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Dungeon Siege II Broken World (walkthrough)

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Pomoć - Walkthroughs | Autor Nenad Milosavljević | 18 avgust 2006
DUNGEON SIEGE II BROKEN WORLD FAQ/WALKTHROUGH                                                
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        | |_/ / | | (_) |   <  __/ | | | \  /\  / (_) | |  | | (_| |
        \____/|_|  \___/|_|\_\___|_| |_|  \/  \/ \___/|_|  |_|\__,_|




V1.00 2006-08-18
Copyright 2006 by Barry Scott "PapaGamer" Will


Dungeon Siege II Broken World is Copyright 2006 by 2K Games and Gas Powered 
Games. This FAQ/walkthrough is not endorsed by, nor is the author associated 
with, 2K Games or Gas Powered Games.

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@_/_/_/_/_| ____  CONTACT INFORMATION                                    )
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To contact me about the guide, send email to:

     barry@papagamer.com

Please include "Broken World FAQ" in your subject line so I don't auto-
discard the message. Also, please read the FAQ carefully prior to asking for 
help on any part of the game. If you send me additional suggestions or hints 
for the game and I find them useful, you will be acknowledged in the Credits.

If you found this guide useful and would like to contribute a small token for 
my efforts, you may send money through PayPal to:

     paypal@cavecreations.net

Or use the Donate link found on my Web site:

     http://www.papagamer.com/

Thank you, and enjoy the guide!

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@_/_/_/_/_| ____  TABLE OF CONTENTS                                      )
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[1] GAME OVERVIEW
    [1.1] What's New in Broken World
    [1.2] How to Start DS2 and DS2: Broken World
    [1.3] Tips to Get You Started
    [1.4] FAQ

[2] WALKTHROUGH

    ** PRIMARY QUESTS **
    [2.1] Part 1, Chapter 1: Kanred the Mage
    [2.2] Part 1, Chapter 2: The Mage's Tutor
    [2.3] Part 1, Chapter 3: In Search of Celia
    [2.4] Part 2, Chapter 1: Elves Under Siege
    [2.5] Part 2, Chapter 2: The Familiars
    [2.6] Part 2, Chapter 3: The Second Familiar Surgeon
    [2.7] Part 2, Chapter 4: Solanum
    [2.8] Part 3, Chapter 1: The Dwarves of Glorydeep
    [2.9] Part 3, Chapter 2: The Overmage of the Cinbri

    ** PART 1 SECONDARY QUESTS **
    [2.10] Hunt for the Lost Dwarves
    [2.11] Missing
    [2.12] Lumilla's Special Recipe
    [2.13] Naturalist Ithara's Research
    [2.14] Anya
    [2.15] The Ancient Tome
    [2.16] Morden Redemption
    [2.17] Morden Ravagers
    [2.18] Greylok of the Kurgan
    [2.19] The Human Refugees

    ** PART 2 SECONDARY QUESTS **
    [2.20] Naturalist Ithara's Research, Part II
    [2.21] Celeb'hel the Elder
    [2.22] Minli the Faerie
    [2.23] The Aman'lu Arena
    [2.24] Questionable Methods
    [2.25] The Vai'kesh
    [2.26] The Vai'kesh, Part 2
    [2.27] Treasure Hunting

    ** PART 3 SECONDARY QUESTS **
    [2.28] Naturalist Ithara's Research, Part III
    [2.29] Captured Miners
    [2.30] The Explosives Tunnel

[3] LORE
    [3.1] Handbook
    [3.2] Quest Items
    [3.3] Reagent Recipes
    [3.4] Unique Items
    [3.5] Item Sets
    [3.6] Monster Book

[4] CHARACTERS
    [4.1] Character Races
    [4.2] Classes, Skills & Powers
          [4.2.1] Blood Assassin
          [4.2.2] Stone Fist
          [4.2.3] Fighter Skill Tables & Powers
          [4.2.4] Ranger Skill Tables & Powers
          [4.2.5] Combat Mage Skill Tables & Powers
          [4.2.6] Nature Mage Skill Tables & Powers

[5] COMPANIONS
    [5.1] Henchmen
    [5.2] Pets

[6] VERSION HISTORY & CREDITS

To jump to a specific topic, open the Edit menu and choose Find in this Page 
(or just press Control-F) and enter the bracketed number, including the 
brackets. For example, enter [2.10] as the search text to jump straight to 
the walkthrough for "Hunt for the Lost Dwarves".


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@_/_/_/_/_| ____  [1] GAME OVERVIEW                                      )
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==================================
 [1.1] What's New in Broken World
==================================

Dungeon Siege II Broken World is an expansion pack for Dungeon Siege II. You 
must have DS2 installed, though the expansion installs into a different 
directory. The story picks up one year after the end of the original DS2 and 
most of the same characters return. You can play through the original 
campaign using the new content; or, convert one of your DS2 characters over 
to BW and continue with that savegame; or, start directly into BW using a 
converted DS2 character or one of the six pre-made characters that come with 
the expansion.


 THE SAME:
-----------
* Gameplay: everything pretty much works the same as in DS2. All the keyboard 
and mouse controls are the same as the original; however, hotkey settings do 
not carry over from DS2 to BW. If you've made changes to the keyboard 
controls in DS2, you'll have to go in and make those same changes to BW 
(Options > Input tab > Hotkeys button).

* Original campaign: you can play through the original DS2 using the new race, 
classes and spells, but it's the same game.

* Henchmen: you get three new henchmen in BW, though you have to complete 
quests to get them. If you convert a DS2 character, any henchmen in your 
active party, as well as all pets and henchmen stored at the Inn will 
transfer with you. Henchmen not stored at the Inn will be hanging out in the 
first area (Dryad Outpost). *NOTE* The party inventory at the Inn is pretty 
badly bugged and you may not be able to take out anyone in there. See the FAQ 
for more information.

* Chants: there are no new chants in Broken World. Any chants learned by your 
character in DS2 are carried over and useable in BW.


 THE NEW:
----------
* Race: added dwarves (males only). Full details appear in the Characters 
section of this guide.

* Classes: added two multiclass classes. Full details appear in the 
Characters section of this guide.

* Spells: there are now four autocast spell slots instead of two; and, two 
reserve spell slots instead of four. The total number of spell slots per 
spell book remains 10 (4 active + 4 autocast + 2 reserve).

* Skills: skill ranks now go up to 30, but only with magic bonuses. You can 
only buy 20 ranks in a skill; magic enhancements can take you up to rank 30. 
But, don't get too excited, all the effects from skill ranks have been 
"rebalanced", so, in some cases, rank 30 in the skill doesn't provide as much 
effect as rank 20 under the old rules. For example, in DS2, Fortitude 20 
provided +45% health; in BW, Fortitude 20 provides +30% health and Fortitude 
30 provides +34% health. Whoopee. All the new skill tables are in the 
Characters section of this guide.

* Powers: in addition to rebalanced skills, some powers have also been 
changed. For example, Waves of Force does less damage per wave. All the 
powers with their new stats are listed in the Characters section of this 
guide.

* Trainer: a new trainer merchant can reset the skill points for any 
character in your party. Speak to the person in the Dryad Outpost with the 
curved arrow over her head.

* Henchmen: added three new henchmen. Full details appear in the Characters 
section of this guide.

* Pets: two new pets have been added. Full details appear in the Companions 
section of this guide.

* Lots of new monsters: some with particularly nasty special abilities.

* A new story that continues the previous story and actually makes use of the 
big plot twist that occurs during the final battle of DS2.

* New items, including new set items.

* Codes that allow items to be "transferred" to "Dungeon Siege 2: Throne of 
Agony" on the PSP, and vice-versa. You get or give codes to the F&K Society 
representative near the south gate of the Dryad Outpost.

* The "Take Aim" Ranger power bug (used melee levels to calculate extra 
damage for Take Aim 1 and 2) has been fixed. Take Aim 1 and 2 now properly 
use your ranged levels to calculate extra damage.

This guide is only going to cover the new material. For full coverage of the 
original game, including gameplay mechanics, pets, character races and 
classes and lore, see the original DS2 Walkthrough at:

     http://www.papagamer.com/faqs/ds2.txt


==============================================
 [1.2] How to Start DS2 and DS2: Broken World
==============================================

Dungeon Siege 2 used a special CRC check to verify savegames. The primary 
result was corrupted savegames, due to the use of mods or NoCD cracks. To 
combat the problem, Elys released a DS2 All*Saves loader that would allow you 
to load up any savegame. She's recently released an updated version of this 
loader for use with Broken World:

     http://karamail.nerim.net/elys/forums/viewtopic.php?t=339

If you have any trouble converting your DS2 characters to BW, download and 
install Elys' DS2BW All*Saves and launch Broken World using her loader. (The 
BW All*Saves also includes a hack to unlock the camera, which you may or may 
not like. Try converting without the All*Saves first.)

1) From the main menu, choose Single Player.

2) Under the list of heroes, click the Convert Hero button.

3) Choose from your list of characters from DS2 and click the Convert arrow.

4) Your character now shows up in the main list of heroes.

The conversion converts the character's last saved game; so, if you're in the 
middle of DS2, you can convert the character and continue playing DS2 using 
the Broken World content.


===============================
 [1.3] Tips to Get You Started
===============================

This is an expanded version of the 10 Tips that first appeared in the 
original DS2 guide.

 Explore the whole map
-----------------------
There are lots of little cul-de-sacs branching off from the main path. These 
cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the 
time to make sure you're clearing the whole map to the edges.


 Pay attention to creature stats
---------------------------------
The developers have mixed things up a little more in Broken World. Right off 
the bat you'll encounter creatures that shield themselves, becoming 
completely invulnerable, when their health gets low. Wasting attacks on them 
at that point is a bad idea, especially if there are other mobs around. Stay 
on your toes; if your party is diverse (as it should be) you won't have much 
of a problem.


 Use Mirror party orders and take out enemies one at a time
------------------------------------------------------------
The most effective combat tactic is to focus all your party's attacks on one 
enemy at a time using the Mirror party orders. Rampage only works if you're 
being swarmed by very weak creatures, which doesn't really happen that often. 
Rather than disperse your attacks, and possibly end up with one character 
being ineffectual (such as your fighter running after a melee resistant mob), 
keep all characters on one mob until it's dead (which shouldn't take more 
than a few seconds) and then move on to the next.


 Use Powers to take out swarms or boss mobs
--------------------------------------------
Use area-of-effect (AoE) powers (such as Whirling Strike, Corrosive Eruption 
or Aether Blast) to handle swarms of enemies. When you encounter a boss-level 
mob (distinguished by the glowing ring surrounding them), use a high-damage 
single-target power (such as Brutal Strike or Take Aim) to quickly down the 
boss mob.


 If you encounter orange-colored mobs, back off
------------------------------------------------
Enemy stats in DS2 are color-coded based on your active character's level:

* Green--the mob is five or more levels lower
* Blue--the mob is two to four levels lower
* Yellow--the mob is from one level lower to one level higher
* Orange--the mob is two to four levels higher
* Red--the mob is five or more levels higher

Red mobs, while not unbeatable, will give you heaps of problems individually. 
If you encounter red mobs, you're in way over your head. Orange mobs mean 
you're in a little deep. While you might be able to fight your way through; 
in large numbers, orange mobs will be the death of you.

Anytime the mobs start getting into orange, back off and find an area where 
the mobs are blue or yellow and keep coming back (the monsters respawn) until 
you've gained some levels. Green level mobs don't provide enough experience 
for power leveling.


 Learn to calculate your Damage Per Second (DPS)
-------------------------------------------------
In order to truly understand how much damage you are doing, you must learn to 
calculate DPS (damage per second). Since weapon damage is dependant on your 
ability stats and class levels, it will vary from person to person. However, 
you can compare two different weapons for your character by equipping each 
and calculating DPS for each.

