either add it in the next update, or explain to you why 
a list of every tree and bush in the game is impossible.... =) 

-----------------------------------------------------------------------
2. Version History 
-----------------------------------------------------------------------
1.0 - Wednesday, April 24 10:50 AM
The walkthrough is complete through the end of the game! I'm still working 
on the longer version, item lists, etc.

0.55 - Tuesday, April 23 8:46 PM
Argh, I hate the last weeks of the year. Got everything that I missed from 
Chapter 1 that I found up, added Rusk, (who I completely blanked on) and 
polished up the credits section. I'm all done up through Stonebridge with 
everything, including quests and items. (The problem with doing a FAQ that 
goes as in-depth as I hope this one will is that, by necessity, it takes about 
6-8 times longer, on average, to go through the game. Playing through 15 
minutes of play time could take 2 hours of real work, if there's a lot of 
stuff. C'est la vie.)

0.51 - Monday, April 22 11:23 PM
Played through the first chapter again, and believe it or not, there's a lot 
of stuff that I missed. (I forgot to mention Rusk, idiot that I am.) I only 
have the very beginning of the updates to this section done, though; I need 
sleep. Already gotten 6 emails within 4 hours of the guide's posting, pretty 
good if I say so myself. Also, a few creditings and such. Formatting, bleh. 

0.5 - Sunday, April 21 4:01 PM
This walkthrough is stealing my sleep. I've got the walkthrough complete up 
through Chapter 1, plus the weapon, armor, spell, and modifier lists. I'll 
probably submit this version while I continue working on it.

0.1 - Thursday, April 18 2:31 AM
Everything has been started, got the basic setup done, plus the first few 
areas of the walkthrough.

Future Updates: Everything else, but probably first the walkthrough, item 
lists, and spell lists.

-----------------------------------------------------------------------
3. Game System/Rules
-----------------------------------------------------------------------

Now, I bet that at first you're a bit confused by the way that leveling up 
works in this game. (Maybe you're not, but you have to listen anyway. ^_^) 
So, the first thing you need to know is that you have 4 skills and 3 stats. 

Melee
Ranged
Nature Magic
Combat Magic

These skills level up as you use the associated skills. Melee means attacking 
from close up. Swords, axes, staffs, clubs, mauls, mallets, what have you. 
Ranged is ranged weapons, mostly bows. (Guns, though rare, also do ranged 
damage.) Nature Magic and Combat Magic are pretty simple - cast a spell, gain 
some experience. Healing, buffs, revives, things like that do give you a bit 
of experience, but you'll get a lot more from attacking. Levels in Combat 
and Nature Magic will enable you to use more powerful spells.

Strength
Dexterity
Intelligence

Strength is the primary requirement on most melee weapons and armor. 
Dexterity is the primary requirement on bows and guns. Intelligence is the 
primary requirement of staffs and robes. The way these stats level up is 
slightly different. All statistics will level up at the same time, but some 
level up much faster than others. What this means is that if you, say, attack 
with a bow you will gain experience in all three skills. But, your dexterity 
will level up about three times as fast. (The exact percentages are below.) 
What this means is that if you're a melee fighter, your dex and int will level 
up, but never enough to do you very much good. Fortunately, you won't need 
them as much. For a fighter, you don't need dex and int very much if at all, 
and the same goes for the rest. Their most valuable roles are just to fulfill 
item requirements.

An update, because someone was wondering - shields only give you their bonus 
when they're visible. This means that if you're using a two-handed weapon, 
(see the item list to see whether a particular item is two-handed or not) 
you won't get the armor bonus, or the "10% Block Melee". You will, however, 
recieve bonuses like +1 to Strength, +12 to Health, etc...so if you've got 
a two-handed weapon user, or a ranged fighter, you want to look at the bonuses 
on shields. (MeTh0DiX, from the GameFAQs message boards, was the person who 
answered this question when it was asked.)

From here down, the information is less important. It's more technical, but 
if you like that sort of thing, read on... =)

(NOTE: I was given these numbers by someone on a message board, but I have 
been unable to contact them. If you are the finder of these percentages, 
please e-mail me so that I can properly credit you.)

       Melee       Ranged      Nature Magic    Combat Magic

STR     64%          25%            9%              13%

DEX     27%          62%           18%              17%

INT      9%          13%           73%              70%

For your health pool, it is proportional to your strength, dexterity, and 
intelligence - but by far the most important is strength. Well, they're 
actually proportional to your level's difference from 10, plus 1. (So that 
at level 10, you have a multiplier of 1, at 11, of 2, etc.) An easy way to 
get this number is just to subtract 9 from your level. Then we apply the 
proportionality constants and multiply by 14 to actually achieve the correct 
values. The final formula, which turns out to be equal to the one at Dungeon 
Siege Heaven, (thanks guys) is below. 

1.4 * ((STR-9) * 21) + ((DEX-9) * 7) + ((INT-9) * 7)

For mana points, it seems to go along the same lines, but with different 
numbers....

(STR-9) + ((DEX-9) * 4) + ((INT-9) * 25)

Formulas like these aren't really all that hard to figure out, if you're 
interested in this sort of thing. For these, I just created new characters, 
checked their HP and MP, leveled them up once and wrote it down again, and 
then just figured it out from there. When you figure out that each point of 
INT always gives you 25 more mana, you're already halfway there.

-----------------------------------------------------------------------
4. Modes/Menus
-----------------------------------------------------------------------

MAIN MENU:

Single Player - Enter the Kingdom of Ehb (Single Player Campaign)
Multiplayer - Enter the Worlds of Dungeon Siege (Network Campaigns)
Options - Configure the video, audio, controls, and game settings
Continue - Resume the most recently saved single player campaign
About DS - View the Dungeon Siege verson and product support ID

Exit - Exit to Windows

SINGLE PLAYER:

Start New Game - Begin a new campaign
Load Game - Resume a previous campaign

Back - Back to the Main Menu

MULTIPLAYER:

ZoneMatch - Host or join a game on the internet using Microsoft's free
            matchmaking service
Internet -  Host or join a game on the Internet using an Internet
            Protocol (IP) address
Network -   Host or join a game across a local area network

