Dungeon Siege - Part 3 Solution supplied by Steve Chapman Found on the Internet but with additions See also the map in the screenshots section Continued from last issue Dwarven Mines Region 1 The first region of the Dwarven Mines is not a particularly tough level but could pose a few problem areas for those playing with smaller parties. I added Gloern to my party to make it 5 strong and with his muscle I was able to be much more aggressive at this point than I have been up until now. There is one boss character on this level and you will have your first encounter with a Rock Beast here also. By the time you finish all the Dwarven Mine levels you will know these foes very well though. You will also meet a new Krug variety which is the Krug Guard and he is a decent upgrade to the Raider as well as a new Krug Dog called Killer Dog. The initial room of the Dwarven Mines is a large collection of weak Krugs. These guys should not be much of a threat to you at this point. From this room you can either go left or right, the left side is a short dead end with the level's only boss character so let's take a look at it first. The left side is full of Giant Rats which are tougher foes than the Krug. There is a swallow pool back here that leads to the Boss. The Monstrous Rat is in the back next to a Mana Shrine which can help if you need it. Continuing back the main room we follow the path to the right now. The tracks on the ground lead you around a curve then come to an intersection. When you get to the intersection the tracks that lead straight ahead will go to another large Krug room similar to the first, there are lots of crates there to open. Returning here and going to the left you will have your first encounter with a Rock Beast. To take out the Rock Beast you have to jump on him quickly because he has a very good offensive attack. Hit him with everything you have though and he should go down. After following the tracks around the corner the next area of interest is a wall off to the right with powder kegs in front of it. This will open the way to the main scorpion den here. There are about 4 or 5 scorpions inside. You are better off not trying to battle the Scorpions in the den since it may be hard to set up your party in the narrow passages. Instead set up an ambush outside and pull the Scorpions out into the open. There are a couple of more powder keg areas here to explore as you continue on, one of them contains a single scorpion. From there you will continue on to a room that has two elevators in it. This room is Region 2 of the Mines. Name Health Damage Defence Attack (Skill) Krug Killer Dog 46 28-32 39 Melee (4) Krug Dog 12 4-7 18 Melee (1) Krug Grunt 28 18-24 34 Melee (4) Krug Raider 30 26-33 47 Melee (3) Krug Guard 55 36-43 70 Melee (4) Krug Chucker 23 18-21 31 Ranged (2) Krug Shaman 19 8-12 25 Combat Magic (3) Giant Rat 61 30-32 41 Melee (4) Scorpion 73 40-42 69 Melee (5) Rock Beast 132 65-69 121 Melee (5) Boulder assault Monstrous Rat 95 33-35 66 Melee (8) (Boss) Dwarven Mines Region 2 Region 2 of the Dwarven Mines is a very small map there is really nothing to explore since it is just one room. You will have an elevator on your left and one on your right. Straight ahead in the distance will be a few Krug hanging out so go ahead and kill them then return to the elevators. The elevator to the left will bring up a Rock Beast when you activate the level. It is better to go ahead and fight the Rock Beast here. If you activate the elevator to the right it will come up empty and you can ride it down, but you will have to fight the Rock Beast down there along with a large group of Krug so go ahead and bring him up on the left hand elevator to fight him alone. After that take the elevator down to Region 3. Dwarven Mines Region 3 Region 3 is a pretty short map but there is a lot to battle on it. If you pulled the Rock Beast up to the previous level and killed him there then all you will see at first is a bunch of nasty Krugs. If you took the other elevator down then the Rock Beast will be here as well. The area to the east of the elevators is a small dead end with several more Krug wandering around and one powder keg wall that leads you into a seriously rat infested room. Be ready for about a dozen Giant Rats when you explore the hole made by the powder kegs. This area is crowded but there is still enough room to operate. Moving back to the elevators you can now cross the shallow pool to a small island that sits in the middle. At first all you will see on the island are a few Krugs but when you approach it a Mine Worm will rear it's ugly head from the middle of the island. The worm will attack the Krugs right away and then turn his attention to you. The Mine Worm is immobile so rush him with your melee fighters to take him down. Past the island there are two sets of stairs that both have groups of monsters waiting at the top. One side has the Scorpion boss called the Venom Fiend along with a few friends. The other side has a variety of Krugs. You can set up an ambush for them by placing your distance fighters on the island and pulling the monsters down the stairs or rush ahead if you feel like it. Running to the area underneath the scorpions will trigger them to descend the stairs and come after you. Spread out the Scorpions by making them chase you into the water and you can make quick work of the Boss. The Krug group should be easy pickings now that the scorpions are out of the way. This will finish off region 3 and you can proceed under the archway to region 4 which is quite a large area to say the least. Name Health Damage Defence Attack (Skill) Krug Grunt 28 18-24 34 Melee (4) Krug Raider 