Dungeon Siege

Dungeon Siege: FAQ/Walkthrough (English)


microsoft presents

a gas powered game


a role-playing game from chris taylor


Unofficial FAQ/Walkthrough v.0.8

By Mr. Dubbers

Email: mr_dubbers@yahoo.com







<2a> Fighters

<2b> Archers

<2c>Battle Mages

<2d> Nature Mages



<4a> Armor

<4b> Weapons

<4c> Spells & Spell Books

<4d> Shields

<4e> Potions







Being a huge fan of RPGs, I've been looking forward to Dungeon Siege

for a long time. Now that it's finally out and I've been able to play it for

a few weeks, I've decide it was well worth the wait. It kind of plays out

like a mix between Icewind Dale and Diablo. Anyway, I highly recommend it

for anyone looking for an RPG without too much of a story. This guide

contains strategies, item information, and even a walkthrough, for those of

you that can't follow the paths and directional signs in the game. It also

assumes that you have read the manual and know how to control the game.

Email any questions, information, or corrections to mr_dubbers@yahoo.com.



v.0.1 - Typed up the table of contents and intro, started walkthrough and

game play basics.

v.0.2 - Finished walkthrough up to Stonebridge.

v.0.3 - Finished walkthrough up to Traveller's Camp. Finished game play

basics section.

v.0.4 - Finished walkthrough up through Fortress Kroth.

v.0.5 - Added legal info & credits, finished walkthrough up through the

Cliffs Of Fire

v.0.6 - Finished walkthrough up to Chamber of Stars

v.0.7 - Finished walkthrough! Added some reader contributions. Started

playing multiplayer, will have that part of the guide up soon.

v.0.8 - Added items section




At first, Dungeon Siege appears to be a very simple click-fest of an

RPG, but as you gain more party members and become more powerful, you'll have

to use a little more strategy than that. The following are a few basic tips

you should always remember.

1. Always keep a good supply of healing potions for all of your characters,

and mana potions for your mages. Even when you have a good nature mage or

two to cast healing spells, you never know when a character will get ganged

up on or separated from the party.

2. Always pick up magic items of any kind, and be sure to check the modifiers

on them before selling them or transmuting them. You'd be surprised at how

often a weaker-sounding item with good mods will actually be quite useful.

3. Keep a close eye on each of your party members at all times. Just when

you think you can let them fight out a battle while you get up for a snack,

you'll come back to find several dead characters waiting for you. Especially

those damn pack mules, which always seem to get attacked when they hang back

away from your party.

4. Keep a good balance of character types in your party. You don't want to

have 8 fighters, or 1 battle mage and 7 pack mules. Personally, I think the

best mix consists of 2 fighters, an archer, 2 battle mages, 2 nature mages,

and a pack mule.

5. Whenever you're running low on potions, and you're not sure when you'll be

able to get back to town, just stand around and regain your mana and health

in between every fight. You'd be surprised at how well this works.

6. Use the different formations to your advantage. If you're traveling along

a narrow bridge, use a single-file formation. If you need to protect a

certain character, put him or her in the middle of the hexagonal formation.

These are but a few of the ways to use formations, so experiment.

7. If you ever get annoyed when you attempt to click on a monster and instead

click on the ground, causing your entire party to move, just remember that

you can use the right mouse button to attack without fear of moving your

entire party.

Utilizing these tips should make your gaming experience a lot smoother.

Now it's time to discuss the character building system of Dungeon Siege.


The character building elements of Dungeon Siege are actually quite

simple compared to other RPGs. Basically, it revolves around the idea that

as your character repeats the same action, they become better at it, similar

to the system found in Ultima Online. For example, as a character uses a

bow, he or she will become more and more proficient at archery. Also, as a

result of the character's archery training, he or she will gain more

dexterity, allowing for more powerful bows to be equipped. This leaves you

free to play however you wish, as the game essentially conforms to your

style. Just remember that characters will grow much faster if you specialize

them into one of the four "classes", which are:


Fighters are masters of the melee weapon. Their main ability will be

strength, which allows them to wear heavier armor and use stronger weapons.