Back - Back to the Main Menu

OPTIONS:

|| VIDEO ||
Screen Resolution
Shadows
Texture Filtering
Gamma Correction
Object Detail
<Defaults>

|| AUDIO ||
Sound
Master Volume
Music Volume
SFX Volume
Ambient Volume
Voice Volume
EAX
<Defaults>

|| INPUT ||
Invert Camera X-Axis
Invert Camera Y-Axis
Use Screen Edge Tracking
Camera Sensitivity
Mouse Sensitivity
Lock Camera X-Axis
Lock Camera Y-Axis
<Hotkeys>
<Defaults>

|| GAME ||
Display Onscreen Framerate
Raise App Priority
Text Scroll Rate
Maximum Text Displayed
Game Speed
Tutorial Tips
Game Difficulty
<More>
<Defaults>

||GAME|| <More>
Show Rollover Help
Dismemberment
Blood Color
<Back>
<Defaults>

+++++++++++++++++
4.1 - Keymappings
+++++++++++++++++

These are the default keymappings, straight from the game:

PARTY CONTROLS:
Attack: Defend                ALT+S
Attack: Fight Freely          ALT+A
Attack: Hold Fire             ALT+D
Cycle Active Spell 1
Cycle Active Spell 2
Drink Health Potion           H
Drink Mana Potion             M
Force Attack                  A
Force Cast Spell              C
Formation: Contract           ]
Formation: Cycle
Formation: Expand             [
Guard Character               G
Move
Movement: Engage Only         ALT+W
Movement: Hold Ground         ALT+E
Movement: Move Freely         ALT+Q
Quick Weapon Select           Q
Recall Party Group 1          F1
Recall Party Group 2		F2
Recall Party Group 3		F3
Recall Party Group 4		F4
Recall Party Group 5		F5
Recall Party Group 6		F6
Recall Party Group 7		F7
Recall Party Group 8		F8
Recall Weapon Config. 0       0
Recall Weapon Config. 1       1
Recall Weapon Config. 2       2
Recall Weapon Config. 3       3
Recall Weapon Config. 4       4
Recall Weapon Config. 5       5
Recall Weapon Config. 6       6
Recall Weapon Config. 7       7
Recall Weapon Config. 8       8
Recall Weapon Config. 9       9
Save Party Group 1            CTRL+F1
Save Party Group 2            CTRL+F2
Save Party Group 3            CTRL+F3
Save Party Group 4            CTRL+F4
Save Party Group 5            CTRL+F5
Save Party Group 6            CTRL+F6
Save Party Group 7            CTRL+F7
Save Party Group 8            CTRL+F8
Save Weapon Config. 0         CTRL+0
Save Weapon Config. 1         CTRL+1
Save Weapon Config. 2         CTRL+2
Save Weapon Config. 3         CTRL+3
Save Weapon Config. 4         CTRL+4
Save Weapon Config. 5         CTRL+5
Save Weapon Config. 6         CTRL+6
Save Weapon Config. 7         CTRL+7
Save Weapon Config. 8         CTRL+8
Save Weapon Config. 9         CTRL+9
Select All Party Members      CTRL+A      E
Select Last Party Member      ,
Select Lead Party Member      /
Select Next Party Member      .
Stop                          S
Targeting: Target Closest     ALT+Z
Targeting: Target Strongest   ALT+X
Targeting: Target Weakest     ALT+C
 
VIEW CONTROLS:
Camera: Free Look             D
Camera: Rotate Down           Down
Camera: Rotate Left           Left
Camera: Rotate Right          Right
Camera: Rotate Up             Up
Camera: Track/Hold Toggle     T
Camera: Zoom In               =           Wheel Up
Camera: Zoom Out              -           Wheel Down

USER INTERFACE:
Adventurer's Handbook         F12
Auto-Sort Inventory           K
Character Labels              L
Chat History: Clear History   End
Chat History: Lock Toggle     Scroll Lock
Chat History: Scroll Down     Page Down
Chat History: Scroll Up       Page Up
Chat Window                   Enter
Chat Window (Send to All)     CTRL+Enter
Chat Window (Send to Team)    SHIFT+Enter
Collect Loot                  Z
Disband Selected Party Member CTRL+D
Field Commands                F
Game Timer                    :
Health/Mana Bars              X
Inventory                     I
Item Labels                   ALT
Journal                       J
MegaMap                       Tab
Minimize/Maximize Weapn Panel W
Multiplayer Scoreboard        \
Pause Dungeon Siege           Space       Pause
Spell Book                    B

GAME SETTINGS:
Close Dialogs
Game Options                  F10
Game Speed: Decrease          CTRL+-
Game Speed: Increase          CTRL+=
Game Speed: Reset             CTRL+Backspace
Load Game                     CTRL+L
Quick Load                    F11
Quick Save                    F9
Save Game                     CTRL+S


I would recommend rearranging the hotkeys for selection, at least - it makes 
strategy a lot easier. My mappings, though by no means the only ones, are 
as follows:

F1 - Melee Fighters
F2 - Ranged Attackers
F3 - Mages
F4 - All Fighters (Except Mules)
F5 - All Fighters
F6 - Mules
F7 - Nature Mages
F8 - Combat Mages

Of these, I use the first 5 the most...the others just make my life easier 
when I'm in a bind.

For attack mappings, I keep my melee fighters on their main weapons all the 
time, and I do the same for ranged attackers. I use these mostly to switch 
between spell slots for my mages...and believe me, it helps. If you keep a 
healing spell on your mage, all you have to do to heal is hit 2.

Two Mages:

1 - Left, Left
2 - Right, Left
3 - Left, Right
4 - Right, Right

So to heal with one, I hit 2 or 3, to heal with both, I hit 4. Since you can 
pause the game, this may not seem like much, but it enables you to play the 
game much more smoothly. 

Three Mages:

1 - Left, Left, Left
2 - Right, Left, Left
3 - Left, Right, Left
4 - Left, Left, Right
5 - Right, Right, Left
6 - Left, Right, Right
7 - Right, Left, Right
8 - Right, Right, Right.

Same idea here, only with three mages.

------------------------------------------------------------------------
5. FAQs
------------------------------------------------------------------------

Q) What should I focus on?

A) Really, it doesn't matter. You can beat the game easily with any character, 
and the rest of your party should compliment you no matter which path you 
take. Just one warning, though - if you plan to "multi-class', or focus on 
more than one statistic, you must do it at the beginning. The problem is that 
if your strength, say, is very high, your intelligence isn't going to increase 
very much at all _even when casting spells_. This is a function of the way 
that the game works, but it means that you need to start focusing on both 
equally from the beginning. Otherwise, your Level 60 Melee fighter can get 
Combat Magic to 50 pretty easily, but he may have only 13 or 14 int. So he'll 
be unable to cast any spells; the same goes for other classes. The only 
multiclass (and I do use the term lightly) that you can do this in without 
worrying is Nature/Combat Mage, because they both use the same stat, int, 
so this problem doesn't arise.