30 26-33 47 Melee (3) Krug Guard 55 36-43 70 Melee (4) Krug Chucker 23 18-21 31 Ranged (2) Krug Shaman 19 8-12 25 Combat Magic (3) Giant Rat 61 30-32 41 Melee (4) Scorpion 73 40-42 69 Melee (5) Rock Beast 132 65-69 121 Melee (5) (Maybe) Boulder assault Venom Fiend 96 44-46 121 Melee (5) (Boss) Dwarven Mines Region 4 Region 4 is a very long level with a lot of fighting and treasure looting to keep you busy along the way. Be prepared to battle several Rock Beasts and Mine Worms on what is a pretty tough level despite being completely absent of Boss characters. When you first enter the area you will be greeted by a new beast on your right. The Darkling love to hide and wait for your approach and surprise attack you. Luckily these creatures only have 46 hit points so jumping on them quickly can take them down. On your left is a cliff with several Scorpion hanging out, past that you will get to ride the first crane of the level which takes you across the cavern. The crane takes you to another cliff that is lined with Scorpions and Darkling. Once this ledge is cleared there is another crane waiting to lower you to the cavern floor. On the cavern floor there is a nasty Mine Worm waiting to greet you. Following the three wide tracks on the cavern floor will take you through a Krug infested area, you will eventually reach a large door at the end which is operated by a button. Behind this door is the Dwarven living quarters. The Dwarven living quarters is now completely infested with Krug. There are two other doors inside to explore and a couple of large Krug battles. After clearing out the living quarters you can continue following the tracks to the north. Eventually the path will go West and then North again. Once again large groups of Krug will attempt to impede your progress. You will go west again briefly and then enter a narrow hallway that runs North. In this hallway you will encounter Giant Moths and Scorpions around a collection of powder kegs that opens a side area containing a Mine Worm and several Darkling. The rest of this level is really just more of the same. You will encounter a couple of more large groups of Krug and Darkling are hiding in various places so be ready for them at any time. After a long stretch east with tracks on the ground the cavern will once again turn north. You will see a life shrine off to the right and this will mark the beginning of Rock Beast caverns. There is a short series of connecting caverns off both sides of the paths. In this small area you will battle a couple of Rock Beasts a Mine Worm and numerous Darkling. This series of caverns is very crowded and provides a good challenge but you are close to the end of the region, finally. After you complete this area you will continue to a ledge crowded with Scorpion and Darkling then you will see another crane that carries you to region 5. Name Health Damage Defence Attack (Skill) Krug Grunt 28 18-24 34 Melee (4) Krug Raider 30 26-33 47 Melee (3) Krug Guard 55 36-43 70 Melee (4) Krug Chucker 23 18-21 31 Ranged (2) Krug Shaman 19 8-12 25 Combat Magic (3) Giant Moth 55 30-33 40 Nature Magic (4) Darkling 46 30-35 58 Combat Magic (10) Scorpion 73 40-42 69 Melee (5) Rock Beast 132 65-69 121 Melee (5) Boulder assault Mine Worm 152 46-59 105 Ranged (11) Dwarven Mines Region 5 It is finally time to finish off the mines for good and once again see the light of day. Region 5 offers the toughest battles of all the mine levels and is where you can complete Gloern's quest to find his brother. The map features a couple of new foes you have not seen before like the Krug Commander and the Horrid whom are both quite formidable. It also features some battles that pretty much prevent whatever strategy you may be used to using. More on this at the end. When you start the level you will take the first crane to yet another Scorpion ledge. But the most unfriendly greeting will come from the Horrid. With 352 HPs the Horrid can both take a beating as well as dish one out with his massive club. Going north there is another crane to ride and another Krug welcoming party waiting for you. Then you will take a lift down to the cavern floor where two Krug Commanders have established control. Another Commander is waiting to the West. After that head east to find more Krug and Darklings. The final section of the Dwarven Mines contains five elevators. Three of these elevators can be ridden down but I would suggest that you go ahead and finish off the rest of the part you are on now. There is not that much left and it will make the rides back up much easier. When you take the elevators down you forced to win large battles right away whether you are prepared for them or not. The first elevator trip down will lower you right into a room with 2 Rock Beast. The second elevator will drop you into a room that is completely full of Krug and then you will meet Gloern's Brother Torg. Speaking with Torg will complete Gloern's quest and get you a nice Amulet (+2 Dex.) Torg will also give you another quest. The third elevator trip down will drop you right in the middle of three Rock Beasts. Go ahead and buff your entire party and summon some help before you even pull the elevator lever. Quests Received: - Report Torg's Findings Speak with Torg at the bottom of the second elevator ride down, he will tell you to talk to the Overseer in the town of Glacern. Name Health Damage Defence Attack (Skill) Krug Commander 190 70-84 102 Melee (6) Horrid 352 40-42 69 Melee (5) Krug Grunt 28 18-24 34 Melee (4) Krug Raider 30 26-33 47 Melee (3) Krug Guard 55 36-43 70 Melee (4) Krug Chucker 23 18-21 31 Ranged (2) Krug Shaman 19 8-12 25 Combat Magic (3) Giant Moth 55 30-33 