I've also found that fighters will gain dexterity at an above average rate,

although not at that of the archer. Fighters will be the characters you keep

on the front lines, hacking it out toe-to-toe with the baddies. They can

also be used to draw enemies into the line-of-sight of your archers and

mages, or to protect your weaker party members. Always be sure to have

plenty of healing potions in their inventories, as they will often get ahead

of the party, out of range for your mages to heal them. A good fighter or

two should be able to handle almost any non-boss creature solo, if need be.


Archers are, obviously, primarily bow-users. They also do well with

the few other range weapons in the game, such as crossbows, grenade

launchers, flame throwers, and so on. Their main stat will be dexterity,

with a slight boost in strength gain. I found it useful to let your archer

character do a little melee fighting in the beginning of the game in order to

build up a little strength for wearing armor and equipping the technology

found in the Goblin Inventor's Cave. Archers are best used as a barrier

between your fighters in the front and your mages in the back. They also

have a small, yet useful, role as the character you can use to destroy

explosive barrels from afar.


Battle Mages are wizards specializing in combat. They also have a few

healing spells at their disposal, making them quite useful. Summon spells

can really help out against some of the tougher enemies, too. They do start

off fairly useless, but if you let them cast some spells, and you keep them

out of harm's way, they will eventually turn out to be very useful. Keep

them in the back as often as possible. Any mage's primary stat is

intelligence, and they are they only characters who can gain it at a decent

rate. As a tradeoff, though, they gain strength and dexterity at incredibly

slow levels. Of course, they don't need to worry about equipping big heavy

armor, since they have robes, staves, and caps made especially for them.


Nature Mages are very similar to Battle Mages, except in reverse. They

have an emphasis on healing and restorative spells, with a few attack and

summon spells for protection. They also gain intelligence quickly, while

getting almost no strength or dex. They wear the same equipment as Battle

Mages, and they should also be kept in the back of the party. If they need

to heal party members in the front, they will almost always move up on their

own, so make sure you keep checking on their position. Another thing I'd

like to note, as it took me a while to figure out, if you want to manually

cast a restorative spell on a party member, you must select only the mage and

RIGHT-CLICK on a character. I got very angry the first time I had a party

member die and every time I tried to revive him by left clicking I just ended

up selecting him. I also believe that the manual instructs you to left-

click, but that just doesn't work.

The fifth type of character you can add to your party is the pack mule.

They can be bought at any mule dealership if you have the right amount of

gold, and serve the sole purpose of hauling around your stuff. They will

automatically hang back away from your party to avoid danger, but they will

invariably be attacked while you are in the middle of a large battle. This

can get annoying, as mules can't use potions. The only solutions are to

either: a) Bring your party back towards the mule, which also has the side

effect of dragging enemies with you, or you can b) Have your mule come

towards the party, which is a better solution, but not always possible. As a

last resort you can c) Let the mule die, then resurrect it later.

Now that you have a firm understanding of the game, it's time to hop in

and start sieging those dungeons!







The game begins with a cut scene depicting some back-story, and then

flows into a shot of your farm. A friend of yours will crawl up to you as

you are working in the fields, informing you that the Krug are attacking. He

will then ask you to meet his friend in Stonebridge. {QUEST: SEEK NORICK"S

FRIEND GYORN IN STONEBRIDGE} You are then left to fend off the attackers, as

your friend dies. Pick up a weapon off the ground, or one of the basic

spells you will undoubtedly find, and start killing off those Krug. You

should actually decide right at this point what class you want to shape your

main character into. It's probably best to just start developing a melee

fighter, as it will make the early stages of the game much easier, since you

will be soloing for awhile. Anyway, follow along the path until you reach

the home of a man named Edgaar. He will ask you to clear his basement of

monsters. {QUEST: CLEAR EDGAAR'S BASEMENT} Walk outside of his house and

you will see the entrance to his basement. Open the door and head on down.