Q) I'm in <an earlier chapter> and I can't find Merik's Warding Staff/Fortress 
Kroth! Where is it?

A) Don't worry about either of these. For some reason, the game tells you 
about these two quests 2 or 3 chapters before you ever get there. Trust me, 
you won't miss either of them, they're both right in your way. 

Q) How does the Transmute spell work?

A) Well, the first thing that you need to do is DROP THE ITEM ON THE GROUND. 
Now, select the character with the spell, and make sure it's on the right 
spell slot. Now, just put your mouse over the item and press the Cast Spell 
button. (The default is C.) Now, either repeat for all the other items, or 
just pick up your newly-minted gold.

Q) Did I just beat the game? Was that it?

A) I've seen two people asking this so far, and as I won't be at the end of 
the walkthrough for a little while, I thought I'd add it here for the meantime. 
And the answer is yes and no. If you saw the (admittedly crappy) ending, then 
you're done with the Castle of Ehb campaign. You can run around the word some 
more if you're really bored, or you can import your character to multiplayer. 
(Or start over, of course.) You can replay the single-player campaign with 
only one character if you want, though in my experience it's not really all 
that fun. My advice would be to check out the Utrean Peninsula campaign, 
specially designed for multiplayer. You can easily double your time with this 
game if you want, and I've kept going past there....

Q) Where are the save files located? 

A) For some strange reason, the save files for Dungeon Siege are located in 
your My Documents folder.

For Windows XP, it's at:

C:\Documents and Settings\YOUR NAME\My Documents\Dungeon Siege\Save

For other operating systems, I don't know the exact location, but I would 
assume that it's:

*\My Documents\Dungeon Siege\Save

Q) What do I do with the Fury's Eye?

A) See Michael Wu's great Chicken Level FAQ on GameFAQs for more information.

http://db.gamefaqs.com/computer/doswin/
file/dungeon_siege_chicken_level.txt

(REMOVE SPACE)

Q) How do the titles of the characters work?

A) There's a great guide for this up at GameFAQs, check out Heat's FAQ:

http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_titles.txt

It has all of the titles that are possible for any character in it.

If you have any questions, feel free to e-mail me. I'll do my best to answer 
it, and I'll add it to this section if it's something that a lot of people 
might ask.



-----------------------------------------------------------------------
6. Walkthrough (Single Player)
-----------------------------------------------------------------------

                     ~={| C A S T L E    E H B |}=~

This is the walkthrough for the Castle of Ehb campaign. While it is available 
for play in multiplayer, I will refer to it as the single-player campaign 
to avoid confusion with the Utrean Peninsula campaign. A note for experienced 
players - I'm trying to start this out as simply as possible, for people who 
may have never played an RPG before. Just skim over the sections on HP, for 
example, and trust me that I'll be picking up the pace pretty soon. Writing 
may be fun, (debatable) but that doesn't mean that I can't get bored 
explaining how to pick up items... =)

"A long time ago, on the continent of Aranna, the once-magnificent Empire 
of Stars had crumbled into oblivion...paralyzed by its own power-hungry 
Legions, and torn asunder by an ancient and merciless evil. But the 10th 
Legion, the dying Empire's most valiant soldiers, and most trusted, withdrew 
far to the west to a land called Ehb, seeking to preserve what their Empire 
had lost. Here, in the rugged mountains and rich valleys of their new home, 
they founded the Kingdom of Ehb, a Kingdom that has embraced peace and freedom 
for 300 years. But... there was a price. Few now remember the evil that opposed 
them. Fewer still recall the dark sorceries cast to save them. And who could 
predict that one humble farmer would stand between a vengeance from the past, 
and the survival of the Kingdom?"

Watch the intro, then listen as the man whom you rush to says his piece.

"The Krug are attacking! I couldn't hold them back... You have long been my 
friend, but... you can do nothing more for old Norick. Go to Stonebridge. 
Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be 
needed by the King. Go now!"


                    -{ CHAPTER  1:   STONEBRIDGE }-

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

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

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

"Krug Scavenger: Health 8/8"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

...

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

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

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

	The Crypt of Sacred Blood!

*scary music plays*

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

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

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

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

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

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

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

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


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

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



               -{ CHAPTER  2:  JOURNEY TO THE OVERSEER }-

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

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

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

So, first off you can anything you're not going to be using. The closest place 
is Black hammer Forge, the third building you come to. Sell anything you don't 
need, and hope you have over 1220. If so, run to the inn and hire Zed, the 
nature mage. Then, if you've got over 320 left, run outside into the pasture. 
There, you should hire a mule if you've got the dough. A mule will really 
help you out with looting dungeons, but it's worth the 320 gold just for all 
of the "stupid ass" jokes that can be made. ^_^ Now, you've got to pick out 
anything else you want. I'd recommend you look at the spells first off. 
Remember to get some potions for your two new party members, too. Check out 
the man by the burned building (to the right as you exit the temple) to get 
the quest, Ordus' Axe. Upstairs in the inn, you can get the quest, A Sister's 
Message. Talk to the soldier near the gates to get yet another one, Clear 
Glitterdelve Pass. Now head out through the gates, feel appropriately awed 
as the "Chapter 2" fades in, and then continue along your merry way. You've 
got an Overseer to Journey To, and only an infinite amount of time to do it! 
Get going!

QUESTS:

Chapter 1: Stonebridge

Seek Gyorn in Stonebridge
-Seek Norick's friend Gyorn in the town of Stonebridge.
-Seek Norick's friend Gyorn in the town of Stonebridge by using the old path 
through the Crypts.

"The Krug are attacking! I couldn't hold them back... You have long been my 
friend, but... you can do nothing more for old Norick. Go to Stonebridge. 
Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be 
needed by the King. Go now!"

"This bridge won't be fixed anytime soon. If you're desperate to get to 
Stonebridge, the only way to get there is gone be through the crypts."

GIVEN: Norick, automatically given during introduction.
COMPLETED: When you speak to Gyorn in Stonebridge.

Clear Edgarr's Basement
-Clear the Krug for Edgarr's Basement, and gather supplies for the journey 
to Stonebridge.

