Dungeon Siege - Part 2 Solution supplied by Steve Chapman Found on the Internet but with additions Continued from last issue The Path to Wesrin Cross The path to Wesrin Cross can be a tough level if you do not use a bit of strategy when battling the large groups of Krug that you will encounter. I will explain this as I go. I completed this level with a party of 4 without any problems at all my main character is a melee specialist with a bit of combat magic, I also had Zed as a Nature Magic user using Zap and then Naidi and Gyorn as Ranged combatants using bows. When you first exit Stonebridge you will see an ancient looking structure off to the right, this is the location of the map's only boss character the Hulking Germal who is alone so he is easy to battle. The other side of the path has another large Germal called the Killer Germal who is not as tough as the other one. Strategy for the Krugs Most of this level proceeds uphill, you will encounter 3 sets of stairs and then 1 short incline hill and 2 steep incline hills that have handrails. After that you will cross a bridge, pass a road sign and then go down a steep decline. So these are the landmarks I will use to guide you through this level. Most of the monsters here are Krug and a couple of new ones show up. The Krug Raider is a slight upgrade to the Krug Grunt and the Krug Chucker is a Ranged unit that throws rocks.. The inclines are the key to fighting the large groups of Krug you will face. I used the "ambush" method to complete the level, to do this take your ranged units and magic users and set them to "Hold Ground", "Attack Freely" and "Target Closest" make sure you turn off "Follow Mode" all of this can be done by using the controls at the bottom right of your screen. By placing my ranged units at certain points I was able to use my main character as bait and lead the groups right into my ambush. First you will proceed through the 3 staircases, the third staircase is a pretty crowded area there are 5 or 6 Dogs hidden in the woods and several Chuckers. The action really gets heavy when you get to the first steep incline that has a handrail, at the top are 5 Chuckers and a couple of Raiders then right past them are about 8 more Raiders. By setting up an ambush at the bottom of the incline I was able to pull the group down the incline so they could not surround the weaker members of my party. The strategy here is for only my main character to take damage and at a healthy 190 HPs he can take a lot. When you come to the second steep incline with a handrail there are 2 Chuckers waiting at the top and then a large group right past that guarding a bridge. This group includes 3 Chuckers, 3 Shaman, 2 Grunts and 2 Raiders. Even though this is a long pull you can still use the incline ambush to spread them out and chop them down easily. After taking out this group do not cross the bridge until you explore the Northern Guard tower that is off to the left of the incline. This is the tower that houses Ordus' Axe and will complete that quest. The Northern Guard Tower has about 6 Raiders ready to jump your party when you approach it, the top of the tower has several piles of gold to grab while the basement has Ordus' Axe and various other goodies. After you cross the bridge you will see a road sign that points to Glacern and Wesrin Cross. The path to Glacern is the one that the guard asked you to clear but the rocks in front of it will not let you. You will be able to open the door in the wall later from the other side after you complete Wesrin Cross. When you approach the wall there are 2 Raiders in front of it and 3 Grunts hiding in the woods, a quick ambush will take care of them easily. By following the sign to Wesrin Cross you will come to a steep decline that has about six black Skrubbs hidden in the ground at various places below it. Obviously these guys cannot be led into an ambush so you will have to rush them with your party. After that you will see an NPC named Ilandro who will tell you about Wesrin Cross then you find a few more Black Skrubbs and the entrance to Wesrin Cross which is a Dungeon Level. Name Health Damage Defence Attack (Skill) Krug Raider 30 26-33 47 Melee (4) Krug Chucker 23 18-21 31 Ranged (2) Krug Grunt 28 18-24 34 Melee (4) Krug Shaman 19 8-12 25 Combat Magic (3) Krug Dog 12 4-7 18 Melee (1) Killer Germal 34 19-25 26 Melee (4) Black Skrubb 55 5-6 53 Bog Sling Hulking Germal 80 22-23 63 Melee (4) (Boss) Wesrin Cross Region 1 Steve says: During this level your inventory will become full (if you have bought a mule at Stonebridge this will happen early on in region2 otherwise it will happen before then) I suggest that as soon as it is full you stop fighting upgrade all weapons and armour and go back to Stonebridge and sell the rest buy new weapons and armour if any are better than what you have got and hire any of the other NPCs and return and continue on to the Dwarven mines. The first section of Wesrin Cross is a pretty long level and has probably a dozen different monster types for you to battle including many new ones that you have not seen before like Mucosa, Rectors and Skeleton Archers. This dungeon is a series of small and large rooms connected together. There are really not any hidden areas and only one Boss character for you to battle but the challenge here is that some of these rooms contain large groups of monsters as you will see in the screenshots below. There are also some rooms that appear to be relatively empty but exploring them will trigger large groups to appear from nowhere. The bait and ambush strategy works very well here by using the doors to bottle neck the trains of monsters and hinder their pursuit to almost single file. When you first enter the dungeon you will go through 2 small rooms and encounter a few Arakun spiders and then your first real action will take place in the small room off to the left which is populated with Krug Shaman, Skeleton guards and Skeletons. This is actually a somewhat small group compared to what you will see later on. Continuing down the hall there is a small room to the right where the hallway turns left. This room contains the level's only Boss character which is the Ancient Corpse, he is there with a few cousins that you will see