Inside, there will be enemies for you to fight (actually, there will ALWAYS

be enemies for you to fight, so from now on, I'll only make note of

particular enemies that might give you trouble). Clear out all of them and

take all of the loot you can find. {QUEST COMPLETED: CLEAR EDGAAR'S

BASEMENT} Continue along the path until you come across a man standing near

a broken bridge. He will inform you that since this bridge to the town of

Stonebridge is broken, you will have to head through the Crypts to reach your

destination. Continue along the path until you reach the entrance to the

Crypts, which is a mausoleum-looking thing. Head on in.




You will find yourself inside of the game's first dungeon. It's not

very long or complicated, so you shouldn't have much trouble. Since you

still only have one party member, be sure to only carry the best of the loot.

Also, since you will be getting a new party member very soon, try to decide

what class you will want her to be and gather the appropriate starting

equipment for her. For example, I chose to create an archer out of her, so I

brought along the strongest bow I could find. To proceed through this

dungeon, you will only have to kill the enemies and open doors. The area,

like almost all of the other areas in the game, is very linear, so you should

not get lost. You will also be fighting very weak enemies, so there really

isn't anything to worry about. Just make your way through, following the

all-too-easy-to-see "game path". Eventually you will see a woman standing

near a door, which is the exit. Talk to her and she will join your party, if

you wish (and you DO wish). At this point, the game will open up a bit and

become a bit more strategic. Equip her with some items, and head on out of

the dungeon back into the forest. Yet again, you will have a very obvious

path to follow through the woods. Eventually, you will arrive in the town of


NOTE: Just thought I'd point out, that you failed to mention the TON of

secret passages players should look for in the Crypt of the Sacred Blood.

They're a little hard to see, but as long as you zoom in while going down

hallways, and always look on the other side of pillars, they're an easy

source of more loot. - Perigon




Welcome to the game's first town. Inside, the first thing you should

do is locate Norick's friend, Gyorn. It shouldn't be too hard, as you will

practically run right into him as you make your way through the town. He is


STONEBRIDGE) He will inform you that he must report to the Overseer in

Glacern. (QUEST: DELIVER GYORN'S REPORT) He will then join your party. My

suggestion is to make him a mage; it doesn't matter which type. After

equipping Gyorn, make your way around the town, visit the various shops, and

buy plenty of potions. You should sell anything you aren't saving until you

can use it. I also suggest buying a pack mule, as it will be invaluable to

you for the entire game. Make sure to buy some spells for Gyorn, if you

followed my advice and made him a mage. After you have sufficiently prepared

for the journey, head on out of the town towards Wesrin Cross.

NOTE: Just to let you know youve missed a quest in Stonebridge if you talk to

the guy next to the burnt down house he will ask you to find his Axe in the

Northern tower. Unfortunatley i havent found it yet.. I just thought you

might like to know. - Matt

NOTE: just wanted to add two things to your walkthrough in stonebridge:

1)you can also get a quest from a woman upstairs in the inn. its to find her

sister in glacern.

2)ordus' axe is in a tower's basement. the tower is outside of town. i

couldnt say exactly where. but, at some point, you go up a hill and to your

left, a little distance away, is the building. there is an elevator on the

ground floor, which takes you to an area underground where there are a few

krug, i think. you kill those, and somewhere around there, i think on a bed,

is the axe. - Parker




Yet again you will be on a path through a forest. Follow along,

slaying all who oppose you. You will come across several wooden signs

pointing you in the direction of Wesrin Cross-Eastern Tower. Follow them

until you reach a man who you can talk to. He is a town guard, and he asks

you to clear a path to Glitterdelve by going around through Wesrin Cross.