"When I realized that the Krug were actually attacking us, I tried to get 
to the safety of my cellar, but they had a little welcome party waiting for 
me. If you need any supplies for the long trek to Stonebridge, and wouldn't 
mind clearing out the remaining Krug downstairs, you can help yourself to 
whatever you need from my stores."

GIVEN: Edgaar, when you speak to him in his house.
COMPLETED: When you kill the last of the enemies in his cellar.

Chapter 2:

Deliver Gyorn's Report
-Deliver Gyorn's Report to the Overseer in Glacern

"If you've come looking for help, you'll not get much here. What the Krug 
couldn't carry off in a wagon, they smashed up or burned. They even put 
Gravemaker, my blessed ole catapult, to the torch, even though that beauty 
hasn't thrown a stone since I was a pup. It don't take a wizard to smell the 
Goblins behind this Krug raid, but the Oversee of Glacern needs to be told 
what happened here nonetheless. If you're up for the task, can I come along?"

GIVEN: Gyorn, when you speak with him in Stonebridge.

Ordus' Axe
-Secure Ordus' axe from the Northern guard tower.

"I was stationed at the northern guard tower when the Krug started hitting 
us in waves. If I hadn't been so blasted stubborn, I would have made it back 
in time to keep them from burning my out of my home. I'm sure the tower is 
overrun by now, but they might not have figured out the mechanism to enter 
the armory downstairs. I would hate to have any of our remaining weapons fall 
into Krug hands; if you are up to the task, you are welcome to them."

GIVEN: Ordus, when you speak to him in Stonebridge.

Clear Glitterdelve Pass
-Clear the way to Glitterdelve for the Stonebridge militia.

"If you're headed North, we haven't seen anything but Krug come from that 
direction since the attack last night. If you manage to clear Glitterdelve 
Pass, it's gonna ba a lot easier for us to secure the road when Cap'n gives 
the word."

GIVEN: Town Guard, when you speak to him in Stonebridge.

A Sister's Message
-Deliver Ella's message to her sister Ada in Glacern.

"The raid last night was terrible! I barely escaped with my life. When my 
sister hears about what the Krug did to us here, she'll be furious! Oh! But 
she'll be worried that I was hurt. She's an archer in the Legion, stationed 
at Glacern. If you're going that way, could you tell her I'm all right? I'm 
sure she'll make it worth your while; her name is Ada."

GIVEN: Ella, when you speak to her in Stonebridge.

Rescue Torg
-Rescue Gloern's brother Torg from within the Dwarven mines.

"This is a bad business, but we're no' the only ones in it! These magic bits 
the Kroog are stealing are goin' to some clag named Commander Gresh, but 
there'll be a blasted goblin behind this or I'm a mule's father. Me brother 
Torg will like as know more, but the Kroog 'ave him holt up down beloo. I 
could truly use a hand in getting him free, if yer willing."

GIVEN: When you speak to Gloern in Glitterdelve.
COMPLETED: When you find Torg in the Glitterdelve Mines.

Report Torg's Findings
-Report Torg's findings to the Overseer in Glacern.

"Bravely Done! These lot aren't much of a threat, but I'd stake me mine there's 
someone higher up pullin' their strings. The overseer of Glacern needs to 
be told and soon. If yer headin' that way, I'd be most appreciative if ye 
pass the word along. I'd go with ya, but I'll have me hands full getting me 
lads back to work, now that ya wiped the filth outa the place. If the overseer 
gives ya any guff, ya can flash him me lucky amulet an he'll know I sent ya. 
Might as well keep it, it's the least I can do fer all the pakkin' you done 
down here."

GIVEN: When you speak with Torg in the Glitterdelve Mines.
COMPLETED: When you speak with the Overseer in Glacern.

Chapter 3:

Book Return
-Find the first two volumes in the Fedwyrr's Way trilogy.

"Master Onoc is going to have my hide! I borrowed a trilogy of books about 
Fedwyrr's Way, and lent two out to some friends. But now, I don't remember 
to whom I lent them! Onoc forbids me to leave while he is keeping shop, but 
I am sure hw will find them missing any time now. Might you have a few minutes 
to ask around town for me?"

GIVEN: When you speak to Ardun in Glacern.
COMPLETED: When you speak to him after finding both books.

Quest for Merik
-Find Merik the Grand Mage

"I appreciate your enthusiasm to help, soldier, but I've got a battle to plan! 
Doesn't take a fool to see this all started the day out Grand Mage Merik 
vanished. Find him, and you'll find the cause of this mess."

GIVEN: When you speak with the Overseer in Glacern.
COMPLETED: When you free Merik in the Ice Caverns.

Reinforce Fortress Kroth
Homeless Blacksmith

Chapter 4: 

Confront the Bandit Boss
Merik's Staff
Purify the Temple

Chapter 6:

Subdue the Droog

Chapter 7: 

Search for the King
Slay the Ancient Dragon of Rathe

Chapter 8:

The Chamber of Stars

Chapter 9:

Vanquish the Seck

++++++++++++++++++++
6.1 Walkthrough, Jr.
++++++++++++++++++++

This is basically a quick-and-dirty walkthrough to the main path you should 
take, without all the "worthless" information about how to put each foot in 
front of the other. Good if you just want to know where to go next.

Chapter 1:

After talking to Norick, head out of the farm.
At Edgaar's house, talk to him, then clear out his basement.
Make your way to the Crypt.
Take out the Ruby Gargoyle, then recruit Ulora.
Once out of the Crypt, fight your way to Stonebridge.

Chapter 2:

Talk to Gyorn, then recruit him.
Buy anything in town that you need.
Speak with Ordus and Ella to recieve their quests.
Recruit Zed the mage, Naidi the archer, or Rusk the fighter.
Get a packmule and head out of town.

Fight your way along until you find the Northern Guard Tower. Clear it
  to complete Ordus' Quest, and take Ordus' Axe.
Click on the gate to Glitterdelve to see that it is blocked off.
Enter Wesrin Cross, fight your way through to the circular platform.
Lower yourself to the second level of the dungeon, and clear out the 
  HUGE room you find here.
Make your way to the opposite side of the room, and go to the end.
Pull the lever, and raise your entire party back up to the surface.

Here, click on the red barrel by the gate to clear the way. 
Run back to Stonebridge, and stock up on supplies.
Recruit a new character if you want. Run back to the gate.

Walk to the left if you want, there's a trader and a mule seller.
Walk up to the town of Glitterdelve, watch the cutscene.
Recruit Gloern.
Make your way through the Glitterdelve Mines.
Go down the second-to-the-last elevator and break down the secret wall.
Speak with Torg, Gloern's brother.
Ride up in the elevator, then exit the mines.
Run through the forest to Glacern.