DPS can be calculated with this formula:

(MAX DMG + MIN DMG) / (2 * SPEED)

Where

MAX DMG = Maximum damage of the weapon
MIN DMG = Minimum damage of the weapon
SPEED   = Speed factor of the weapon according to the following table:

Speed        Factor
------       ------
Slow          0.9
Normal        0.73
Fast          0.67
Faster        0.625

For example, you want to calculate DPS between a bow and crossbow. Bows are 
Faster weapons while crossbows are Slow; but crossbows do more damage. Your 
34th level ranger has a crossbow with a damage range of 97 to 165 and a bow 
with a damage range of 78 - 134 (damage ranges are from equipped weapons). 
The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each 
weapon is:

Crossbow: (165 + 97) / (2 * 0.9)   = 145.5
Bow:      (134 + 78) / (2 * 0.625) = 169.6

As you can see, the bow in this case is clearly superior under normal 
circumstances. 

Now let's consider a 34th level fighter choosing between a one-handed and 
two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is 
67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:

2h: (143 + 90) / (2 * 0.9)  = 129.4
1h: (105 + 67) / (2 * 0.67) = 128.6

The DPS of the weapons are almost identical. However, the 1h weapon allows 
the fighter to use a shield, thus drastically increasing armor ratings. On 
the other hand, the 2h weapon can stun enemies and would be greatly superior 
used with Brutal Strike.

The upshot of all this: when choosing among several weapons, equip each one 
and run the formula. Take the one with the higher DPS or one with only 
slightly less DPS but more bonus enhancements. In the long run, the faster 
your enemies die, the better off you'll be.


 Pause the game. Frequently.
-----------------------------
Don't try to play this as an action/combat game, relying on the twitchiness 
of your trigger finger to win the day. The combat in DS2 is very tactical, 
and pausing regularly during combat will help you assess your characters' 
positions, their health and mana status and the best available targets.

You should also pause every time you stop to manage inventory or add skill 
points--especially if you are in hostile territory where a monster could 
wander up and start beating on you while you're absorbed in whether or not 
you should equip the Sword of Uberness or the Axe of Leetness.


 Don't be afraid to use potions. And carry plenty around with you
------------------------------------------------------------------
Whether you choose to invest in Natural Bond and Survival so you can harvest 
potions, or you just buy some from the friendly neighborhood potion pusher 
whenever you're in town; always keep plenty of health and mana potions in 
your Inventory.


 Versatility is a good thing
-----------------------------
Monsters are resistant--or flat out invulnerable--to different types of 
damage, especially as you get deeper into the game. You must have a variety 
of damage types available to you. If you've got a party of two fighters and a 
ranger and you run into a mob that's resistant to melee and ranged damage, 
you're in trouble.

The best way to handle versatility is to have one of each class in your party: 
fighter, ranger, combat mage and nature mage. Of the four, the combat mage is 
inherently the most versatile as she can fling death, fire or lightning 
damage as needed; and, she can curse enemies to make them weak to her favored 
attacks. Add a shield tank or mythrilhorn pet to Provoke mobs away from the 
caster and you've got all you really need. You can then add in ranged or 
healing/buffing/summoning support as suits your playing style.


 Don't forget the Summon Teleporter spell
------------------------------------------
Summon Teleporter is a level-0 nature magic spell. Level 0 means any 
character can cast it to open a town portal for a quick rest and refit. The 
standard teleporters are rather thick throughout Aranna, but it never hurts 
to have a quick escape method at hand. Make sure every one of your characters 
has a spell book with Summon Teleporter in it, even if they never cast any 
other spell throughout the entire game. Just remember that town portals do 
not last through a save/reload and are single-use only.


 You've got to know when to walk away, know when to run
--------------------------------------------------------
Sometimes, when you're being overwhelmed, a "tactical realignment" is in 
order. In other words: run away, run away! This is especially important if 
you have casters. If they get surrounded by brutish thugs, they'll end up 
unconscious pretty quickly. Since your mages are generally your highest-
damage dealers, any time mobs gang up on them, running to a clear area and 
regrouping your party is a good idea.


 Backup your saves
-------------------
By default, your save games are stored in

My Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer

The game keeps your most recent save and five backups. This doesn’t allow a 
lot of leeway if you get stuck, hit a glitch, etc. Every time you start a new 
chapter, ALT-TAB out of the game, ZIP up your character's save game folder 
and archive it somewhere. If you hit a showstopper bug, replace your current 
save folder with the most recent archived save folder.


 The toughest enemy isn't always the biggest enemy
---------------------------------------------------
When in combat, try to identify the mobs that are hurting you the most. It 
might be the boss, or it might be the boss' minions. You can even get 
seriously injured by green-level mobs if you are especially vulnerable to 
their attack. In boss fights, it is generally advisable to draw minions away 
from the boss and destroy them piecemeal before confronting the boss party-a-
mano.

You also need to be aware of any mobs that are hanging back casting nasty 
spells or summoning critters. Destroying a summoner also rids you of their 
summons, which is a good thing. Again, use the PAUSE key a lot to keep an eye 
on the ebb and flow of battle. Figure out which mobs pose the gravest danger 
to your health and focus your attacks on them.


 Use the map
-------------
If, for some strange reason, this guide alone isn't helping you find your way, 
keep an eye on your map. It is full of helpful icons:

* Green dots point out friendly NPCs
* Blue dots point out interactive items (buttons, levers, doors, etc.) or
  treasure that's lying on the ground (including reagents and recipes)
* Gold stars mark primary quest objectives
* White stars mark secondary quest objectives
* The compass map always shows a gold arrow pointing you in the direction you
  need to go to complete your current primary quest task

You can zoom the maps (both small and large) using the slider under the 
compass map. Use it to search for secret switches and get your bearings.


===========
 [1.4] FAQ
===========

Q. How do I unlock the higher difficulty levels?

A. Complete DS2 at Mercenary level to:
   1) Play BW at Merc level
   2) Play DS2 at Vet level

   Complete DS2 at Veteran level to:
   1) Play BW at Vet level
   2) Play DS2 at Elite level

   Complete DS2 at Elite level to:
   1) Play BW at Elite level


Q. How do I add more than four characters to my party?

A. Four characters is the limit for Merc difficulty. At Vet difficulty
   you can add a fifth party member. At Elite difficulty, you can add a sixth
   party member. To add party member slots, speak to an innkeeper.


Q. What are the item codes from the PSP?

A. As codes are discovered and circulated, they'll be added to this guide.
   However, it should be noted there are no *unique* items in the PSP
   DS2: Throne of Agony. The F&K codes are, essentially, "cheat codes" that
   give you a free item in one game when you find that same item in the
   other. All magic items are available in both games and can be found as
   random loot, etc. If you look through the lists of reagent, unique and
   set items, you'll note that some are listed as "Crossover". These are
   the items that can be transferred between games.


Q. What's with the ??? guy?

A. This treasure thief showed up in DS2 and helped launch an easter egg quest.
   He's back in BW, but seems to serve no similar purpose here. He's still
   annoying though.


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@_/_/_/_/_| ____  [2] WALKTHROUGH                                        )
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                                                                    |,-'

This is a complete walkthrough of the Broken World expansion story only. For 
a complete walkthrough of the original Dungeon Siege II, see:

     http://www.papagamer.com/faqs/ds2.txt

If you've never played through DS2, you should do so. (You can play the 
original campaign using the Broken World interface, which will allow you to 
use new classes, races, etc.) The story in Broken World will make absolutely 
no sense unless you've finished DS2.

First up is a step-by-step walkthrough of the main quest with basic details 
on the secondary quests included. Full details on each secondary quest are in 
the second section of the walkthrough, broken down by quest.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ PRIMARY QUESTS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

==========================================
 [2.1] Part 1, Chapter 1: Kanred the Mage
==========================================

     After learning that Valdis was merely the Dark Wizard's puppet,
     you watched in shock as the Dark Wizard escaped with Azunai's
     Shield.

     For the last year, you have traveled across Aranna and are
     determined that the Dark Wizard will not get away again.

     You arrived late last night at a Dryad Outpost in the foothills
     near Aman'lu, and awoke early in the morning to the sound of voices
     arguing. After leaving your tent, you met Burk, a Human refugee
     involved in the argument.

Objectives:
* Speak with Burk.
* Find Kanred the Mage and try to reason with him.
* Defeat Kanred the Mage.
* Return to Burk at the Dryad Outpost.

You begin in a Dryad Outpost somewhere in the wilderness. Standing right in 
front of you (with that nice little question mark floating over his head) is 
Burk, who's brother, Kanred, is a mage gone mad. The Dryads are out to kill 
Kanred and Burk wants you to find him first. This kicks off your first 
primary quest.

Spend some time exploring the Outpost. You'll find these are the Dryads from 
Eirulan, and you'll discover the fate of Greilyn Isle. You'll meet old 
friends such as Celia and Kirani, who all hate you now. Boy, isn't that a 
change! You'll also find hanging around, not doing much, any henchmen NPCs 
from DS2 that you had not hired (or released from the Inn). There's an 
Innkeeper who will bring up your party inventory, which will have all pets 
and henchmen from DS2 you left there.

There's one new "merchant" in the Outpost, a trainer. She will, for a fee, 
reset all skill points of any character in your active party. This will allow 
you to "fix" a broken character or re-purpose a character. For example, you 
decide you want your sword & shield fighter to dual wield, you can reset 
skill points and put more points into the dual wield tree and none into the 
shield skills. Or you want your bowman to be a throwing weapons ranger. Etc.

On the west side of the Outpost is the teleporter and your storage vault, 
which still has all your old stuff from DS2. (You can't teleport from the 
Outpost to previous locations in DS2, they are separate games.) And, there 
are a few secondary quests you can pick up as well.

Talk to the dwarf, Yoren, to get the quest "Hunt for the Lost Dwarves". 
Lumilla, the enchantress, will introduce you to reagent recipes, a new 
feature in Broken World. Reagent recipes are special combinations of 
enchantable items and reagents that produce a more powerful unique item when 
used together. Lumilla will also put you on a quest for three reagents for 
one of her special recipes.

Soram is a man missing his wife; he'll set you on a quest to find her. 
Finally, Ithara is a naturalist who wants to study some of the new "bound" 
creatures that have begun to appear since the breaking of the world. (The 
breaking caused by you, just in case the Dryads don't mention it often 
enough.)

Also in the outpost, near the south gate, is an F&K Society representative. 
This guy serves two purposes. First, you can buy items from him by giving him 
the Agallan Tablets you will find as you adventure. Give him a tablet and he 
will give you a choice of several items. These items are all Crossover unique 
or set items (see lists later in this guide). Second, the F&K Society handles 
transferring items between Broken World on the PC and Throne of Agony on the 
PSP. The F&K trader can give or receive codes for transferring items.

When you're set, go through the south gate of the Outpost into the Blasted 
Valley. You'll quickly run into a merchant, Tomas, who will give you another 
quest. His partner, Anya, went mad (a recurring theme in Broken World), 
attacked him and made off with his backpack of trade goods. He wants you to 
get the backpack; Anya he's not so concerned about.

Continue south, making sure to explore the map thoroughly. There are lots of 
little cul-de-sacs branching off from the main path. These cul-de-sacs 
usually contain a reagent or reagent recipe, so it's worth the time to make 
sure you're clearing the whole map to the edges.

You will also find, during your trek, Anya's encampment. It's to your left 
(east) after you go over the bridge south of the first teleporter (Blasted 
Valley North). Kill her and her cronies and you'll automatically get Tomas' 
backpack added to your Quest Items.

You'll also discover some caves that are currently blocked and one cave that 
is not blocked. This cave entrance is south of the second teleporter, Blasted 
Valley (South). It's right before you move from Blasted Valley to Blighted 
Hills. Turn left (east) and work your way back into the woods to find the 
entrance to an Abandoned Mine. Click the glowing object in one corner to pick 
up a clue for Yoren's Lost Dwarves quest.