(QUEST: CLEAR GLITTERDELVE PASS) Follow along the path for a little bit

longer and you will encounter the ruins of a large stone tower. A large and

very obvious sign in front of it proclaims it to be Wesrin Cross. Enter the

tower and go down the stairs to begin the game's second dungeon. It is

considerably longer than the first; exploring the entire thing could take

around an hour and a half. It also plays quite differently than the Crypts,

seeing as you now have a party to deal with. As with all of the dungeons in

this game, it is nearly impossible to get lost, because there is nowhere to

explore off of the beaten path. Make your along, killing everything that

moves, until you come across a large circular platform hovering over what

seems to be a bottomless pit. Move your entire party onto the platform and

pull the skull-shaped lever. You will be lowered to the dungeon's second

level. Fight off the enemies and proceed along the path. After a short

while, you will enter an incredibly large room. It will take a long time to

clear out, but it is well worth the effort, as you will be able to gain more

treasure and increase your skills. Take things slowly and clear out each

group of enemies you encounter before moving on to the next. If you have a

pack mule, make sure it doesn't wander off into the middle of a group of

enemies. Also, I advise setting your party's AI so that they will not

deviate too far from where you tell them to go. If you need health or mana,

there is an enclosed area in the center of the room that contains health and

mana fountains. After clearing everything out, you will eventually find the

exit door, which is on the opposite wall from where you entered. Go through

it and into the next room, where you will see another circular cage platform.

Move your party inside of it and flip the lever. You will return to a new

area of the first level of the dungeon. Proceed along and you will see a

small rectangular platform. Move onto it and flip a switch. You will then

rise back up to ground level. Welcome to Glitterdelve.




Follow the path to the east and you will see a door with explosive

barrels in front of it. Shoot them with a bow to blow the door open.

Outside are some town guards. Talk to them. (QUEST COMPLETED: CLEAR

GLITTERDELVE PASS) Turn around and walk towards the town. You will get a

cutscene of some monsters killing the townspeople. Then a dwarf will run out

and lay a beat down on the monsters. Go up and talk to him when the cutscene

is done. His name is Gloern and his brother Torg needs rescuing from the

mines. (QUEST: RESCUE TORG) Accept the quest and he will join your party.

I advise making him into a second fighter. Since there is nothing else to do

in this town, enter the mineshaft. This dungeon is a bit less easy to find

your way through, but it still isn't a big deal. Plus, the enemies here are

very easy to kill. Follow the tracks and kill anything in your way. If you

happen to hit a dead end, just turn around and there will usually be another

path for you to take almost immediately. At the first fork, which is right

by the entrance, turn right. Follow this to the next fork and take the

western path. Follow this set of tracks until you see a platform that you

can stand on. Do so, then flip the switch. You will be lowered into a

cavernous area with some water nearby. Trudge through said water until you

can hop back on land again. Go up the small set of stairs and follow along

until you see a moving platform. When the platform docks on your side,

quickly get your party onto it. It will take you across. From here there is

another platform that moves down to ground level. Hop on it. Follow the

tracks to the west as far as you can, then head north. Go up the small ramp

towards the machine, then continue north. Turn west when you have to, then

follow the tracks to the north. Go east at the bend, then south. You will

see more tracks; follow them to the east. Head north at the bend and you

will see more tracks. Follow them. You will encounter a moving platform.

Get on and ride across. Head north a bit and ride another platform. You

will see an up and down moving platform; get on and ride down. This large

cavern has many paths. The correct one lies to the east. Follow along and

it will bend to the north. You are now in a long cavern with many elevators

on either side. All of them lead to rooms of monsters and treasure, but the

second one on the right leads to Gloern's brother, Torg. Talk to him and he

will give you an item for rescuing him. (QUEST COMPLETED: RESCUE TORG) He

will also ask you to report his findings to the Overseer. (QUEST: REPORT

TORG'S FINDINGS) Ride the nearby elevator up and heads north until you reach

a door. Press the button to open it. Go through and ride the elevator up.