Chapter 3: The Search for Merik

Go to the Lucky Hurgiss Inn, and talk to the Overseer.
Talk to the apprentice in the octagonal building, then find his books.
Recruit either Kroduk or Lorun.
Restock potions, spells, weapons, armor.
Head out of town through the large doors.

Walk until you hit a flat wall, then walk in front to open the door.
Fight your way to Merik, the man trapped in ice.
Free him, and recruit him if you wish.
Exit the Ice Caverns.

Chapter 4: The Warding Staff

Buy anything you might want at the Trading Post.
Continue along the path to the cave at the end.
Fight your way through this very frustrating dungeon.
Follow the path to the Travellers' Camp.

Speak to the leader of the group to hear of the bandit problem.
Restock anything you might need.
Recruit Phaedriel near the exit of the camp if you want.

Take the right path at the fork, through the bandits' camps.
Defeat the Bandit Boss.
Take the left fork into the Eastern Swamp.

Follow the path to the right to find a small santuary.
Go back to the entrance, and enter the swamp on the small bridge.
Recruit Andiemus if you want.
Make your way to the old woman's shop in the middle of the swamp.
Continue on to the entrance to the Goblins' caves.

Fight your way through the Golbin caves to a swiveling platform. 
If you don't want to go all the way around the loop, get all but one of 
  your party onto the platform, then turn the valve. Then quickly get 
  on. Continue on to your right.
Fight the Goblin Inventor.
Take Merik's Warding Staff.
Continue out of this dungeon.

Chapter 5: An Ancient Evil

Follow the path along to Bonepicker's Post.
Kill the Blue Drake and make your way through the Temple Ruins.
Kill the Beholder-- sorry, the Fury. ^_^
Recruit Boryev if you wish.
Kill Commander Gresh.
Make your way to Fortress Kroth.

Chapter 6: Unwise Alliance

Speak to Tarish.
Unload all that loot you've got, recruit Reht if you want.
Head into the dungeon behind him.
Make your way to the Hall of Skulls.
Go to the end and recruit Sikra, a better mage than any you'll have.
Go back out to the cave and turn right.
Run quickly to the end.

Run along the river, killing those damn Sand Mages.
Recruit Ulfgrim if you wish.
Look down every time you cross the spanning bridges and marvel.
Fight to the Cliffs of Fire.
Enter the Droog village, where they worship you as a god or something.
Speak with Nontaya.
Exit the village, and speak with the Droog, Goquaa.
Continue along the path.

Chapter 7: King and Castle

When you see a roped path going down to the right, take it.
Fight your way to the cave at the end.
Vanquish Scorch, the ancient dragon of Dragon's Rathe.
Return to the path, and take a right to Castle Ehb.

Make your way around the right side of Castle Ehb to the stairs.
Make your way around the walls to the roof.
Make your way around the roof to the elevator thing.
Go down it. (You thought I was going to say "Make your way around...") 
Fight your way through the basement until you find a prison cell.
Enter and speak with the King.

Chapter 8: The Chamber of Stars

Take the Star Key that he gives you.
Go around to the door behind the King's cell, and continue along here.
Take a left at the fork at the very end.
Enter the Chamber of Stars.
Turn the statues around the side to activate the Star Device, then open 
  all the chests around the outside for a LOT of good items.
Go back out to the fork in the path.

Chapter 9: Dungeon Siege

The huge door that was locked earlier will open, so go through it.
Go down to the crimson cavernous cave that calls to be cleared. (^_^)
Make your way down the slopes here, and along the bridges.

Follow the platforms around, killing all the drakes you can find.
When you find a long straight passage walled by teeth, get ready.
Walk forwards and activate the cutscene. Prepare for the final battle.


Attack Gohm right away, he's only got 8000 HP. Not too hard at all.
Feel happy because you just beat the game pretty easily.
Begin to get an inkling of a suspicion that maybe he's not dead.
Watch him be resurrected.
Be afraid. Very afraid.


For this battle, you want to make sure that you're not leaving more than one 
or maybe two summoned monsters alive. If you do, they'll be knocking down 
the health of your healers from behind while they're busy. But as soon as 
you take down the summons, concentrate all fire on Gohm. You'll need it. Be 
ready with potions, and micromanage as best you can. Once you finally take 
him down, watch the pathetic excuse for an ending, and feel happy that you're 
done. Now, go import your character into multiplayer. Go on, go! It's fun, 
I promise!

      CONGRATULATIONS! YOU HAVE COMPLETED THE CASTLE EHB CAMPAIGN!

++++++++++++++++
6.2 - Characters
++++++++++++++++

This section contains the statistics that each character has when they join 
your party. I may add relative scores at some point, I don't know.

=( Main Character )=

STR - 10
DEX - 10
INT - 10

MELEE  -  0
RANGED -  0
NATURE -  0
COMBAT -  0

=( Ulora )=

STR - 10
DEX - 10
INT - 10

MELEE  -  1
RANGED -  1
NATURE -  1
COMBAT -  0

=( Gyorn )=

STR - 11
DEX - 10
INT - 10

MELEE  -  2
RANGED -  0
NATURE -  0 
COMBAT -  0

=( Zed )=

STR - 10
DEX - 10
INT - 12

MELEE  -  0
RANGED -  0
NATURE -  3 
COMBAT -  0

Cost - 900

=( Naidi )=

STR - 10
DEX - 11
INT - 10

MELEE  -  0
RANGED -  3
NATURE -  0 
COMBAT -  0

Cost - 1050

=( Rusk )=

STR - 11
DEX - 10
INT - 10

MELEE  -  3
RANGED -  0
NATURE -  0 
COMBAT -  0

Cost - 1100

+++++++++++
6.3 - Books
+++++++++++

The books that you'll find throughout the game serve to flesh out the backdrop 
to the story of the Kingdom of Ehb. If you're interested, you'll find them 
below. If not, the scrollbar's to your right. ^_^

   History of the Azunites

Carrying with them the written testaments of a dozen generations of faithful, 
Azunai's followers first appeared in the Agallan Peaks over two centuries 
before the founding of the Empire of Stars.

Shrines to the Eternal Passion began to dot Legionary routes as early as the 
7th Century, offering free food and lodging to weary travelers willing to 
hear sermons on the deeds of Azunai. Within a hundred years on its 
introduction, over sixty villages in the Empire supported thriving 
communities over devout Azunite worshippers.