Continue south until you find Kanred. Kanred is your first boss fight and 
reveals what will become a typical pattern. One of his attacks is to teleport 
into the center of your group and release a powerful, radial magic attack. 
This attack is almost certain death for your mages and will put a serious 
hurt on rangers and some fighters. When he teleports into your midst, run. 
Then turn and pound on him. Beyond the teleport attack, Kanred isn't that 
dangerous, with very average magic attacks.

After Kanred is dead, return to the Outpost and speak to Burk. Part of your 
reward is Kanred's staff, repaired, which will now allow you to open some of 
those caverns south of the Outpost.


===========================================
 [2.2] Part 1, Chapter 2: The Mage's Tutor
===========================================

     When you returned to Burk at the Outpost, you learned that the
     same grandmaster mage who tutored Kanred was there while you
     were gone.

     Thinking it likely that this may be the Dark Wizard's latest
     disguise, you immediately set off to find him.

Objectives:
* Use Kanred's staff on the magic sealing the cave in the Blighted hills.
* Find and confront Kanred's tutor.
* Defeat the Morden Gral rogue mage.
* Speak to Sentinel Kirani to get directions to Aman'lu.

Back at the Dryad Outpost, talk to Yoren about the clue you found and then 
add him to your party. Teleport to Blasted Valley (North) and head almost due 
west to one of the blocked caverns you passed by earler. With Kanred's staff, 
you can now go through into the cave. Deeper in will be a north branch; at 
the end of the branch you'll see a glowing book on the floor. Click it and 
choose to pick it up.

That enters "The Ancient Tome" quest into your journal. Go back to the 
teleporter and jump ahead to Blighted Hills (North). Go north, over the 
bridge, then turn east and find the Abandoned Mine you explored earlier. Go 
to the corner where you found the clue and Yoren will open a secret door. 
Pick up the glowing book inside to get an update to the Lost Dwarves.

That's all you can do with Yoren right now, so return to the Outpost if you 
want to replace him. While you're at the Outpost, find Mage Nari in the 
northeast sector, across from the Innkeeper. Talk to her to fill in "The 
Ancient Tome". Return to the Blighted Hills (North) teleporter and open the 
cave entrance to the east.

Follow this Dusty Cavern until you enter the Kelvaran Waste. You will quickly 
come to a teleporter (Kelvaran Waste West) with a dryad nearby. Talk to the 
dryad, Jorena, to open "Greylok of the Kurgan". Then continue into the Waste.

Along the way, before you reach the next teleporter, you'll find a camp of 
peaceful Morden. Speak to their leader, Lorksul, to open the "Morden 
Redemption" quest. Continue east until you reach the Kelvaran Waste (Central) 
teleporter. Jump back to the Dryad Outpost and find the dryad quartermaster 
in the northeast corner. She'll give you some poisoned bread.

Teleport back to Kelvaran Waste (Central). Go south to find a Ravager camp 
and depopulate it. At the extreme southern end is a mini-boss fight with a 
lot of minions. Get up on the platform the mini-boss is on (or was on, if he 
jumped down to fight you). There are doors in the east and west walls that 
will lead up to the platform. Grab the vial of blood.

Return north to the teleporter and then head west to the peaceful Morden camp. 
Talk to Lorksul. You can give him the poisoned bread, or not, it makes no 
difference in the final outcome. He'll then ask you to obtain a vial of the 
Overmage's blood. Lucky you! You already have it. Give it to him, watch the 
cutscene, then talk to him again to end the quest.

Continue east through the Waste. You're now looking for a plateau to the 
north of the main path. Up on the plateau is a cave entrance that you can't 
enter and a glowing trap on the ground out front. Click the trap to place the 
meat you got from Jorena and you will be swarmed by Kurgan. Kill them, 
including the mini-boss, Greylok.

Then go east some more to your Chapter 2 boss fight against Kikrak. This 
fight is almost identical to the one against Kanred, except Kikrak has a 
Familiar. Kill the Familiar first (you have to kill it twice, and watch for 
the explosion after you kill it the first time). Make sure you run away when 
Kikrak teleports inside your party. After the Familiar is dead, Kikrak 
himself should be a piece of cake.

Walk back to the Kelvaran Waste (East) teleporter nearby and teleport to 
Kelvaran Waste (West). Talk to Jorena to end the Greylok quest, then teleport 
back to the Dryad Outpost.


=============================================
 [2.3] Part 1, Chapter 3: In Search of Celia
=============================================

     As you suspected, Kanred's tutor turned out to be the Cinbri
     you knew as the Dark Wizard. He is now calling himself the
     'Overmage' and told you his plans to return his people to Aranna.

     He asked for your help, but instead you swore to gather the Elves
     and oppose him. However, he revealed that the Elves have already
     fallen before him.

     Now, you are desperate to get to Aman'lu and find out what
     happened to your hometown. However, Sentinel Kirani told you
     that the path to Aman'lu is sealed and only Warden Celia can
     open it.

     She agrees to give you the password to the area in which Celia
     is currently hunting another rogue mage so you can talk to Celia
     yourself.

Objectives:
* Give the password Kirani taught you to the Guardian statue
  in Arinth's Heights.
* Find Warden Celia.
* Destroy Celeb'hel the Rogue Mage.
* Convince Warden Celia to open the path to Aman'lu.

Find Kirani in the domed structure on the east side of camp and speak to her. 
She'll give you a password that will allow you to pass Dryad Guardian Statues 
that block entrances with vines. Refit your party and teleport to Blasted 
Valley (South).

Head north, over the bridge, then west to a cave blocked with the glowing 
lights. In the back of the cave is a vine-blocked door. Use your password on 
the statue to enter a large room containing Eliza (Soram's wife), who is now 
a bound creature (and a mini-boss one at that). Defeat her and her minions, 
then open the sanctuary doors around the room. There are four, one for each 
main class and each requiring level 36 in that class.

Venture back to the Blasted Valley (South) teleporter and continue south into 
the Blighted Hills. As you enter the Hills, before crossing the bridge, go 
west to a cavern blocked with the vines and statue. Use your password to get 
in and loot the place. There's nothing quest-related in here, but there are a 
lot of goodies.

Teleport back to the Outpost and visit Soram in the southeast corner. He'll 
be rather upset that you killed his wife and will fight you. When you reduce 
his health, he surrenders and thereafter refuses to speak to you. Wow. Really 
breaks you up, doesn't it?

Now it's time to explore the environs north of the Outpost. Leave by the 
north gate and enter Arinth's Gorge. You'll go over a bridge, then down into 
a gully and under that same bridge. As you go north, you'll go down a couple 
of ramps. At the bottom of the ramps, look for a little cul-de-sac to the 
southeast (your right). At the end is a broken mana shrine. Click it to 
obtain the mana-infused stone you need for Mage Nari's "Ancient Tome" quest.

Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave. 
Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This 
is a long, relatively straight climb with three teleporters along the way 
(Lower, Upper and Summit).

About halfway between the Lower and Upper teleporters, you'll see a dryad 
hanging about along the west side of the path. She has the distinctive orange 
exclamation point over her head, so talk to her to do "The Human Refugees". 
The canyon you need to clear is right behind the dryad, so you can wrap this 
up immediately.

Continue on up to the summit of Arinth's Heights, where you encounter another 
mage gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the 
Aman'lu. You are forced to fight him and the fight plays out exactly like the 
ones against Kanred and Kikrak. The biggest difference this time is Celeb'hel 
is a bit more dangerous even when not executing his teleport-circle-of-death 
attack. You may need to buff up a bit and stock up on health potions using 
the Arinth's Heights (Summit) teleporter before you take him on.

When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the 
Elder" side quest, a conversation with Celia and the next chapter.


============================================
 [2.4] Part 2, Chapter 1: Elves Under Siege
============================================

     The shock of encountering a maddened Celeb'hel the Elder makes
     you even more worried about what's happened to the Elves. It's
     hard to believe that the Overmage managed to break Celeb'hel,
     and that does not bode well for the rest of the Elves.

     At least you were able to convince Warden Celia of the serious-
     ness of the situation and she's agreed to open the path to Aman'lu.

Objectives:
* Meet Warden Celia on the other side of the bridge north of the Outpost.
* Journey to Aman'lu.
* Look for Elven Survivors.

Teleport back to the Dryad Outpost and refit. By this point you should have 
finished every Part 1 secondary quest except "Hunt for the Lost Dwarves", 
"Naturalist Ithara's Research" and "The Ancient Tome". Go north out of the 
Outpost and find Celia right across the first bridge. She'll open the Passage 
to Aman'lu.

As you enter, you encounter some bound hyenas, the last creature on Ithara's 
list. After you've killed them, run back to the Outpost and complete her 
quest. She'll give you some nice armor and another Research quest. Go back to 
the Passage and head through to Aman'lu.

You'll find the town mostly destroyed (which, come to think of it, was the 
state it was in last time...). This time it's a bit worse. After clearing out 
the areas south of town, talk your way through the gate to end this rather 
short chapter.


========================================
 [2.5] Part 2, Chapter 2: The Familiars
========================================

     You arrived in Aman'lu to find it a very changed place. Most of
     the Elves are dead, and the survivors are despairing the loss of
     their visionary powers in the cataclysm.

     Danadel, the de-facto leader of the Elves, explained that they
     are currently threatened by their ancient enemy, the Familiars.
     The Familiar Surgeons are adept at creating horrific mutilations
     of creatures and people. Unable to face these horrors, the Elves
     barricaded themselves in a small section of town near the tavern.

     You would like the Elves' support in the coming battle with the
     Overmage, but first you'll have to help them regain their strength
     by destroying the Familiars.

Objectives:
* Travel beyond the western Vai'lutra Forest in search of the
  Familiar Surgeons.
* Look for the Familiar Surgeons within the abandoned Elven ruins.
* Destroy the Familiar Surgeon.
* Release Drianjul from the cell.
* Speak with Drianjul.

Aman'lu is a reduced-services home base. There's a base teleporter, a 
necromancer, your storage vault and an all-in-one merchant inside the Inn. 
However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society 
merchant, etc. You'll have to teleport back to the Outpost for those services. 
Fortunately, every teleporter in the game can take you back to any of the 
base teleporters, including the Dryad Outpost.

North of the Inn is a burned-out building. Talk to Kylis on the top floor to 
get "Minli the Faerie" added to your quest log. Take the metal scraps he 
drops on the ground, and go back to the south bridge leading out of town. 
Drop the scraps on the ground (you have to actually open your inventory and 
remove them, it's not automatic).

You'll be swarmed by faeries. Kill them and another wave comes at you, this 
time with the mini-boss, Minli. Kill her and the remaining faeries, then 
return to Kylis to complete his quest.

Right next to Kylis' building, down by the river, is an elf who will give you 
a vial of Aman'lu's water. This is an item needed for Mage Nari. Inside the 
Inn, talk to Talain to start "The Vai'kesh" quest, and pull the lever in the 
south wing to travel down to the Aman'lu Arena, which is still open for 
business.

When you're ready to go, head west into the Western Vai'lutra Forest. As 
you're exploring, you'll come across, to the south, the entrance to a ruin 
that is blocked by a door on which is nailed a bound elf.

Lovely.

You can't get through these doors yet, but you'll get the key soon enough. To 
the north is a campsite where you meet Ressa. She's a Blood Assassin, 
potential henchman (after you complete her quest) and will kick off 
"Questionable Methods". You'll get to your first task, collect elf blood, 
later.

Continue west to the Western Vai'lutra Forest (South) teleporter. Here the 
path splits, going west and north. Take the west path into the Western 
Vai'kesh Forest. You cross over an ornate stone bridge as you enter the 
Vai'kesh Forest, and the path splits after the bridge, going north and south.

Go south into a camp of peaceful Vai'kesh and speak to the leader. This 
advances "The Vai'kesh". Now go north and you'll quickly find, off to your 
right, the entrance to a crypt with a bunch of elven bodies. Entering the 
crypt advances "The Vai'kesh" again.