Exit the building you're in and you'll find yourself in the snow-covered

forest just outside of Glacern.




Follow along the path through the snow until you reach Glacern. You

will get a cutscene when you open the town door. Find the Lucky Hurgiss Inn

and enter. Inside, you will find the Overseer. Talk to him. (QUEST


He will tell you to find the Grand Mage, Merik. (QUEST: QUEST FOR MERIK)

You can pick up two new party members if you wish. One is a fighter, the

other is a mage, and they are both standing in the inn. Exit the inn and do

your shopping. If you got a new party member, get them some decent

equipment. When you're ready to leave, head out through the large doors.

NOTE: Nice work on the walkthrough. I was looking throught it when i noticed

that there is a couple of quests missing from the Glacern part of the


The first you can get in the magic shop. As you walk in, talk to the

gut on the right side of the building. He borrowed 3 books and needs them

back before the chop owner finds out. The guy gives you volume 3 so u know

what the books look like. One of the books is located with the guy in the

watch tower you pass as you first entered Glacern. Go up to him after you

have recieved the quest and he should give you one of the books. I cant quite

remember where the other book is. I think it might be with a guy upstaires in

the blacksmiths place, if not i guess it would be just a case of talking to

everyone after you have recieved the quest.

The second quest is recieved when you talk to the blacksmiths

apprentice. He gives you a sob story of how his place is full of monsters,

and he had no money so the blacksmith gave him a job so he can tool up and

defeat the monsters. His home is located after you leave Glacern, but not too

far away. I think its located off the main path of the road, but its easy to

find. - Monkey Boy




You are back on the trail in the snowy woods. Follow along, killing

the enemies as you go. Eventually, you will reach an area where the snow

impedes your vision. This means you are very near the entrance to the Alpine

Caverns. Continue along until you see a door opening in the side of a

mountain. Enter to begin the game's fourth dungeon. It is very easy to

navigate. First, head straight north for a long ways. The path will curve

to the northeast after a while. Continue along until you hit a dead end.

There will be an opening in the wall to the east. Go through it. Go east as

far as possible, then curve around the path so you area heading west along a

narrow path. Turn south at the bend and continue in that direction until you

encounter a man stuck in ice. That would be Merik. Break the ice for a

cutscene, then speak to Merik. (QUEST COMPLETED: QUEST FOR MERIK) He will

tell you that the goblin's have stolen his magical Warding Staff. (QUEST:

MERIK'S STAFF) He will join your party as a Nature Mage. Equip him and

continue south for a cutscene. Approach the large door and exit out back

onto the snowy path for the last time.

NOTE: I just read through your FAQ. I just ran into something nice in the

alpine caves, if you walk through these caves and keep to your right you will

find 3 hidden areas. You need to go into each one and finally there are some

more bonusses (one rare item) - Raymond




Follow along the path in the snow until you reach the entrance to a

cave. Inside lies a very long and somewhat challenging dungeon. While it's

extremely easy to navigate through here, there are TONS of enemies, some of

them very difficult enemies, at that. Basically, you are going to head

straight south, bending as necessary. Make sure to move slowly and kill

every enemy in your path, so you don't get back attacked. Keep everyone

healthy by having Merik use only healing spells. Save often and follow the

directional signs, also. Eventually you will reach the exit, which leads

into a dark forest.