The simple Azunite doctrine of worldly rewards for hard labor was far easier 
to understand than the abstract, often unrewarding worship of the distant 
Stellar Emperors. Followers had only to profess a belief in the strength of 
The Defender and pass formally beneath his sacred shield, and they were 
accepted as a member of his clan.

It is believed that rare offspring of devout Azunite worshippers are 'Marked 
with Fire' in secret ceremonies. Those children have been known to receive 
mortal wounds only to be resurrected by simple passage beneath the sacred 
shield.

   History of the Crypts

Just southeast of the Kingdom town of Stonebridge lies the most honored burial 
place in all of Ehb. Here, the bodies and bones of all the Kings and Queens 
of Ehb are laid alongside the commanders, grand mages, and heroes of the 10th 
Legion.

Consecrated by the returning 10th Legion as they fought to free Ehb from the 
tyranny of the Seck, the Crypt of the Sacred Blood is built on the site of 
one of the bloodiest battles of the liberation.

As Legion Commander Karese Noanni surveyed the dead following the battle, 
he ordered that a space be cleared in the center and excavations be begun. 
'From this day forth there shall be nothing accomplished that was not 
purchased with the blood of these valiant hearts,' Noanni is reported to have 
said.

Over the centuries, wealthier families installed layer upon layer of secret 
passages and traps to discourage looters from disturbing their interred loved 
ones. Today the Crypt is considered unnavigable, and most burials are instead 
performed in graveyards surrounding the crypt entrances.

   The Life of Etan Stonebridge

Etan Stonebridge was no stranger to the worl of trading. Having grown up poor 
in the streets of the Imperial Capitol of Ilivara, he's spent much of his 
youth parlaying stolen eggs or broken bits of glass into a warm evening meal.

During a brief stint in the 2nd Legion, he'd learned a bit about horse-trading 
and had become an expert in sniffing out bad deals, but the mindless tedium 
of the military lifestyle didn't suit Stonebridge's notions of adventure. 
He abandoned his post in 596 to join a small westward-bound trading company.

Shortly after arriving in Ehb, Stonebridge was introduced to the Droog, and 
became convinced they had more to offer than the exotic weapons and jewely 
other companies were failing to acquire. He'd briefly glimpsed the Droog 
using eggshell-like material as thick as a man's hand with a glorious oily 
sheen to it; judging by the way they were pounding it, it had to be harder 
than granite. Acquiring even a few lots of the stuff to tile the floors of 
some wealthy Patrician's villa might put a nice jingle in his pouch.

It was a stroke of luck that the Droog held no value in the shells, and were 
actually glad to be rid of them. They were even happier to recieve in exchange 
many of the items that had previously been offered in trade for their 
treasured weapons and jewelry.

As time passed, the Droog became more comfortable dealing with Etan, and 
eventually offered him limited exchanges of Droog weaponry despite their 
refusal to all other parties. Etan's wealth grew quickly during these years, 
and by the time of the Droog retribution, he had established himself as one 
of Ehb's wealthiest citizens.

   The Ruins of Wesrin Cross

Only an hour's march south of Frostspire Pass, the lonely ruins of Wesrin 
Cross have borne wirness to some of the darkest hours of Ehb's turbulent 
history. Originally constructed as an Inn by Imperial trader Fiola Wesrin 
sometime in the 7th century, it has served, at times, as a barracks, a 
menagerie, a gatehouse, and a royal residence. The sheer volume of blood shed 
in its shadow has made it a tormented place, haunted with memories of the 
birth of the Kingdom.

With the arrival of the Seck and the Imperial forces from the east, the site 
was heavily re-fortified by the 10th Legion, and a gated underground route 
linked to recent excavations made from the Glitterdelve mine.

During the War of Legions, the Seck briefly occupied the tunnels, uding them 
to house a corps of Guild spider drovers. While the subterranean confinement 
pens were later torn out by the reoccupying Legion forces, a magical homing 
taint remained in the the tunnels, which continues to attract the descendants 
of the Seck-controlled Arakun spiders to this day.

Following the completion of now fortifications north of Frostspire Pass in 
935, Wesrin Cross was at last deemed unsuitable for military use. Retiring 
it with full honors, the fortress was turned over to royal family of Ehb. 
It would stand vacant for the next fifteen years.

In 970, Edvard the 'Goblin Pretender' became the last man to officially occupy 
Wesrin Cross. Refurbishing its crumbling cielings and chambers at 
extravagantly wasteful costs, he employed over forty goblin engineers 
working day and night to prevent its seemingly imminent collapse.

In the end, it would be here, at the first fortress of Ehb, that the 10th 
Legion would do battle with their treasonous grand mage Olvis, and Wesrin 
Cross would, sadly, be laid waste by order of its last and most ambitious 
architect.

+++++++++++
6.4 - Items
+++++++++++

WEAPONS:

Melee:
                                               Two
                        Dam.   Req.    Speed  Handed    Notes
---------------------------------------------------
Hoe                  |  1-1  |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Branch               |  1-2  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Fire Poker           |  1-2  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Meat                 |  1-2  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Chair Leg            |  1-3  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Rusty Dagger         |  1-4  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Dull Pitchfork       |  2-4  |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Crooked Staff        |  2-4  |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Splintered Staff     |  2-4  |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Knife                |  2-4  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Worn Hammer          |  2-4  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Blunt Dagger         |  2-5  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Spiked Club          |  2-6  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Cudgel               |  3-5  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Timber Axe           |  3-6  |      |  Slower | Y |
---------------------|-------|------|---------|---|
Chuck                |  3-7  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Bone Club            |  2-9  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Chipped Mace         |  5-7  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Common Hammer        |  5-7  |      |   Fast  | N |
---------------------|-------|------|---------|---|
Pitchfork            |  6-10 |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Staff                |  6-10 |      |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Hammer               |  7-10 |      |   Fast  | N |
---------------------|-------|------|---------|---|
Forest Axe           |  8-12 |      |  Slower | Y |
---------------------|-------|------|---------|---|
Splitter             |  9-11 |      |   Fast  | N |
---------------------|-------|------|---------|---|
Crusted Gladius      |  8-15 |      |   Fast  | N |
---------------------|-------|------|---------|---|
Bent Flanged Mace    | 10-13 |      |   Fast  | N |
---------------------|-------|------|---------|---|
Mace                 | 10-13 |      |   Fast  | N | 
---------------------|-------|------|---------|---|
Rusted Wedge Axe     | 10-13 |      |   Fast  | N |
---------------------|-------|------|---------|---|
Worn Flanged Mace    | 12-16 | S 12 |   Fast  | N |
---------------------|-------|------|---------|---|
FULLER STAFF         | 13-15 | I 12 |  Slower | Y | +1 Mana Per Hit
---------------------|-------|------|---------|---|
Dull Wedge Axe       | 13-16 | S 12 |   Fast  | N |
---------------------|-------|------|---------|---|
Heft Axe             | 13-17 |      |  Slower | Y |
---------------------|-------|------|---------|---|
Hack                 | 14-17 | S 12 |   Fast  | N |
---------------------|-------|------|---------|---|
Weathered Staff      | 14-18 | I 12 |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Gladius              | 12-22 | S 13 |   Fast  | N |
---------------------|-------|------|---------|---|
Flanged Mace         | 15-19 | S 13 |   Fast  | N |
---------------------|-------|------|---------|---|
Yearling Staff       | 18-22 | I 13 |  Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Blunt Full Gladius   | 19-26 | S 14 |   Fast  | N |
---------------------|-------|------|---------|---|
Worn Full Axe        | 13-28 | S 15 |   Fast  | N |
---------------------|-------|------|---------|---|
Grimy Wedge Axe      | 20-25 | S 14 |   Fast  | N |
---------------------|-------|------|---------|---|
Warped Staff         | 26-32 | I 15 |  Slower | Y | 10% Block Melee
---------------------------------------------------