Your path now turns west again, and you will soon reach the Western Vai'kesh 
Forest teleporter, which is not far east of the entrance to a dungeon. Enter 
the ruins, which are not that exciting, but quite gory, with plenty of blood 
and body parts. Not to mention a large number of mobs.

When you reach the end of the dungeon, you're in for your next boss fight, 
against a Familiar Surgeon. This giant brains are pretty nasty in a fight. It 
summons lots of bound creatures to fight for it, and while you're messing 
with the summons, it releases globes of liquid death that bounce around the 
room until they hit you.

Isn't that fun!

On top of that, the Surgeon has plenty of health and is fairly resistant to 
what you throw against it. Try to unload high-damage powers on it quickly, 
then recharge those powers against the bound creatures. Rinse-and-repeat. The 
death globes are easier to deal with if you have high death damage resistance, 
otherwise, you may need to duck and cover when the Surgeon sends them out. 
(Running out of the room works pretty well.)

After the Surgeon and all the bound creatures are dead, release Drianjul from 
her cage and talk to her. When you killed the Surgeon, you got a strange 
metal object added to your Quest Items. Drianjul tells you that item is a key 
that unlocks special doors guarded by bound elves. She also tells you there's 
another Familiar Surgeon in the Calennor Stronghold to the north.


======================================================
 [2.6] Part 2, Chapter 3: The Second Familiar Surgeon
======================================================

     You discovered the chilling manner in which bound creatures are
     created, and saved Drevin's sister, Drianjul, from becoming one.

     She is grieving and in shock, but she is able to tell you about
     a second Surgeon somewhere nearby.

     You will have to find and destroy it too if you hope to gain the
     Elves' help.

Objectives:
* Use the Surgeon's key to enter the Calennor Stronghold.
* Speak with the Overmage's projection.
* Find and destroy the second Familiar Surgeon.
* Return to Danadel in Aman'lu.

Return to Aman'lu for rest and refit. Teleport to the Western Vai'lutra 
Forest (South) teleporter and go southeast to find the bound elf-blocked door 
you saw earlier. You can now stick your key into the bound elf and release it, 
kill it, then open the door. This is a simple treasure vault, nothing more. 
However, to thoroughly loot it, you'll need to find all the secret doors. 
Look for interactive torches on stands on the ground and on the walls. And 
beware of one chest that turns out to be a mimic.

Fun stuff.

Go back to the teleporter and go north. You'll start encountering bound elves, 
and they will drop vials of their blood. These are actual inventory items--
not Quest Items--that drop on the ground, so be sure to pick them up. As you 
progress, keep an eye out to the east for an entrance to some ruins. This is 
the Vault of Therayne and the "Treasure Hunting" side quest.

When you reach the Western Vai'lutra Forest (North) teleporter, teleport back 
to the South teleporter and return to Ressa's camp (just to the east). You 
should have ten vials of elf blood now, so give them to her and get your next 
task: collect a child's tears.

Teleport back to the Dryad Outpost and find Arlen, Soram's son, in the 
southeast corner of camp. Anything you say to him (regardless of whether you 
completed his dad's quest) will make him cry and you'll automatically collect 
his tears. Teleport back to Ressa's camp and give her the tears.

She now asks you to bind the soul of Lorethal himself. Teleport to Western 
Vai'lutra Forest (North) and go a little bit north and then turn east to find 
the entrance to the Sepulcher of the Crimson Hunters. It will be empty going 
in, but full of angry ghosts coming out after binding Lorethal's soul. 
Teleport back to Ressa, complete her quest and hire her if you're so inclined. 
(Note: Ressa is not needed in the party for any future part of the story.)

After, teleport back and continue your journey north. After reaching the 
Calennor Wood (South) teleporter, start looking for an unmarked path to your 
right (east). This will lead to a ruined shrine where you find Celeb'hel.

Didn't you already kill him?

Well, talk to him to get the full story. You'll find his two other soulstones 
in the near future. Continue north until you reach the Calennor Stronghold, 
which is again guarded by a bound elf. The Stronghold, besides being the site 
of your boss fight for this chapter, has a lot of treasure hidden behind 
secret doors, some of which is quest related.

In the very first room, find the interactive torch on the north wall and open 
a secret door. Inside the revealed room is a corpse. Click it to find a 
Vai'kesh sword and open "The Vai'kesh, Part 2" in your quest log.

In the next large room of the dungeon, go through the southeast door and find 
the secret entrance on the west wall. In that room, pick up a green stone 
from the pile along the north wall. (Remember those stones? And how much you 
came to loathe them in DS2?)

Next up, some prison cells. Behind the northeast cell is a room where you'll 
find one of Celeb'hel's other bodies. Click it to collect the soulstone. 
After the prison, there's a T-intersection. Go left (west) and find purple 
stones on a bookcase in the end room. (Search carefully, they don't glow.)

Head back east, and then north as the hall turns. In the next room, find a 
secret door in the southeast corner. Inside the room are yellow stones, lying 
on the floor.

Now it's on to the boss fight against the Familiar Surgeon, which plays out 
like the last Surgeon fight. Afterwards, walk back through the dungeon. When 
you to the room south of the prison cells, enter the room to the east and 
place a green, purple and yellow stone in the appropriate sockets to open a 
small treasure room.


==================================
 [2.7] Part 2, Chapter 4: Solanum
==================================

     You destroyed the Familiars in the hopes of convincing the Elves
     to help you against the Overmage, but the Elves remained steadfast
     in their decision to not get involved.

     However, you also learned that the Overmage is manipulating the
     Dryads to concentrate all of Aranna's magic in one place.

     Danadel also revealed that the Great Leader is a male Dryad--
     the first ever known to exist. The Elves don't seem to find this
     suspicious, but you're not so sure...

     At least Danadel opened a portal to the Dryads' city of Solanum,
     so you'll be able to question the Great Leader yourself.

Objectives:
* Go through Danadel's portal to Solanum.
* Enter the Great Leader's audience chamber.
* Defeat Keirok the Devourer.
* Go through the Overmage's portal.
* Explore the unfamiliar cavern.
* Speak to Stonepick.

Return to Aman'lu and speak to Danadel. He'll open a portal to Solanum (a 
glowing white circle just north of the Aman'lu teleporter). Don't go through 
it yet. Go talk to Talain at the Inn. Then teleport to the Western Vai'lutra 
Forest (South) and run west to the Vai'kesh camp.

Confront the leader with the sword you found in the Stronghold, then kill the 
leader and his minions. Enter the sanctuary that's right there in the camp 
and kill everyone inside. A locked door in the back yields to a key you took 
from the leader and leads to the Prophet, who's a pretty tough fight. You'll 
also find a body of Celeb'hel.

Return to Aman'lu and talk to Talain to wrap up the Vai'kesh quests. Teleport 
to The Calennor Wood (North) and head southeast to find the living Celeb'hel. 
Give him his soulstones or not, it makes no difference in the outcome. After 
you fight him to surrender, he offers to join up. You don't need him for any 
particular quest after this.

The remainder of this chapter is a boss fight against Keirok the Devourer. 
Return to Aman'lu and go through the portal made by Danadel. You quickly 
enter a large, round chamber where you watch a cutscene that ends with you 
facing a very large, very nasty creature.

There's no special trick to beating Keirok, it's just a test of endurance. 
He's a strong melee attacker, so ranged attacks work better. He has a couple 
of special attacks that you can see coming, so run away when he's winding up, 
then run back in and beat on him some more.

When he's dead, jump through the portal and find Glorydeep Mine. Yeah! 
There's a base portal here, similar to the one in Aman'lu. Once you speak 
with Stonepick, the next chapter begins...


===================================================
 [2.8] Part 3, Chapter 1: The Dwarves of Glorydeep
===================================================

     Your suspicions about the nature of the Great Leader were not
     unfounded--he is the Overmage! The Dryads did not seem aware
     that they were deceived, and they willingly went through the
     Overmage's portal. The Overmage summoned a Familiar to stop you,
     but you were able to defeat it.

     However, the portal changed somehow. You went through anyway
     and discovered a group of Dwarves enslaved by the Overmage.

     Stonepick, the Dwarves' leader, explained that they haven't seen
     the Overmage personally in years, but he resides within the Cinbri
     city the Dwarves have been excavating. Stonepick agrees to help you
     get inside the city if you aid the Dwarves in overthrowing the
     oppressive Familiar Overseers.

Objectives:
* Destroy Hopekiller the Familiar Overseer.
* Destroy Merciless the Familiar Overseer
* Destroy Longwhip the Familiar Overseer
* Destroy Stench the Familiar Overseer
* Destroy Bloodgrin the Familiar Overseer
* Destroy Rockfist the Familiar Overseer
* Meet Stonepick at the bridge to the Cinbri City.

If you don't have Yoren in your party, teleport back to the Outpost and add 
him. Then return to Glorydeep and find Rockmover; he's in a house to your 
left (north) as you cross over the first bridge. Rockmover and Yoren will 
talk, you'll get a reward and the "Hunt for the Lost Dwarves" will be 
finished. You can safely discard Yoren at this point if you wish.

Continue east through the mine, defeating the Familiar Overseers and their 
bound minions. Remember to watch out for the Overseers resurrection. As you 
progress through the mine, you'll be able to quickly complete two side quests, 
"Captured Miners" and "The Explosives Tunnel". See the individual 
walkthroughs later in this guide. The last three Overseers are bunched up 
togther, so having the help of the captured miners and the explosion is a 
good thing.

Once all the Overseers are dead, Stonepick extends the bridge across to the 
Cinbri City and your final dungeon run approaches.


=====================================================
 [2.9] Part 3, Chapter 2: The Overmage of the Cinbri
=====================================================

     You freed the Dwarves from the oppression of the Familiar
     Overseers, and in return they extended the bridge to the
     Cinbri City.

     Stonepick advised you to work your way deep within the city
     to the gateway chamber where the Overmage plans to become
     Zaramoth Reborn.

     Stonepick thinks the ritual has already begun--you should
     get there fast if you want to stop it.

Objectives:
* Explore the Cinbri City.
* Explore the center of the city.
* Find the gateway chamber.
* Speak with the Overmage.
* Defeat the Overmage.
* Defeat Zaramoth Reborn.
* Speak with Kirani.

The run through Cinbri City is strangely reminiscent of the run up Zaramoth's 
Horns at the end of DS2. The main thing to watch out for is a Cinbri Gem 
early on in one of the large rooms. It's on a bookcase and is glowing, so you 
should be able to find it easily enough. This is the last item needed by Mage 
Nari.

When you finally reach the end, you'll want to stock up on health (and, 
possibly, mana) potions and equip your best stuff. You've got a very long and 
grueling boss fight ahead of you.

Enter the circular area where the Overmage is getting ready to transform 
himself. He's surrounded by dryads in stasis. After your little chat, your 
first inclination will be to pound on the Overmage.

Resist the urge.

Back off and wait. The Overmage summons a bunch of creatures and you have to 
defeat them. Right now, the Overmage is invulnerable.

DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY 
ARE FAST RECHARGE POWERS!

This cannot be stressed enough. If you want to shorten this part of the 
battle--and you DEFINITELY want to shorten it--then save your powers. Be sure 
to have all your highest damage powers selected (Brutal Strike, Take Aim, 
etc.). When the last summons dies, the Overmage collapses.

Unload on him. Hit him with everything you've got. You only get about five to 
ten seconds, then he revives, is once more invulnerable and summons more help.

Do the whole thing over again. If you do this right, you only have to go 
through three or four waves of summons before you shave off all the 
Overmage's health. When that happens, he transforms into Zaramoth Reborn.

Now the real fight gets underway.

Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000 
in Merc), is resistant to everything, knows every power and spell in the book 
and has near-unlimited mana. In other words, he's equal to about ten of you.