more of throughout this level called Walking Corpse and a crawling thing called a Tortured Corpse. This is not a very tough battle and is an easy room to clear. Across from this room is the first large room that you will encounter and the first Skeleton Archers also. In large groups these guys can lay down some serious damage in a hurry. This is a pretty crowded room with Walking Corpses, Spiders and Skeleton Guards. This room has two doors at the far end of it but it doesn't matter which one you open since they both go to the same hallway. Walking into the hallway will trigger the small yellow spiders to cross over you and then come down behind you. There is a small room off to the left which has a bed in it and a large collection of Skeleton Archers and Skeleton Guards inside. Across from this room starts a straight stretch of a couple of large rooms that are full of monsters but can be easily conquered by using the doorways to pull monsters through and rip them to shreds with ranged attacks and spells. Wesrin Cross Region 2 Once you pass through the gate from region 1 you will be in region 2 of Wesrin Cross. There is only one way to describe this level, non stop chaotic fighting. This is a great level for gaining skill and stats for your party though if you choose to do the entire thing. Passing through the gate you will enter a large room with a podium in the center once you approach it a wild and crazy Mucosa trap will spring and they will literally come from everywhere so buff your party and select your best damage spells and don't even worry about conserving potions here. After that you will proceed into an enormous room that makes up almost the entire remainder of the level. This room is much larger than anything you have experienced before. There is no telling how many monsters total are in this room but it has got to be a staggering number. Completing it is purely optional, the doorway out is straight across from the doorway in so whatever route you want to take through here is up to you. The room contains just about every monster that you faced on the previous level plus a boss character called the Mucosa Brute who is right in front of the exit door. If you choose to complete the entire thing here is how I would suggest doing so. Proceed around the perimeters first before going through the middle. Just make a big circle around the walls because the problem here is that one monster can spring up the next and start a long string of fighting before you get a break but by sticking close to the walls first you can avoid as many long encounters as possible. Then once the perimeters are cleared the middle of the room will be easy. Scattered around the room are strange cocoons that contain different types of Mucosa which will emerge from them once you approach. The most important strategy here is patience, running into just about any area of this place can spring up a long string of monsters so the slower you proceed the less resistance you will stir up at one time. Once you start on the center of the room there are a couple of places of interest to note. At the very center of the room is the skeleton chamber that will stir up a large parade of Guards and Archers. Right behind that is a podium that will spring a Dark Mucosa trap as well as a bunch of Arakun Spiders, this is a pretty tough battle. After you complete the big room the exit door leads to the next boss character who is probably the single toughest foe you have faced thus far in Dungeon Siege. With a healthy 480 HPs and an area effect attack the Giant Spider is formidable. Make sure you buff your party and get your best damage spells ready. Oh yeah and don't forget to save your game beforehand. The Spider should drop a good unique item for your trouble. From there just proceed to the elevator and then the lift that will carry you to the next level, The Path to the Dwarven Mines. Name Health Damage Defence Attack (Skill) Arkun Spider 48 15-17 30 Melee (3) Vile Mucosa 47 2-4 47 Fever Fog Mucosa 58 18-22 43 Melee (5) Dark Mucosa 68 45-49 84 Melee (5) Rector 41 14-18 26 Combat Magic (4) Skeleton Guard 28 22-27 48 Melee (3) Skeleton Archer 27 19-27 28 Ranged (0) Walking Corpse 36 9-13 44 Melee (3) Mucosa Brute 102 20-22 43 Melee (6) (Boss) Giant Spider 480 44-60 87 Melee (20) Acid Spit (Boss) (area effect) Path to Dwarven Mines After your long journey through Wesrin Cross this map is a bit of a break. The fighting here is only token and the whole map will only take you a few minutes to complete. You will begin at the bottom of a tower which contains a few Krug Grunts and Chuckers. From here the path will lead you to the doorway that you were on the other side of earlier. Shooting the red barrel with an arrow will blow away the debris that is blocking the door. On the other side of the door you will meet some Stonebridge Guards who will thank you for your trouble. This path now gives you a way back to Stonebridge if you need one so you can purchase the NPCs and wares of the town of you wish. Continuing back down the path you will eventually see a travelling merchant named Bodrus who has set up shop. he sells a little bit of everything. Steve says: Once again when your packs are full come back to here and sell all your unwanted items. You can go back to Stonebridge if you want to but it will take you a while to get there as you will have to retrace your steps and also you will have to visit two different traders whereas here you only need to talk to Bodrus. Now you can approach the entrance to the Dwarven Mines. Once you get to the camp around it a cut scene will automatically generate and you will see a small fight between the Krug and some Dwarfs. Gloern will be the last Dwarf standing as he waxes the Krug Grunts single handedly. Approach him and he will tell you about his personal battle and offer to join your party. Gloern continues the long tradition of Dwarven might and steel very nicely in Dungeon Siege. His muscle is a welcome addition to any party. Level Recap Quests Received: Rescue Torg Speak with Gloern at the entrance to the Dwarven Mines. He will tell you about his brother and his hatred for the Krug. Battle through the mines and located his brother to complete the quest. More next issue - o -