Ranged:

                        Dam.   Req.    Speed   Range       Notes
-----------------------------------------------------
Peasant Short Bow    |  3-6  |      |  Normal | 10m |
---------------------|-------|------|---------|-----|
Short Bow            |  5-9  |      |  Normal | 10m |
---------------------|-------|------|---------|-----|
Flimsy Battle Bow    |  5-11 |      |   Slow  | 12m |
---------------------|-------|------|---------|-----|
Shardan Bow          |  3-14 |      |  Normal | 10m |
---------------------|-------|------|---------|-----|
Shabby Battle Bow    |  6-12 |      |   Slow  | 10m |
---------------------|-------|------|---------|-----|
Frayed Long Bow      |  7-11 |      | Slowest | 13m |
---------------------|-------|------|---------|-----|
Worn Battle Bow      |  7-12 |      |   Slow  | 12m |
---------------------|-------|------|---------|-----|
Battered Long Bow    |  8-14 |      | Slowest | 13m |
---------------------|-------|------|---------|-----|
Weakened Battle Bow  |  8-14 |      |   Slow  | 10m |
---------------------|-------|------|---------|-----|
Brittle Bow          |  9-15 |      |   Slow  | 10m |
---------------------|-------|------|---------|-----|
Short Recurve        | 10-16 |      |  Normal | 10m |
---------------------|-------|------|---------|-----|
Weathered Bow        | 17-27 | D 13 |   Slow  | 10m |
---------------------|-------|------|---------|-----|
HEART STOPPER        | 19-21 | D 13 |  Normal | 10m | +4% Piercing Hit
---------------------|-------|------|---------|-----|
Bow                  | 19-29 | D 13 |   Slow  | 12m |
-----------------------------------------------------

ARMOR:

Body Armor:

                          Def. Req.      Notes
-------------------------------------
Tatters                  |  1 |      |
-------------------------|----|------|
Rags                     |  2 |      |
-------------------------|----|------|
Tattered Leather         |  3 |      |
-------------------------|----|------|
Burlap                   |  3 |      |
-------------------------|----|------|
Worn Leather             |  4 |      |
-------------------------|----|------|
Burlap                   |  5 |      |
-------------------------|----|------|
Crude Leather            |  6 |      |
-------------------------|----|------|
Cloth                    |  6 | I 13 |
-------------------------|----|------|
Linen                    |  6 | I 13 |
-------------------------|----|------|
Mage Leather             | 10 |      |
-------------------------|----|------|
ALTAN'S LEATHER          | 10 |      | +5 to Health
-------------------------|----|------|
Torn Leather             | 16 |      |
-------------------------|----|------|
Studded Leather          | 19 |      |
-------------------------|----|------|
Cleated Leather          | 23 | S 12 |
-------------------------|----|------|
Cracked Rigid Leather    | 25 | S 13 |
--------------------------------------

Hats:

                       Def. Req.
-------------------------------------
Felt Cap                 | 1 |      |
-------------------------|---|------|
Peak Cap                 | 1 |      |
-------------------------|---|------|
Thin Cap                 | 1 |      |
-------------------------|---|------|
Leather Cap              | 2 |      |
-------------------------|---|------|
Peak Cap                 | 2 |      |
-------------------------|---|------|
Thin Cap                 | 2 |      |
-------------------------|---|------|
Wooly Cap                | 2 |      |
-------------------------|---|------|
Studded Cap              | 4 | S 13 |
-------------------------|---|------|
Olaf's Helmet            | 5 | S 14 |
-------------------------------------

Gloves:

                          Def. Req.
-------------------------------------
Leather Gloves           | 0 |      |
-------------------------|---|------|
Boiled Leather Gloves    | 4 | S 15 |
-------------------------------------

Boots:

                          Def. Req.
-------------------------------------
Light Boots              | 0 |      |
-------------------------|---|------|
Leather Boots            | 1 |      |
-------------------------|---|------|
Studded Leather Boots    | 3 | S 13 |
-------------------------|---|------|
Studded Leather Boots    | 4 | S 13 |
-------------------------------------

Shields:
                                      Block   Block
                          Def. Req.   Melee   Ranged        Notes
-----------------------------------------------------
Rusted Metal Buckler     | 2 |      |  10%  |   5%  |
-------------------------|---|------|-------|-------|
Small Shield             | 2 |      |  10%  |   5%  |
-------------------------|---|------|-------|-------|
Stock Shield             | 5 | S 13 |  10%  |   5%  |
-------------------------|---|------|-------|-------|
Wooden Buckler           | 5 | S 13 |  10%  |   5%  |
-------------------------|---|------|-------|-------|
KROHAR'S BUCKLER         | 5 | S 13 |  10%  |   5%  | Ranged Reduced 5%
-------------------------|---|------|-------|-------|
Slat Shield              | 6 | S 13 |  10%  |   5%  |
-------------------------|---|------|-------|-------|
Metal Buckler            | 7 | S 14 |  10%  |   5%  |
-------------------------|---|------|-------|-------|
Painted Shield           | 7 | S 14 |  20%  |  10%  |
-----------------------------------------------------