Follow the path for bit and you will reach the Traveller's Camp. Speak

to the people to learn of the bandits. (QUEST: CONFRONT THE BANDIT BOSS) Do

some shopping and unload any extra gear. You can hire an archer near the end

of the camp, if you wish. You have a long stretch of land before the next

place where you can shop, so make sure you are prepared before heading out

into the forest. Fight your way long the long forest path until you reach

the bandit camp. Kill the Bandit Boss. (QUEST COMPLETED: CONFRONT THE

BANDIT BOSS) Continue along the path, fighting as you go. Eventually you

will come across a large bridge. Cross it and you will be in the Eastern





The swamp is a very large outdoor area. It has a pretty

straightforward path through it, but if your characters need a little

building up, there is plenty of room to explore the area a bit. To get

across the swamp, you will need to cross many bridges and slosh through the

murky waters. Watch out for enemies that pop out of the water and ambush

you. There are small houses interspersed throughout the area. These usually

contain a treasure chest or two. Proceed across at your own pace until you

reach a graveyard with a church in the center. You will encounter a large

amount of zombies here, and they WILL swarm you, so be careful. Once you've

taken care of them, continue forth on your journey. Eventually, you will

come across a deformed tree-cave looking thing. This would be the entrance

to the Goblin Inventor's Cave.




This is a very long dungeon with some tough enemies. Watch out for the

enemies with flamethrowers and lightning guns, as they do a large amount of

damage when they swarm you. Start off by standing on the elevator and

turning the valve to go down into the depths of the cave. Get off of the

elevator and head north for a long stretch. Eventually the path will turn

east. Continue in that direction for another long while. When you reach a

fork, go south, then east. Cross the bridge, go around the machine, and head

north. Follow the path around the conveyor belt to the west then to the

south. Pull the switch, cross the bridge, and continue south. Cross the

platform and go through the door to the south. Go east under the pipes, and

down the next elevator. Go west and take another elevator up, go around the

bend, and head west. Go through the door to the south, cross the bridge, and

enter the next room. You will get a cutscene of the Goblin Inventor. You

will then have to fight a boss. Kill it and watch another cutscene. Pick up

the staff. (QUEST COMPLETED: MERIK'S STAFF) Exit by taking the elevator up.

Leave the cave by heading east.




Talk to the men standing to your left for some information. (QUEST:

REINFORCE FORT KROTH) Follow the tree line east the around and west.

Continue along this path until you see the entrance to a short and easy

dungeon. Go inside and follow the path through to the exit. There is one

enemy, a fury, that acts as a sort of mini-boss. Killing it yields a

sizeable amount of gold. Anyway, head through the exit and you will see a

mage named Boryev, who will join your party if you pay him. Make your

decision and move on.

NOTE: I've just finished reading your faq on DS and

is another quest in the Temple Ruins Area. If you enter the first house you

come to ,after coming off just wanted to add that there the beach and going

up the hill, you'll talk to a man that wants you to find out what happened to

the adventuring party that use to do business with him. He tells you about a

water filled dungeon west of his house. The water filled dungeon is under

the 3rd house (the second house being the shop). I've not done the dungeon

yet since I only came across the quest late last night. - Bob




Follow along the dirt path until a cutscene occurs. You will have a

boss fight against the necromancer. Kill him. (QUEST COMPLETED: REINFORCE

FORT KROTH) Continue along the path and enter this fortress you've been

hearing so much about. You will get a cutscene. Enter and the guard will

tell you to find Tarish. Find him and talk to him. (QUEST: SUBDUE THE

DROOG) Do your shopping, pick up a pack mule if you wish, you know the

routine. There is also a fighter you can add to your party. When you are

ready, exit through the large doors. You will find yourself in a cave.

There is a path straight through, so you will have no trouble getting

through. After this very short diversion, you will come up in a desert area.

Proceed east, killing as you go.




Follow along the river until you see a dirt path. Follow along that

until you reach a man named Ulfgrim, a fighter. He will join you for some

gold. Proceed forth a little further to encounter a sign pointing you in the

direction of the Cliffs Of Fire. Take the hint and head in that direction.

You will eventually start crossing some fairly long bridges. I'd just like

to take the time to point out how beautiful the graphics are in this game.

Seriously, just take a look around while on those bridges. It's amazing.