40 Nature Magic (4) Darkling 46 30-35 58 Combat Magic (10) Scorpion 73 40-42 68 Melee (5) Rock Beast 132 65-69 121 Melee (5) Boulder assault Mine Worm 152 46-59 105 Ranged (11) Path to Glacern Steve says: From this point onwards always keep an eye on the health of your rear members of your party as some of the monsters wait until you are past them and ambush you from behind.!! The path to Glacern offers a whole new bestiary to conquer and a snow covered terrain that can hinder your visibility somewhat. This is just a "pass through" map on your way to Glacern but it does have two boss characters on it and one hidden cave to explore so there is some importance to it. When you first emerge from the pulley shack that brought you from the Dwarven Mines you will see a sign that points you to Glacern but this is not the path to follow just yet. First you need to make a short trip to the Northeast where you will discover an incline path leading behind the pulley shack. The incline to the Northeast leads a group of Klaw that are guarding the shack. This is a short trip and when you are done return to the shack and follow the Glacern signs. On your way to Glacern you will encounter frequent resistance in the form of Klaw, Braak Mages, White Wolves and eventually Furok. It is important to progress slowly down the path because ambushes are set up for you along the way. Monsters are hiding in the foliage and some will even wait until your party has passed by to trigger so the rear of your group will get jumped. The next significant area to know about is next to a large Glacern sign you will eventually come to that points east. There is a chest next to this sign and you will see a small path running North away from it. The Northern path leads to the Furok cave. The cave is not very big but has several large groups that are spread out just far enough to take them one at a time. Now you are almost to Glacern, just return to the path and follow the Glacern signs again until you see the gates to the city. Name Health Damage Defence Attack (Skill) Klaw 202 46-54 96 Melee (7) White Wolf 153 33-37 71 Melee (11) Braak Mage 137 24-28 45 Nature Magic (7) Furok 225 60-68 93 Melee (9) Grizzly Furok 263 68-72 130 Melee (10) (Boss) Dark Claw 240 46-54 170 Melee (7) (Boss) Glacern The city of Glacern is a welcome stop on your long quest. You can finally speak with the Overseer and pick up a couple of new party members if you choose. There is a Smith and a Magic Shop here to handle your bartering requirements and new quests to gain. The map and key below will help you get around the city. Once you leave Glacern you will officially begin Chapter 3. @~See the Screenshots section for the map 1. Onoc's Magicatorium Onoc has potions, spells and spellbooks for sale. There is also a quest to gain here that can be completed while you are in the city. Ardun is an apprentice that is standing off to the side of the shop. He has a small problem where he has lent out two volumes of a trilogy that belongs to Onoc and he needs those volumes back. He will throw down the first volume of the set, you need to pick it up and keep it in your inventory to complete the quest. Now there are two NPCs you have to speak with: Elio (6) and the southern tower archer (7). They will both give you the volumes they borrowed which you can return to Ardun. 2. Lucky Hurggis Inn This is the most important stop in town because inside is the Overseer who is actually why you are here. Speak with him and it will automatically complete two quests you have in your journal and gain you two new ones. You will complete "Deliver Gyorn's Reports" and "Report Torg's Findings" while you will gain "Quest for Merik" and "Reinforce Fortress Kroth". See the level recap below for more on those. Inside the Inn is also two new NPCs to pick up. Lorun is a Dwarven combat mage and Kroduk is a soldier. 3. Molten Iron Smithery Buy and sell Armor, Weapons and Shields. Speak with Orlov who is standing next to the shopkeeper to gain the quest "Homeless Blacksmith". See the level recap at the bottom for details. 4. Ada Riverstarn's House Inside you will find Ada along with a couple of guards. Speak with Ada to Complete the quest "A sister's message". You will gain a ring that is +3 armor. There is a cellar located on the side of the house that can be explored. In the cellar is a breakable wall that leads to a cavern and eventually a ledge where a couple of Furok Slashers are located. Look for a chest in the woods of the ledge to find a unique item chest. 5. Frozen Yak Corral Buy Packmules here 6. Elio's House Speak with him to gain a volume for Ardun quest. See (1) for more info. 7. Southern Guard Tower Speak with the archer at the top to gain a volume for Ardun's quest. See (1) for more info. Quests Received: - Book Return Speak with Ardun at the Magic Shop, Refer to Key (1) above for information on completing the quest. - Homeless Blacksmith Speak to Orlov in the Molten Iron Smithery, He has been run out of his home by monsters that have invaded it. To complete this quest locate his house on the next map and enter his basement, clear out the monsters. Your reward is the items you find there. - Quest for Merik Speak with the Overseer at the Lucky Hurggis Inn. He wants you locate the Mage Merik who is missing. Merik can be found on the last region of the Alpine Caverns, as a reward he will offer to join your party. - Reinforce Fortress Kroth Speak with the Overseer at the Lucky Hurggis Inn. He wants you to assist the Legionnaires at Fortress Kroth. To complete this quest you have to speak with Captain Tarish at Fortress Kroth which is located in Chapter Five. More next issue - o -