Zaramoth will unleash a lot of stuff. Some of his favorites are:

* Whirling Strike with his sword: getting hit is pretty certain death. You 
can avoid this one because he takes about ten seconds to wind up. When you 
see him crouch and gather in on himself, he's about to let go, so run away.

* Glacial Aura: this one's pretty hard to avoid, especially for your melee 
fighters, since running out of range means no damage being inflicted on Mr. 
Bigshot. Your best bet is to stay in there, take your lumps and drink health 
potions.

* Fire rings: you can see these coming, as they start from the outside of the 
circle and move inward. When you see them, rush IN toward Zaramoth and gather 
around him as the flames stop short of his body. (If you've got any 
unconscious people lying around, they're toast. Get a Rez spell handy.) This 
is actually a great time to unload on Zaramoth as he's busy tending the fire 
and you have a perfect excuse to get in close and personal.

* Call Lightning: when sparks start dancing on the ground, run away. These 
are pretty easy to avoid, but dangerous if you're not paying attention.

* Waves of Force: this one's just nasty. There's no warning, and you're 
suddenly facing waves of high-damage streaming out from the front of Zaramoth. 
The one upside is the narrow area-of-effect, you can easily run to the side 
away from them. If any melee fighters are stading right in front of 
him...well, hope they have lots of armor and health.

Zaramoth has other toys to play with too. This fight is, basically, a war of 
attrition. Can you knock off his health before you run out of health potions 
or Rez scrolls? He's resistant, but not immune to anything, and you can curse 
him and attack him just like any normal enemy. (I.e. there's no special trick 
to fighting him.)

The tactics are all about avoiding his attacks as much as possible, quaffing 
health potions almost continuously and making sure you have a nature mage 
with a Resurrect spell and plenty of Rez scrolls for when the nature mage is 
unconscious or dead.

This is a long, grueling battle and there are no shortcuts. Unlease high-
damage powers as fast as they recharge. Run away when Zaramoth starts with 
one of his specialty attacks. In fact, keep moving, a lot. It will be harder 
if you have a melee-heavy party, so be sure to have some strong ranged 
support (ranger, combat mage).

And bring lots and lots of potions, just in case you hadn't picked up on that 
by now. When it's all over, talk to Kirani, the lone surviving dryad and the 
main quest is officially complete. Return to the Dryad Outpost and wrap of 
"The Ancient Tome" by talking to Mage Nari, giving her all the stuff, then 
following up with the ghost of the murdered historian.

That should do it! Now it's off to DS2 in Vet, then BW in Vet, then DS2 in 
Elite...



=~=~=~=~=~=~=~=~=~=~=~=~= PART 1 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~=

==================================
 [2.10] Hunt for the Lost Dwarves
==================================

     Yoren Glitterdelve, an Ehb Dwarf, recently arrived at the outpost.
     He is looking for the Glorydeep Dwarves, a large group of miners
     who haven't been heard from for over one hundred and fifty years.

     Yoren believes they have intentionally cut off contact with Ehb in
     order to hoard the vast riches they've discovered. He intends to
     track them down and bring them back into line according to the rules
     of the Dwarven Mining Guild. Just because their new mine is a long
     distance from Ehb doesn't mean they can escape the law.

Objectives:
* Look for clues of the Lost Dwarves.
* Return to Yoren with news of your find.
* Bring Yoren to the abandoned mine.
* Explore the hidden cache.
* Find a way to enter the Glorydeep Mine.
* Find someone with information about the Glitterdelve family's fate.

In the Dryad Outpost you'll find a dwarf named Yoren. Speak to him to 
initiate this quest to find his lost brethren. He wants you to look for clues 
to their whereabouts during your travels. As you travel south from the 
Outpost, you will go through the Blasted Valley and then into the Blighted 
Hills. Just before entering the Blighted Hills, there's a cave entrance to 
the east. You have to leave the beaten track to find it. Inside is an 
Abandoned Mine; search it thoroughly to turn up a clue to the missing dwarves.

Return to Yoren. He wants to join you and check out the mine himself. You 
have to add him to your party to continue this quest. Once he's on board, 
teleport to the Blighted Hills (North) teleporter, go north over the bridge, 
then head east to the Abandoned Mine. Inside, approach the north wall of the 
mine and Yoren will open a secret door. Inside, collect the logbook.

That's it until you enter Glorydeep Mine at the beginning of Part 3 of the 
main quest. Add Yoren to your party and find Rockmover; he's in a house to 
your left as you cross the first bridge in the Enclave. Rockmover and Yoren 
will converse, you'll get some treasure and that's the end of the quest.


================
 [2.11] Missing
================

     Soram, a Human refugee at the Outpost, is extremely concerned
     about his wife, Eliza. She left the Outpost a few days ago to
     collect berries and she hasn't returned.

     The Dryad Sentinels at the gates forbade him to leave, and Soram
     is forced to wait.

     He is almost at the end of his patience.

Objectives:
* Look for Eliza.
* Return Eliza's locket to Soram in the Outpost.

Soram is in the southeast corner of the Dryad Outpost (to your right as you 
start the game). You can't get anywhere in this quest until you've finished 
Chapter 2 of Part 1 of the main quest and have both Kanred's Staff and the 
dryad password.

Teleport to the Blasted Valley (South) and go north until you pass over a 
bridge. Turn west until you find a cave blocked by the glowing lights. You 
can now use Kanred's Staff to get through. At the back of the cave is a door 
blocked by one of Celia's guardian statues. Speak to the statue and use the 
password to get through. Inside you'll find Eliza, turned into a bound 
creature, with a bunch of minions.

Once Eliza is dead, return to Soram at the Outpost. He will not initially 
believe you, then he will attack you when you prove Eliza is dead. When you 
"kill" Soram, he "surrenders" and gives you a small reward.


=================================
 [2.12] Lumilla's Special Recipe
=================================

     Enchantress Lumilla has been busy this past year. She moved her
     shop to the Outpost and mastered some new enchanting techniques,
     including reagent recipes.

     She explained that reagent recipes allow her to create an
     enchantment that's more powerful than the individual reagents
     used in it.

     She is happy to demonstrate what she means if you bring her a
     few ingredients.

Objectives:
* Find some Ash Leaves, Sage Liniment, and Gardenia Leaves and return
  to Lumilla.

Like Lumilla's quest in DS2, this is intended to introduce you to the concept 
of reagents; specifically, reagent recipes. These special combinations of an 
enchantable item and specific reagents produce a unique item. You'll find the 
reagents she needs lying around south of the Dryad Outpost; just make sure 
you explore to the edges of the map.

Once you have the three reagents, talk to Lumilla and she'll give you a 
recipe (Lumilla's Cooling Band) and an enchantable ring. Use the ring and the 
reagents to make the item. All the reagent recipes and the unique items they 
produce are listed later in this guide.


=====================================
 [2.13] Naturalist Ithara's Research
=====================================

     Naturalist Ithara is a Dryad in the Outpost. Like all the Dryads,
     she is very concerned about the increasing numbers of horribly
     mutilated creatures roaming the hills. Nobody knows where they are
     coming from, or who is altering them, and Ithara is determined to
     find out.

     She would like you to obtain samples so she can study them and
     unravel the mystery.

Objectives:
* Acquire a sample from a Bound Terrak.
* Acquire a sample from a Bound Human.
* Acquire a sample from a Bound Fellspine.
* Acquire a sample from a Bound Hak'u.
* Acquire a sample from a Bound Hyena.
* Give Ithara all of the samples.

Ithara is a naturalist who resides in the northeast corner of the Dryad 
Outpost. She is interested in studying the bound creatures that have arisen 
since the breaking of the world.

This is pretty simple. As you kill the bound creatures on the list, a sample 
(hand, foot, etc.) will be added to your Quest Items in the Lore section of 
your journal. Once you have all five samples, return to Ithara. You'll find 
the fellspine, human and terrak in the Blasted Valley and Blighted Hills 
south of the Outpost. Hak'u roam Arinth's Gorge north of the Outpost. You'll 
get a bound hyena sample when you first enter the passage to Aman'lu at the 
end of Part 1, Chapter 3.

As soon as you get the hyena sample, run back to the Dryad Outpost (it isn't 
far) and turn in the samples to Ithara. She'll give you a suit of fighter 
armor in return and send you on part 2 of her quest.


=============
 [2.14] Anya
=============

     Tomas, a traveling merchant, has a problem. He discovered that
     his business partner, the Dryad Anya, has gone mad and killed
     her sisters.

     When he tried to approach her, she attacked him and grabbed his
     backpack. He barely escaped with his life, but without his goods,
     Tomas is ruined.

     Now, he is hoping that you will be able to put an end to Anya's
     madness and recover his pack.

Objectives:
* Find and defeat Anya.
* Return the stolen backpack to Tomas.

You'll find Tomas just outside the south gate of the Dryad Outpost. After 
speaking to him, continue south. When you pass the Blasted Valley (North) 
teleporter, cross the bridge and turn left (east). Find the ramp leading down 
and north and you'll find Anya and some minions. Kill them all, then return 
to Tomas. He rewards you with some items and gold and becomes a standard 
merchant.


=========================
 [2.15] The Ancient Tome
=========================

     You discovered this old book in a dark cave in the hills near
     the Outpost.

     From the magical power that resonates from it, you guess that
     it must have belonged to a mage.

     It is clearly seen better days, but you can still make out most
     of the words inscribed on the cover. Unfortunately, you are
     unfamiliar with the language in which it is written.

Objectives:
* Locate someone who can identify the ancient tome.
* Fill a vial with Aman'lu's blessed water and bring it to Mage Nari.
* Find a mana-infused stone and bring it to Mage Nari.
* Find a suspended soul and bring it to Mage Nari.
* Capture a lonely voice and bring it to Mage Nari.
* Find a memento of the past and bring it to Mage Nari.
* Speak to Mage Nari.
* Speak to the spirit of Historian Arisu.

After finishing Part 1, Chapter 1 and obtaining Kanred's Staff, you can 
explore previously blocked caves south of the Dryad Outpost. In the first one 
you come to south of the Outpost (due west of the Blasted Valley (North) 
teleporter), you'll find an ancient tome in a side tunnel. Picking it up 
kicks off this quest.

Return to the Outpost and find Mage Nari. She bides her time in the northeast 
sector, just past the arcanist (near where Amren waits). Talk to her to fill 
in the remainder of the quest. You'll find the items as you adventure, but 
the final one won't be found until near the end of the game.

* Vial of Aman'lu water: when you first enter Aman'lu, go down to the 
riverbank between the Inn and the ruined building where Kylis is working. 
You'll find an elf there who will give you a vial of water.

* Mana-infused stone: this is in a ruined mana shrine north of the Outpost. 
After crossing the first bridge, you go down into a gully and follow it north. 
You'll then go down a couple of ramps. Just past the ramps, look for a cul-
de-sac to your right (southeast). The ruined mana shrine is in there. Click 
it to obtain the stone.

* Suspended soul: you fill this requirement with a faerie frozen in amber. 
You pick this up (automatically) from a boss-level naldrun while fighting 
through the Calennor hills (north of Aman'lu).

* Lonely voice: throughout the wilderness north of Aman'lu you'll find Elven 
wind chimes. Click any one to pick it up and use it as the lonely voice. 
There are at least a half-dozen chimes, just make sure you explore the map 
thoroughly.

* Memento of the past: this is lying on a bookshelf in one of the rooms of 
the city of the Cinbri at the end of the game. It's glowing, so you should be 
able to see it easily.


==========================
 [2.16] Morden Redemption
==========================

     While exploring the Kelvaran Waste, you came across a group of
     uncharacteristically submissive Morden refugees. Lorksul, their
     leader, explained that ever since the second cataclysm, their
     minds have felt fogged and their former bloodlust is gone.

     They have no idea what has happened to them, and now their bodies
     are disintegrating.