MODIFIERS:

Prefixes:

Calloused
    +10 to Armor

Enforced
    +8 to Armor

Goring
    +1 to Melee

Negating
    Melee Reduced 5%

Rough
    +3 to Armor

Sustained
    +13 to Armor

Vengeful
    +5% Block Ranged
    +1 to Ranged

Suffixes:

of Monstrosity
    -1 to Dexterity
    +1 to Strength

of Refuge
    +15 to Health
    -12 to Mana

of the Badger
    +12 to Health

of the Fox
    +7 to Health

of the Swift
    +1 to Dexterity

SPELLS:

Combat Magic:

                    Level Req.
---------------------------
Fireshot              | 0 |
----------------------|---|
Acid Gas              | 1 |
----------------------|---|
Burn Body             | 1 |
----------------------|---|
Leech Life            | 2 |
----------------------|---|
Explosive Powder      | 3 |
----------------------|---|
Revive                | 5 |
----------------------|---|
Summon Jade Gargoyle  | 5 |
----------------------|---|
Soul Lance            | 7 |
----------------------|---|
Weaken                | 7 | 
---------------------------


Nature Magic:

                    Level Req.
---------------------------
Zap                   | 0 |
----------------------|---|
Healing Hands         | 0 |
----------------------|---|
Charged Fist          | 1 |
----------------------|---|
Transmute             | 1 |
----------------------|---|
Flash                 | 3 |
----------------------|---|
Magic Armor           | 3 |
----------------------|---|
Resurrect             | 4 |
----------------------|---|
Spark                 | 4 |
----------------------|---|
Freak                 | 5 |
----------------------|---|
Dancing Zap           | 6 |
----------------------|---|
Summon Killer Gremal  | 7 | 
---------------------------
Resurrect Scroll      | 0 |
---------------------------


-----------------------------------------------------------------------
7. Walkthrough (Multiplayer)
-----------------------------------------------------------------------

               ~={| U T R E A N    P E N I N S U L A |}=~

This is the walkthrough for the Utrean Peninsula campaign. It is only playable 
online. (You can, of course, host a closed LAN game and effectively play by 
yourself, though.) This walkthrough will probably be begun relatively soon 
after the Castle of Ehb walkthrough is completed.

-----------------------------------------------------------------------
8. Cheats/Tricks/Secrets+
-----------------------------------------------------------------------
The only cheats that I know of for this game are below, all activated by typing 
Enter, then the cheat, then Enter again.

Code          Effect
 
+zool            "I am invincible!"
 
+chunky          Always real chunky.
 
+superchunky     Even more chunkier than chunky. Chunkerrific!
 
+version         Displays game version.
 
+drdeath         All stats go to 150.
 
+shootall        Make it even easier, no more bothersome clicking...
 
+sixdemonbag     Demons galore.
 
+loefervision    Turns off the Fog of War.
 
+xrayvision      Removes all textures.
 
+minjooky        Ever read that book "The Littles"? Tiny characters.
 
+maxjooky        Real big characters, watch out...
 
+checksinthemail 999,999 gold. Lather, rinse, repeat.
 
+sniper          Increases range on all bows to 100 meters.

+mouse           Enable cursor.

+rings           Enable selection rings.

+movie           Record a movie.

+faertehbadgar   Full set of Badger items.

+potionaholic    3 Super Health Potions, 3 Super Mana Potions.

+resizelabels    Hmm, I'm guessing that it might resize the labels... 

-gui             Turns GUI off.
                 - The GUI is the character portraits, Field command
                   menu, compass, everything except the game.
                 - The reason we use - instead of + is simply because
                   the GUI is on by default.

+                Turns cheats on
 
-                Turns cheats off
 

To run Dungeon Siege in high-res mode, create a shortcut to it. Then, 
right-click the shortcut and edit the Target. (The * is the path to your 
install directory. Usually C:\Program Files\)

"*\Dungeon Siege\DungeonSiege.exe" height=1200 width=1600

When you click on that shortcut, it will boot the menu normally. But, when 
you try to play the actual game, you will get an error message telling you 
that 1600x1200 is not officially supported. Click OK, and play in glorious 
beautiful high-res mode. (I first saw this posted by SolrFlare on the message 
boards.)

If you want to run it in windowed mode, use this target line. (You can always 
use ALT+TAB, but that hasn't been working for some people.

"*\Dungeon Siege\DungeonSiege.exe" fullscreen=false

Thanks to Meldur from the GameFAQs DS message board for this tip.

To skip the introduction (Microsoft logo, GPG robot) use this:

"*\Dungeon Siege\DungeonSiege.exe" nointro=true

Found that one myself, actually... =)


-----------------------------------------------------------------------
9. Disclaimer
-----------------------------------------------------------------------

Please don't steal my FAQ. I worked pretty hard on it, and I'd prefer it if 
it wasn't plagiarized. Thanks. ^_^

The only place this FAQ is authorized to appear is:

www.gamefaqs.com

If you see it anywhere else, please contact me.

Oh, and this FAQ is copyright (c) 2002 Tom Church

-----------------------------------------------------------------------
10. Closing
-----------------------------------------------------------------------

Thanks to:

Gas Powered Games - So yummy. Like candy. 
GameFAQs - Great site.
Jeff Veasey - Putting this FAQ up, hopefully... =) 
Dungeon Siege Heaven - Confirmation on my formulas.
Michael Wu - His great FAQ about the Secret Chicken Level.
Heat - His very helpful list of all of the titles possible in the game.
Chris Rasmus - Pointing out that I had forgotten about Rusk. Silly me.
GameWinners - Over half of the codes I have.
MeTh0DiX - Answering the question about shield bonuses.
Bob from Mr Dubbles' FAQ - For pointing out the water dungeon in Ch. 4.
Viewers Like You - Reading the FAQ, silly! Contributions accepted... 

And a special thanks to Conrad Woo, who caught this embarassing typo:

"For a fighter, you don't need sex and int very much..."

I would think that fighters would need quite a bit of sex, what with 
replenishing their health and all...nevertheless, it's not what I meant. 
Thanks for catching that.

UPDATE: Seems like everybody loves sex, I've gotten a lot of emails about 
this. Rex Deckard and Jason Schaeffer both emailed me about this problem... 
=)

Any contributions, opinions, flames, questions should be sent to me at:

tessera189@hotmail.com