Anyway, continue along until you see an elevator in the side of a cliff. Get

on, flip the switch, and ride on up. Continue along the darkened path and

you will eventually see another sign pointing you in the direction of the

Cliffs Of Fire. Follow along yet again. You will go up a couple of ramps

and some stairs, and eventually see another directional sign. Do as the sign

says, and you will end up looking at the entrance to the Droog town.

Strangely enough, the villagers bow to you, rather than attack. Climb up and

fight some much less friendly Droogs. What's going on here? Continue on up,

and at the top you'll meet Nontaya, the Droog leader. (QUEST COMPLETED:

SUBDUE THE DROOG) He will inform you that the Seck are attempting to

infiltrate Castle Ehb. (QUEST: JOURNEY TO CASTLE EHB) You can also buy

items from him. Head down a bit, then go east and up to the very top of the

city. Head up into the desert and you'll see a Droog named Goquua fighting a

Drake. Help him out and then speak to him for a quest. (QUEST: SLAY THE

ANCIENT DRAGON OF RATHE) Continue down the path.




Follow along the path a ways and you will eventually hit a fork. A

nearby sign will inform you that one way leads to Dragon's Rathe and the

other leads to Castle Ehb. Take the one leading down to Dragon's Rathe.

Enter the small cave and prepare for the toughest fight yet. You will be

fighting a gigantic dragon with 20,000 hit points. His name is Scorch. To

take him out, focus all of your mages on healing while hacking away with your

fighters and archers. He will eventually go down. (QUEST COMPLETED: SLAY

THE ANCIENT DRAGON OF RATHE) Your reward is all of the treasure you can

carry away from his lair. When your are done raiding, head back out of the

cave and up the way you came. Now follow the sign's direction toward Castle





You will enter a very short and perfectly linear cave to make your way

through. You will emerge on the other side in a forest/plains area. Follow

the dirt path down a hill and continue until you come across an NPC named

Lord Bolingar, a fighter. He will join you if you want, but more

importantly, he gives you a quest. (QUEST: SEARCH FOR THE KING) Continue

along the path and you will see a sign directing you toward Castle Ehb. Go

in the direction it is pointing. You will soon reach the drawbridge. Walk

up it a little bit and you'll get a cutscene of the castle. (QUEST

COMPLETED: JOURNEY TO CASTLE EHB) Head into the castle and dispose of the

nearby enemies. Go up the stairs to the east. Explore the siderooms for

enemies and treasure, then head down into the dining room. Kill the enemies

and go out the door to the south. Go up the stairs to the castle walls and

make your way around them and back in to the castle. Explore this floor

however you want, you will eventually end up on the north side of the castle

walls no matter what you do. Climb up some more stairs and fight some more

monsters. You'll be on top of the castle. Fight your way across and go down

some stairs. Go west up a flight of stairs, across and down some more

stairs. Then climb down stairs again to the east. You'll see a circular

elevator. Hop on and ride it down. You'll be in the basement; follow the

path and ignore the doors along the walls unless you want to fight of

desperately need items. You will soon come across a prison with the king

inside. Open the door for a cutscene. The king will give you a key. (QUEST


CHAMBER OF STARS) The doors behind the prison will automatically be opened

as you approach them. Do so.




Continue south along the passage and open the skull door. Follow the

path west and open another skull door. Go down the stairs into a large room.

Cross the room, slaying all who oppose you. Go up the stairs on the far side

and head north through either door. Go west and click the star device. A

bridge will form; cross it. You will enter an incredibly cool-looking area.

Cutscene. Click each of the statues to turn them towards the center.