     However, some of the Morden have managed to retain their former
     strength. They call themselves the Ravagers, and they have pledged
     themselves to the Overmage.

     The Ravagers have been attacking the Refugees, to great effect.
     The Refugees are too weak to find food, and so they are slowly
     starving to death and are barely able to defend themselves from
     the Ravagers.

* Get some food for the Morden refugees.
* Return to Lorksul of the Morden.
* Get the vial of the Overmage's blood and bring it to Lorksul.
* Speak to the Overmage's projection.
* Speak to Lorksul.

In between the first two teleporters of the Kelvaran Waste (West and Central) 
you'll find a camp of peaceful Morden off the beaten track (to the north). 
Talk to their leader to start the quest. Now, technically, you can keep going, 
raid the Ravagers camp and get the vial of blood without going back to the 
Outpost and getting food. However, Lorksul won't discuss the vial of blood 
with you until you've brought the food.

So...Head back to the outpost--if you keep going forward to the Kelvaran 
Waste (Central) teleporter, it makes the rest of the quest a bit easier--and 
find the quartermaster in the northeast section of the Outpost. She'll give 
you some poisoned food. Return to Lorksul and give him the poisoned portion 
or not; it makes no difference in the quest.

Now head for the Kelvaran Waste (Central) teleporter and turn south to enter 
the Ravagers' fort. Fight your way through to the boss Ravager and pick up 
the vial of blood from the platform on which he is standing. Return to 
Lorksul and give him the blood. After you've chatted with the Overmage, talk 
to Lorksul again to conclude the quest.


========================
 [2.17] Morden Ravagers
========================

     The Morden Ravagers refused to die or let their bloodlust fade,
     so when the Overmage offered to help them in exchange for their
     loyalty, they eagerly accepted. Now, they are marked with his
     symbol and draw power from a large vial of his blood kept in the
     center of their camp. Its magical influence turns their skin
     white and infuses them with their old strength.

     Consumed with bloodlust, they rampage across the land, killing
     indiscriminately and for no purpose. However, their link to life
     is tenuous at best, for if they lose the vial of blood, they will
     begin to rot anew.

     However, the Morden Refugees desire the vial of blood - not to
     regain their bloodlust, but to learn why they are dying. If they
     can acquire the blood, they will use it to summon an image of the
     Overmage and force him to answer their questions.

Objectives:
* Find the Morden Ravager camp.
* Take the vial of the Overmage's blood.

When you raid the Morden Ravager camp, this quest starts and finishes. It is 
technically possible to do this quest without doing "Morden Redemption"; but, 
if you're killing these Morden anyway, might as well do the whole thing.


==============================
 [2.18] Greylok of the Kurgan
==============================

     Watcher Jorena is a Dryad stationed in the Kelvaran Waste. She is
     attempting to catch a particular beast that roams the area. She has
     caught glimpses of a massive wolf-like beast. She swears he talks to
     her and taunts her, and claims that his name is Greylok of the Kurgan.

     Soon, he will return to his pack and lead them here to live. He says
     that Dryads are easy to catch and will make good food for his pups.

     Jorena is clearly distraught about the situation and hopes that you
     can help her.

Objectives:
* Bait the trap outside of Greylok's lair.
* Kill Greylok of the Kurgan.
* Return to Watcher Jorena.

Jorena is the dryad stationed next to the Kelvaran Waste (West) teleporter 
right after you enter the Waste. Talk to her and get the rotten meat you need 
to bait the trap. You'll find Greylok's lair not far west of the Kelvaran 
Waste (East) teleporter, on a plateau north of the main path. Outside his 
cave entrance is a glowing trap.

Click it to "bait" the trap and be instantly swarmed by Kurgan, with the 
boss-level Greylok thrown in for good measure. Kill Greylok (and his pack) 
and return to Jorena for your reward.


===========================
 [2.19] The Human Refugees
===========================

     Watcher Rena is stationed at the tower across from a canyon in
     Arinth's Heights. She stopped you from entering the canyon,
     explaining that a small caravan of Human Refugees were camping
     there when a group of Dryad warriors arrived. However, something
     was wrong with the Dryads -- they looked and behaved unnaturally
     and turned the canyon into a bloodbath.

     Now, Rena is uncertain what to do. She knows her sisters did a
     terrible thing, but she's afraid to confront them--both because
     she can't bear to kill her own blood, and because she is not
     strong enough to take them on if they react aggressively.

Objectives:
* Investigate the canyon.
* Follow the trail of blood.
* Talk to the Human survivor.
* Return to Watcher Rena.

Rena is stationed along the main path in Arith's Heights. You'll recognize 
her by the orange exclamation point hovering over her head. Right behind her 
is the entrance to the canyon. Talk to Rena, then enter the canyon.

Wade through the hordes of bound dryads until you reach the far end of the 
canyon. Climb up into the hills to find the lone surviving human. Talk to him, 
then return to Rena and talk to her to conclude the quest.



=~=~=~=~=~=~=~=~=~=~=~=~= PART 2 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~=

==============================================
 [2.20] Naturalist Ithara's Research, Part II
==============================================

     Based on the samples you collected, Ithara speculates that the
     bound creatures are actually being assembled by someone.

     Now, she wants you to find more samples to see if they shed any
     more light on the creatures' origins.

Objectives:
* Acquire a sample from a Bound Fettershin.
* Acquire a sample from a Bound Taclak.
* Acquire a sample from a Bound Taugrim.
* Acquire a sample from a Bound Naldrun.
* Acquire a sample from a Bound Elf.
* Give Ithara all of the samples.

Same tune, different notes. As soon as you finish Ithara's first research 
quest, she'll give you this one. As you continue adventuring, you'll run into 
all these creatures and automatically get a sample from the first one you 
kill. After you have all five, return to Ithara for a suit of ranger armor 
and part 3 of her quest.


============================
 [2.21] Celeb'hel the Elder
============================

     You discovered Celeb'hel wandering around Arinth's Heights. Somehow,
     the Overmage corrupted Celeb'hel and transformed him into a rogue
     mage--insane and unpredictable.

     He attacked you and you were forced to defend yourself and kill him.

     Now, all you have left is the soulstone he dropped when he died and
     the guilt of having killed your childhood mentor.

Objectives:
* Find someone who's interested in Celeb'hel's soulstone.
* Find the simulacrum who went to the Vai'kesh.
* Find the simulacrum who went to the Calennor Stronghold.
* Return to Celeb'hel.
* Choose whether or not to give Celeb'hel his soulstones.

This quest starts after you kill Celeb'hel at the end of Part 1, Chapter 3. 
Later, as you're working your way 


=========================
 [2.22] Minli the Faerie
=========================

     Metalcrafter Kylis is one of the Elves rebuilding Aman'lu with
     a more traditional style of Elven architecture. He is scavenging
     old Aman'lu for metal objects he can reuse, but has run into
     trouble from his old friend Minli, a Faerie who is now a bound
     creature.

     He's saddened by Minli's state, but understands that the best
     thing for her now is to find peace in death.

Objectives:
* Place the metal scraps on the bridge to attract Minli.
* Kill the Bound Faeries.
* Kill Minli.
* Return to Kylis in Aman'lu.

Kylis is atop the ruins of a building next to the Inn. He'll drop some metal 
scraps after you speak to him, so be sure to pick them up. Return to the 
bridge south of town and drop the metal scraps from your inventory onto the 
bridge. You'll be swarmed by faeries. Minli will be in the second wave, kill 
her to end the swarms and collect some metal she stole from Kylis. Go back 
and speak to Kylis to end the quest.


==========================
 [2.23] The Aman'lu Arena
==========================

     Despite the horrors that have plagued Aman'lu, Daesthai and
     his Arena survived unscathed deep beneath the tavern.

     It still serves as a source of entertainment, but more importantly,
     it gives warriors a chance to hone their skills in a relatively safe
     environment.

Objectives:
* Defeat the first wave of combatants.
* Defeat the second wave of combatants.
* Defeat the third wave of combatants.
* Defeat the fourth wave of combatants.
* Defeat the fifth wave of combatants.
* Defeat the sixth wave of combatants.
* Defeat the seventh wave of combatants.
* Defeat the eighth wave of combatants.
* Defeat the ninth wave of combatants.
* Defeat the Arena Masters.
* Speak with Daesthai.

Inside the ruined Aman'lu Inn, in the south wing, is a lever that sends you 
down an elevator to the basement. Find another lever against the wall to open 
a secret door, which leads to a long spiral staircase and then into the Arena.

Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of 
the game. Basically, you pay for a token, place that token on the pedestal in 
the center of the arena, the arena floor drops and some monsters come spewing 
forth. Defeat them, then click the Forfeit Lever to raise the arena. In other 
words, it's exactly the same as The Aman'lu Arena side quest from DS2.

Defeating the monsters earns you a key. The keys you earn open doors to 
treasure rooms around the arena. There are ten rounds in all. The tenth, and 
final, treasure room contains a nasty surprise: the chest is a mimic. That 
Deasthai! He's such a kidder... Oh, yes, for beating all ten challenges, 
Daesthai gives you an Agallan Relic you can use at the F&K Store to buy 
special items.

The Aman'lu Arena is a natural item farm. You can win all ten rounds, save 
your game, then start opening treasure rooms. If you don't like what you get, 
you just reload and it's only a short trip back to the arena and you start 
opening doors again.

The rounds are:

Round   Cost    Mobs (level) x quantity/Comments
-----   -----   -------------------------------------------------------------
 1      2,000   Volatile Boggrot (43) x 6,
                Bound Fellspine Enthraller (43) x 1
Take out the Enthraller first, and then try to avoid being caught in the 
multiple explosions when you start killing the Boggrots.


 2      3,000   Bound Human Greiver (43) x 6,
                Bound Husk (43) x 1


 3      4,000   Morden-sin Crossbowman (44) x 6,
                Ganth (44) x 1
A particularly nasty fight. You may have unfond memories of the Ganth from 
Act III of DS2. He's worse in the Arena. There's little room to avoid the 
swings of his big axe, which not only depletes a lot of your health, but also 
regenerates the Ganth. Use AoE powers to get rid of the pesky crossbowmen 
while running away from the Ganth. Once you're no longer bothered by arrows 
from every corner, you can concentrate on peppering the Ganth from range.


 4      5,000   Bound Hak'u Bleeder (45) x 8,
                Bound Hak'u Hunter (45) x 1


 5      6,000   Bound Dryad Incinerator (46) x 6,
                Bound Dryad Cyclone (46) x 1
When the game says "Incinerator", it means it. When the fire ring forms 
around you, run outside the circle or be prepared to go up in flames (unless 
you have near 100% fire resistance). Take out the Cyclone quick using high-
damage powers, then mop up the minions.


 6      7,500   Decaying Bound Taclak (47) x 8,
                Bound Taclak Spearmaster (47) x 1
When the Decaying Bound Taclaks die, their blood explodes all over the place 
and is highly toxic. If you've got a combat mage with Corrosive Eruption, use 
it on a Decaying Taclak, kill it, then run away and watch the fireworks. 
Better, use a nature mage summons and Aether Blast and let the summons take 
the brunt of the poisonous blood. You may even get lucky and catch the 
Spearmaster in the effect.


 7      9,000   Incinerating Bound Elf (47) x 6,
                Tormented Stitched Horror (47) x 1
More Incinerators (watch out for the fire rings!) and a heavy-damage dealing 
boss mob. In this situation, you should probably deal with the minions first 
while running away from the boss.


 8     10,000   Bound Dwarf Ballista (48) x 6,
                Bound Half-Giant Devastator (48) x 1
The Devastator is...well...devastating. Big shiny edged weapon from massive 
boss equals lots of health lost from your characters. Again, run away from 
the boss and get rid of the pesky bowmen, then concentrate on the boss; and, 
make sure you have plenty of health potions.


 9     12,000   Bound Half-Giant Shambler (49) x 6,
                Bound Half-Giant Convoker (49) x 1


10     15,000   Bound Dwarf Ballista (50) x 10,
                Lastyk Familiar (50) x 2
If you can suit up in some fire and ranged resistance items, you'll probably 
breeze through this encounter. The dwarves fire arrows, the Lastyks shoot 
fireballs. Since there are a lot of them, they can do significant damage 
unless you're just about immune to those two damage types. AoE powers work 
pretty well when you're totally surrounded like this.


=============================
 [2.24] Questionable Methods
=============================

     While exploring the forest outside Aman'lu, you came across
     Ressa, an Elven Blood Assassin. She explained that she is a
     staunch opponent of the Familiars and was exiled from Aman'lu
     for her methods in dealing with them.

     However, she claims that Blood Magic is very effective against
     them and it is worth the personal price.

     She's hoping to create a powerful weapon to save the Elves, but
     she can't do it alone.

Objectives:
* Collect blood from ten  Bound Elves and give it to Ressa.
* Collect a child's tears and bring them to Ressa.
* Bind Lorethal's soul to a bloodstone.
* Speak with the Spirit of Lorethal.
* Return to Ressa.
* Speak with Ressa.

While heading north out of Aman'lu, you'll find Ressa's camp to your right 
(east) not far out of town. Speak to her to start up the quest. You'll fight 
bound elves during Part 2, Chapter 3 while journeying to the Calennor 
Stronghold. They'll drop vials of their blood. Note that these blood vials 
are actual inventory items (not Lore items) and drop on the ground. Make sure 
you pick them up. (Turn Item Labels ON and use 'Z' to pick up all items.)

Once you have at least ten vials, which shouldn't take long, return to Ressa 
and get the next phase of this quest. From Ressa, run back to Aman'lu, then 
teleport to the Dryad Outpost and find the boy Arlen with his father Soram in 
the southeast corner. (You may remember them from the "Missing" quest.)

Talk to Arlen. Anything you say makes him cry and you collect his tears. (You 
do not have to perform the "Missing" secondary quest in order to make the boy 
cry.) Go back to Ressa and get the final step. Now continue on your way to 
the Calennor Stronghold. Just past the Western Vai'lutra Forest (North) 
teleporter, turn east to find the Sepulcher of the Crimson Hunters.

The Sepulcher is eerily empty (now). You'll find Lorethal's coffin in the far 
end of the dungeon. Once you've clicked the coffin and bound his soul, all 
the Crimson Hunters in the dungeon release their ghosts and you've got to 
fight your way back out. (The Summon Teleporter spell won't work.)

Be wary of a nasty mini-boss fight in the last room before the exit. In 
addition to the powerful wizard, there will be a lot of other ghosts in the 
room. Try to lure a few of them into the hall and kill them piecemeal rather 
than trying to take them all at once.

You can then return to Ressa and she'll complete the weapon and give it to 
you. She will also then offer to join up if you wish.


=====================
 [2.25] The Vai'kesh
=====================
     Talain of Aman'lu is one of the Estelath Warriors, a group of
     young Elves who modeled themselves after the legendary Crimson
     Hunters. They refuse to succumb to the apathy and despair
     plaguing most of the Elves, and have begun to fight back against
     the Familiars.

     Yesterday, a group of Talain's friends went out to patrol for
     Familiars. They haven't returned, and Talain is worried that
     they were captured. 

Objectives:
* Look for the missing Estelath Warriors.
* Investigate the location Rinerel claims to have hidden the bodies.
* Return to Talain in Aman'lu.

Talk to Talain, who is inside the Inn of Aman'lu. As you travel through the 
Western Vai'lutra and then Western Vai'kesh forests, you'll find a Vai'kesh 
camp in a little cul-de-sac off the main path. Talk to their leader, Rinerel, 
to learn the fate of the missing elves. You'll then need to go a short 
distance away to find the crypt where the elves have been laid to rest. 
Return to Talain to end the quest.


=============================
 [2.26] The Vai'kesh, Part 2
=============================

     You discovered Benlir, a missing Estelath Warrior, being cared
     for by Rinerel of the Vai'kesh, and found out that the Vai'kesh
     had rescued him from a group of Familiars.

     Benlir's memory was faulty, but he appeared to be in good shape
     and you had no reason to doubt Rinerel's story. You helped Benlir
     get back to Aman'lu and spoke to Talain about the Vai'kesh's plight.
     After that, tensions between the two races relaxed somewhat.

     However, while exploring the Calennor Stronghold, you came across
     the corpse of a missing warrior with a broken Vai'kesh blade sticking
     out of him. Clearly, there's more to the story than meets the eye.

Objectives:
* Show the broken Vai'kesh blade to Talain.
* Speak with Rinerel in the Vai'kesh camp.
* Enter the Vai'kesh Sanctuary.
* Explore the Vai'kesh Sanctuary.
* Kill the Vai'kesh Prophet.
* Release the Elven prisoners.
* Return to Talain in Aman'lu.

In the first room of the Calennor Stronghold, find the secret door on the 
north wall (activate a wall sconce). Inside is a glowing corpse. Click it to 
activate this quest and add the Vai'kesh sword to your Lore items. At your 
convenience, return to Talain in Aman'lu and talk to him.

Then head out to the Vai'kesh camp (teleport to Western Vai'kesh Forest and 
go east). Talk to Rinerel. This can only end in violence. Dispose of Rinerel 
and his minions, then invade the sanctuary that's inside the camp. In the 
back, behind a previously locked door is a Vai'kesh prophet who needs to die. 
Then go back and talk to Talain to end the quest.


=========================
 [2.27] Treasure Hunting
=========================
     While exploring some Elven ruins, you came across a Human caught
     in a magical web. After you disarmed the trap and freed her, you
     learned that her name is Meraliss and she is an explorer from Ehb.

     Meraliss explained that the ruins are called the Vault of Therayne,
     and an ancient artifact is rumored to be hidden somewhere within.
     While looking for it, she became trapped and has been held in stasis
     for three hundred years.

     Though she has not found the treasure, she has no desire to continue
     exploring the place. If you want to continue and find the artifact,
     she'll reward you well.

Objectives:
* Explore the chambers behind the door.
* Release Treelus the Suffering from the magic binding him.
* Kill Treelus the Suffering.
* Return to Meraliss.

Welcome to, possibly, the most frustrating quest in Broken World. You'll 
stumble into this quest while poking your nose into an underground chamber in 
the Western Vai'lutra Forest. In the first room is a simple (Hah!) light 
puzzle surrounding a woman in a stasis field. The light puzzle consists of 
four columns, each with a light (currently lit) on top. Glowing lines of 
light connect the columns, like this:


  O-----O
  |     |
  |     |
  O-----O

When you click a column, the light reverses state and so do the lights that 
are connected. In this puzzle, click a column in one corner and both it and 
the columns in adjacent corners reverse state (going from on to off or off to 
on). To solve the puzzle and open the stasis field requires that all lights 
be off. This first puzzle is simple: click each column once (in any order).

The woman, Meraliss, is released from stasis and you can talk to her. She's a 
field agent for the F&K Society. She gives you a key into the next room, 
which leads to a more difficult puzzle. Once you solve that puzzle, you fight 
the monster (Treelus), get a Lore item from him and return to Meraliss to end 
this quest.

Killing Treelus also opens another door that leads to a third, more difficult 
puzzle, which, in turn, leads to a fourth. Solving the fourth puzzle gets you 
a small treasure chest with an easter egg unique item. The third and fourth 
puzzles are not part of this quest, so you can finish the quest without 
finishing the puzzles. And the easter egg item is useless.

Here are the solutions for the second, third and fourth puzzles. In each case, 
the columns are numbered from left to right, then top to bottom with the 
camera pointing due north. The solutions (along with the math required to do 
this on your own) come from here:

http://clux.org/?p=entries&eid=1229

 Second Puzzle
---------------

   A           B

       C   D

       E   F

   G           H

A - D - E - H (in any order)


 Third Puzzle
--------------

       A   B

   C   D   E   F

   G   H   I   J

       K   L

B - D - F - G - H - I - J (in any order)


 Fourth Puzzle
---------------

               A   B

       C                   D

           E           F

   G                           H
   
   I                           J

           K           L

       M                   N

               O   P

B - D - G - H - J - K - P (in any order)



=~=~=~=~=~=~=~=~=~=~=~=~= PART 3 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~=

===============================================
 [2.28] Naturalist Ithara's Research, Part III
===============================================

     The samples and information you've brought Ithara confirmed
     that the Familiars are creating the bound creatures.

     While the mystery has been solved, she is still interested in
     any more samples you find.

Objectives:
* Find additional bound creature samples for Ithara.
* Acquire a sample from a Bound Dwarf.
* Acquire a sample from a Bound Half-Giant.
* Acquire a sample from a Bound Crawler.
* Acquire a sample from a Bound Dryad.
* Give Ithara all of the samples.

After finishing Part Deux, you get Part Tres. This time, you are not 
initially given the list of creatures for which you need samples. But you, 
you lucky thing, have this guide to tell you what you need. You won't get the 
most of these until you are into Part 3 of the main story. Return to Ithara 
with your samples to get another set of armor.


========================
 [2.29] Captured Miners
========================

     When the Dwarves rebelled, the Familiar Overseers immediately
     imprisoned the best miners in a fortified cavern.

     Now, their friend Strongspade is attempting to free them and he
     could use your help.

Objectives:
* Release Firedigger from his cell.
* Release Stonecharger from his cell.
* Release Shortfuse from his cell.
* Return to Strongspade.

As you're fighting your way through Glorydeep Mines, you'll see this wee 
fellow with the orange exclamation mark over his head off to the north. Talk 
to him to get this quest, then follow the bridge behind him to find the three 
prisoners, each guarded by a hoard of bad guys--usually including a mini-boss 
or two.

The big plus for doing this side quest is, after freeing the prisoners and 
talking to Strongspade again, you will find these dwarves fighting alongside 
you as you continue through the Mines.


==============================
 [2.30] The Explosives Tunnel
==============================

     The Dwarves have been planning to escape for years, and have
     orchestrated a secret tunneling effort in order to lay
     explosives beneath the Overseer camp.

     While going after the Familiar Overseers, you came across the
     Dwarven slave Pitforger standing in front of the tunnel. He is
     ready to attach the fuse to the explosives, but the tunnel is
     overrun with aggressive Bound Dwarves.

Objectives:
* Attach the fuse to the explosives at the end of the tunnel.
* Return to Pitforger.
* Use the detonator to destroy the Overseer camp.

Pitforger is a dwarf hidden in a little alcove after you've killed the third 
Familiar Overseer in Glorydeep Mines. Talk to him, then head down the narrow 
tunnel behind him. This is a *very* narrow tunnel; there will be no strategic 
maneuvering for you! Fortunately, the mobs are widely spaced.

At the end of the tunnel is a pile of dynamite. Click it to set the fuse, 
then return to Pitforger. He now wants you to actually push the plunger. 
Don't these dwarves do anything for themselves?

As you approach the final three Familiar Overseers, who are all together, 
you'll see the glowing detonator up on a ridge above the Overseers. Click it 
and watch the fireworks. Pity they have no effect on the bad guys. After 
you've finished killing the mobs, there's a ton of loot to collect.


            __   ___________________________________________________|'-,
 __________/____/                                                       \
@_/_/_/_/_| ____  [3] LORE                                               )
           \__  \___________________________________________________    /
                                                                    |,-'
================
 [3.1] Handbook
================

Following are the new entries made in your Handbook in Broken World. They are 
provided here for ease of reference. You may want to print them out and refer 
to them as you play.


Lesson 45: Adventuring: Reagent Recipes
----------------------------------------
Reagent recipes allow you to work with enchanters to create special items. 
When you follow a reagent recipe to combine an item with specific reagents, 
you will create a powerful unique or set item that is much more powerful than 
the enchanted item would have been.