Cutscene again. (QUEST COMPLETED: THE CHAMBER OF STARS) Open each one of

the treasure chests for a large assortment of great loot. Yeah, baby! Now

leave the area and head back towards the skull door to the northeast. A

cutscene will occur as you cross the bridge. Continue towards the skull door

and you'll see it open for you. How convenient. Kill everything in the room

and enter the jail cell door to the west. Follow the path of rooms with one

exit. Go down the stairs when you reach them and head through the red cave

opening. Very Diablo-ish area we got here, eh? Follow along the path and

through another cave opening. Cross the bridge, go west, and cross another

bridge. Head west through another cave opening and go down the slope.

Follow the path to another cave door. Continue south and cross a long

bridge. Enter yet another cave door. Continue south, through the door, and

cross a bridge. Head east across another bridge. Go south up the stairs at

the fork and follow the path around. Turn north when you get the chance and

head west. Continue in this direction for awhile and you'll get a cutscene.

It's time for the big showdown, baby.


The first form has about 8000 HP, and it's not too difficult at all. Just

throw everything you have at it. The second form is a little trickier. It

has about 11,000 HP. It will also summon creatures to assist itself and it

uses many powerful attacks. If you've built up your characters sufficiently

and you have decent equipment, it still shouldn't be too hard. After you've

put this guy to rest, you'll have finished the final quest. (QUEST


Congratulations! You've completed Dungeon Siege!




Half the fun of Dungeon Siege is hunting for rare and useful items.

Items come in many varieties and have many uses. Items can also be imbued

with magical powers. Magical items will have blue titles. I've made a

section for each type of item you can find and included some examples.

<4a> Armor

Armor is anything you can equip on a character's body area. It serves

as protection from the attacks of your enemies. Armor can be anything from a

simple piece of cloth to a suit of full plate. Generally, mages will equip

robes and the like, seeing as these items require only intelligence. Melee

fighters will wear heavy armor, as they need the protection and have large

amounts of strength. Archers also wear armor, but they will usually have

weaker armor than your fighters. A good tip is to give the archers your old

armor when you get new stuff for a fighter.

<4b> Weapons

Weapons are items your character can use to attack the enemy. They

range from you simple pitchfork to powerful magic broadswords. Mages will

generally be able to equip only staves and extremely weak bows and melee

weapons. Melee fighters will equip the biggest, baddest weapon you can find.

Archers will equip bows, obviously.

<4c> Spells & Spell Books

Spells are the most important asset of any mage. They can perform just

about any function, from beating down an enemy, to healing the party, to

turning items into gold. And of course, where would a mage be without a

spell book to hold his spells? Nowhere, that's where. Magic spell books can

be purchased for insane amounts of gold, but a plain old spell book will

almost always do the trick. Here's a helpful hint: to change spells without

opening your inventory, hold down the right mouse button over your spell slot

to see a pull down list of your current spells. Nifty, eh?

<4d> Shields

Shields are items that are used to block hits from your foes. They

come in many varieties, from simple pieces of wood to massive steel tower

shields. All of your characters should always have shields equipped, even if

you se a two-handed weapon. Why, you ask? Well, you will still get the full

effect of any magical modifiers on that particular shield. So even weak

mages should carry _something_ in that empty slot.

<4e> Potions

Potions can really be lifesavers in the heat of battle. All of your

characters should ALWAYS have a good supply of healing potions, and mages

should always have extra mana lying around, as well. If you fail to bring

enough potions along on your quest, you will have a very rough time getting

through the game.







This FAQ is copyright 2002 by Mr. Dubbers. If you wish to post it on your

website, keep it in its original form and make sure to email me first. Do

not use this guide to make money in any way, do not put it on a CD or publish

it in a magazine. Dungeon Siege is a trademark of Gas Powered Games and





Mr. Dubbers - For typing this FAQ up

Gas Powered Games - For making such a high-quality and addictive game

Microsoft - For paying to have this game made

CJayC - For hosting this on GameFAQs.com

Anyone Who Contributes Info - For making this a more thorough guide

White Zombie - For creating music to for me to listen to while typing

Red Hot Chili Peppers - See above

Mr. Dubbers
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