The reagent recipes you have learned are listed at the end of the Books 
section of your journal. Keep your eyes open for recipes on your travels!

To use a reagent recipe, find an enchanter. The recipe in your journal 
specifies what type of item to enchant, lists the required reagents, and has 
a brief description of the resulting item. Enchant the correct type of item 
with the required reagents to get your reward.

Some reagent recipes are quest rewards, some are scattered throughout the 
world, and some are dropped by monsters you kill. When you find a recipe, it 
is automatically added to your journal. Finding a complete collection of 
recipes is a difficult but rewarding goal!


Lesson 46: Adventuring: Throne of Agony Items
----------------------------------------------
You can find archaeologists from the F&K society in major towns. They will 
trade powerful magical items for any relics of ancient societies you find. 
The F&K society is also active in the world of Dungeon Siege: Throne of Agony 
for the Playstation Portable.

Items you earn in this world can be transferred to your party in Throne of 
Agony, and items you earn in Throne of Agony can be transferred to your party 
in this world.

To enable item transfers, talk to an F&K representative in Throne of Agony 
and ask for your PSP MAC address. Talk to an explorer on the PC and ask to 
give him your MAC address, then type it in.

To unlock items you discovered in Throne of Agony, talk to an explorer and 
ask to enter a code from Throne of Agony. Type in the code you received, and 
the explorer will add the items you unlocked to his inventory.

To take items you unlocked in this world to Throne of Agony, ask the explorer 
for a PSP code. Write it down, and give it to an F&K representative in Throne 
of Agony.


Lesson 47: Multiclass Characters
---------------------------------
Multiclass characters combine the skills of two classes to create a new type 
of hero with their own skills, spells, and powers. They're more complex than 
single-class characters, but their flexibility can make them very powerful.

Fists of Stone combine the earth and healing powers of a nature mage with the 
strength and durability of a fighter. They can use earth magic to hinder 
their enemies and enhance their armor, or they can cause earthquakes with 
each attack as they strike down their foes.

Blood Assassins believe that no price is too high to pay for power. They 
enhance their ranged attacks with blood magic and dark runes, sacrificing 
their health to empower their attacks. They can also 'mark' their targets. 
Blood Assassins can activate marks at any time, unleashing their crippling 
magic on their victims.


Lesson 48: Creating Multiclass Characters
------------------------------------------
Multiclass characters have a primary class and a secondary class. They gain 
experience in both, but advance more quickly in their primary class.

Fist of Stone
 * Primary Class: Melee
 * Secondary Class: Nature Magic

Blood Assassin
 * Primary Class: Ranged
 * Secondary Class: Combat Magic

Multiclass characters will gain experience in both their classes 
simultaneously if a weapon enchant spell is active. These spells also 
increase the caster's power and give him special abilities, so make sure 
you're always using one.

Only one weapon enchant spell can be active at a time, but these spells do 
not count towards the two Nature Magic enhancement spells that a character 
can have active at once. Weapon enchant spells can be autocast.


Lesson 49: Multiclass Character Skills
---------------------------------------
Fists of Stone and Blood Assassins have their own Specialties skill tab. 
Their skills require levels in two classes: Melee and Nature Magic for Fist 
of Stone skills and Ranged and Combat Magic for Blood Assassin skills.

If a character is using weapon enchant spells to split their experience, he 
will advance in both required classes. Move the mouse over a skill to see the 
levels it requires.

Multiclass characters can also learn one-point skills. These are powerful 
skills with strict requirements that significantly enhance particular Fist of 
Stone or Blood Assassin abilities. Only one skill point can be spent on them. 
The icons for one-point skills are shaped like octagons, instead of squares.

Plan ahead to meet the requirements for the one-point skills you want most. 
They're well worth it!


===================
 [3.2] Quest Items
===================

* Kanred's Broken Staff: "A splintered fragment of an ornate wizard's staff. 
It resonates with a dull power."

* Kanred's Staff: "An ornate wizard's staff. It has been haphazardly 
repaired."

* Kirani's Password: "This scrap of paper is inscribed with the words 'peace 
and order.'"

* Glorydeep Ruby: "This ornately faceted ruby is one of the biggest ever 
found. It is extremely valuable."

* A Leather-Bound Backpack: "This heavy pack has a tag that reads: 'Property 
of Tomas the Merchant.'"

* An Ancient Tome: "This old book is tattered and stained. It has clearly 
been lost or forgotten for a long time."

* Eliza's Locket: "Tiny portraits of Soram and Arlen are contained within 
this locket."

* A Bound Terrak Beak: "This beak is a pristine sample from a Bound Terrak. 
Naturalist Ithara will be pleased."

* A Bound Human Hand: "This hand is a pristine sample from a Bound Human. 
Naturalist Ithara will be pleased."

* A Bound Hyena Head: "This head is a pristine sample from a Bound Hyena. 
Naturalist Ithara will be pleased."

* A Bound Fellspine Tail: "This tail is a pristine sample from a Bound 
Fellspine. Naturalist Ithara will be pleased."

* A Bound Hak'u Foot: "This foot is a pristine sample from a Bound Hak'u. 
Naturalist Ithara will be pleased."

* Chunk of Rotting Meat: "This meat smells rotten and is crawling with 
maggots. It's the perfect bait for attracting Kurgan."

* Greylok's Skin: "The hide of a large, male Kurgan. It appears to be scarred 
from many battles."

* Pack of Dryad Travel Provisions: "A heavy satchel of travel bread, dried 
meat, and dried fruit. The flap is stamped with the symbol of the Dryads."

* Vial of the Overmage's Blood: "An ornately carved crystal vial filled with 
blood."

* Vial of Aman'lu's Blessed Water: "A glass vial of Elvish make. It's filled 
with water from the Aman'lu River."

* Mana Shrine Stone: "A piece of rubble from a broken mana shrine. A faint 
glow surrounds it."

* A Pixie Preserved in Amber: "A golden slab of amber with the delicate shape 
of a Pixie frozen within it."

* Elven Wind Chimes: "A series of tarnished silver tubes. These wind chimes 
are commonly found at Elven shrines throughout the Vai'lutra Forest."

* A Cinbri Gem: "A large, roughly cut black diamond. The symbol of the Cinbri 
is clearly carved within it."

* Celeb'hel's Soulstone: "A strangely glimmering stone, magically linked to 
Celeb'hel the rogue mage."

* Kylis' Stolen Metal: "Precious metal scraps and jewels stolen by Minli the 
Faerie."

* Black Key of the First: "A silver key with a black emblem embedded in its 
bow."

* Blue Key of the Second: "A silver key with a blue emblem embedded in its 
bow."

* Turquoise Key of the Third: "A silver key with a turquoise emblem embedded 
in its bow."

* Green Key of the Fourth: "A silver key with a green emblem embedded in its 
bow."

* Yellow Key of the Fifth: "A silver key with a yellow emblem embedded in its 
bow."

* Orange Key of the Sixth: "A silver key with a orange emblem embedded in its 
bow."

* Red Key of the Seventh: "A silver key with a red emblem embedded in its 
bow."

* Purple Key of the Eighth: "A silver key with a purple emblem embedded in 
its bow."

* Iron Key of the Ninth: "A heavy black key."

* Daesthai's Gold Key: "A heavy gold key."

* Bloodstone: "A strangely glimmering stone. You feel a magnetic force 
tugging at your soul."

* Vial of a Child's Tears: "A narrow vial filled with Arlen's tears."

* Lorethal's Soulstone: "A strangely glimmering stone, magically linked to 
Lorethal of the Crimson Hunters."

* Elven Cell Key: "A tarnished silver key of Elven make. It unlocks the door 
to Drianjul's cell."

* Unidentified Object: "A rounded metal claw caked with blood."

* Calennor Stronghold Key: "A rounded metal claw caked with blood."

* Vai'kesh Key: "A cold, onyx key made in the Vai'kesh style."

* Broken Vai'kesh Blade: "A sword made in the Vai'kesh style. It has been 
snapped in half."

* Vai'kesh Sanctuary Key: "A grimy, gold key made in the Vai'kesh style. It 
opens the door to a small Vai'kesh sanctuary."

* Vai'kesh Cell Key: "A bloodstained bronze key made in the Vai'kesh style. 
It unlocks the cell doors in the Prophet's chamber."

* Celeb'hel's Second Soulstone: "A strangely glimmering stone, magically 
linked to Celeb'hel the Elder."

* Celeb'hel's Third Soulstone: "A strangely glimmering stone, magically 
linked to Celeb'hel the Elder."

* Vault of Therayne Key: "A dusty bronze key of Elven make. It unlocks a door 
within the Vault of Therayne."

* An ancient artifact: "A cracked piece of intricately carved stone. It is 
inscribed with an illegible script."

* Bound Fettershin Arm: "This arm is a pristine sample from a Bound 
Fettershin. Naturalist Ithara will be pleased."

* Bound Taclak Skin: "This arm is a pristine sample from a Bound Taclak. 
Naturalist Ithara will be pleased."

* Bound Taugrim Bridle: "This bridle is a pristine sample from a Bound 
Taugrim. Naturalist Ithara will be pleased."

* Bound Naldrun Torso: "This torso is a pristine sample from a Bound Naldrun. 
Naturalist Ithara will be pleased."

* Bound Elf Head": "This head is a pristine sample from a Bound Elf. 
Naturalist Ithara will be pleased."

* Bound Dwarf Crossbow: "This crossbow is a pristine sample from a Bound 
Dwarf. Naturalist Ithara will be pleased."

* Bound Half-Giant Arm: "This arm is a pristine sample from a Bound Half-
Giant. Naturalist Ithara will be pleased."

* Bound Crawler Leg: "This leg is a pristine sample from a Bound Crawler. 
Naturalist Ithara will be pleased."

* Bound Dryad Head: "This head is a pristine sample from a Bound Dryad. 
Naturalist Ithara will be pleased."

* Dwarven Fuse: "A bundle of stiff, dry cord. It is highly flammable."


=======================
 [3.3] Reagent Recipes
=======================

In DS2 (and BW), you can take an enchantable item (listed as such in its 
description) to an enchanter (a merchant with a symbol of an eye on a hand). 
Initiate the enchanting process, place the enchantable item in the 
enchanter's "inventory" and then add reagents to the reagent box. Pay the 
merchant and you get an item with the enchantments granted by the reagents 
you used.

Reagent recipes is an expansion of the reagent system. You can combine the 
enchantable item and reagents listed in the recipe to produce a unique item 
that is more powerful than the reagents you used. The recipes are scattered 
all over Broken World, and are sometimes granted as quest rewards. You do 
*NOT* need a recipe in your Lore Books in order to actually use the recipe.

Most of the unique items are so-so; however, some of the reagent recipes 
actually make set items. In the list below, set items are indicated with a 
cross in parentheses (+). So, without further ado, here are all the recipes 
and the stats of the unique items they produce. (Listed in alphabetical order 
by the name of the item.)


Amulet of Kings
Item Type: Legendary Amulet
Required Reagents:
     Angelica Root
     Ironwood Timber
     Spectral Dust
     Prismatic Bauble
     Yarrow Balm
* +1 to Fist of Stone Skills
* +1 to Blood Assassin Skills
* +1 to Ranged Skills
* +1 to Melee Skills
* +2 to Nature Magic Skills
* +2 to Combat Magic Skills
* +15% Melee and Ranged Resistance
* 3% Chance When Hit: Superior Invulnerability


Archdruid's Station
Item Type: Legendary Mage Staff
Required Reagents:
     Verbena Flowers
     Ironwood Timber
     Quicksilver Oil
     Spectral Dust
* +55 Intelligence
* +30% Nature Magic Damage
* +12% Power Recharge Rate
* +2 to Nature Magic Skills


Archmage's Amulet
Item Type: Legendary Amulet
Required Reagents:
     Spectral Dust
     Wormwood E