dungeon siege 2 act 3 primary

09.10

Primary Quest: Restore Kalrathia's Water

The first time you talk to Lord Kalrathia (Kalrathia, #5), he’ll ask you to restore Kalrathia’s water supply, which has been shut off by the Morden. To do that, you’ll need to travel to the Water Chapel at the northern edge of the Northern Plain of Tears and there defeat a creature called a Ganth (#1). The Ganth is a level 34 elite with 12,500 hit points, but it’s just a minor boss, and it shouldn’t be very difficult for your party to kill.

Past the Ganth you’ll arrive at the Water Chapel Courtyard. Immediately, a bunch of Morden will swarm to attack you, and you’ll probably have a much tougher time with this battle than you did with the Ganth, so make sure you have your powers ready. Once the Morden are gone, just move to the northern edge of the courtyard and press the button there (#2). That will start the water flowing again, but the quest won’t end until you’ve returned to tell the good news to Lord Kalrathia.

Primary Quest 2: The Morden Chief

Lord Kalrathia will ask you to travel to the Morden city of Darthrul and speak with the Morden Chief there (#5). Of course, that’s easier said than done, as when you arrive in Darthrul, you’ll learn that you’ll need to find keys to the various districts of the city before you’ll be able to claim the key that will allow you to visit the chief.

Darthrul has five districts. The first time you enter the city, you’ll encounter a Morden patrol leader (#1) when you approach the main courtyard. He’ll drop the key to the District of the Sword (Quest Item 72) when he dies. Inside the District of the Sword (#2), you’ll encounter a Morden lieutenant who will drop the key to the District of the Crossbow (Quest Item 73) when he dies. Inside the District of the Crossbow (#3), you’ll encounter a Morden lieutenant who will drop the key to the District of the Lance (Quest Item 74) when he dies. And, finally, inside the District of the Lance (#4), you’ll encounter a Morden lieutenant who will drop the key to the District of the Chief (Quest Item 76) when he dies.

When you approach the Chief, you’ll be given a couple dialogue options for how to approach him. But it won’t matter what you say; you’ll end up fighting him regardless. The Chief is a level 37 elite, and the nearby Purifier is a level 39 elite, so it’s possible that the battle will be difficult, but we’ve never had a problem with it. (If you’re nervous, set up a town portal before you talk to the Chief.)

When the Chief dies, you’ll automatically receive the head of the Morden Chief (Quest Item 77). To complete the quest, just run back to Lord Kalrathia and let him know the good news.

Primary Quest 3: The Kalrathian Rebellion

This is a pretty short quest. Lord Kalrathia (Kalrathia, #5) will finally decide that it’s time to rebel against the Morden, and he’ll ask you to help out. To complete the quest, all you’ll have to do is kill the 30 Morden soldiers in the city.

Some of the Morden can be found in the main courtyard, but you’ll find others hiding up on the walls. So use your overhead map to look for red dots, and then kill all of the Morden you find. It doesn’t appear as though any quest NPC can be killed, so you don’t need to hurry to complete the task.

Once you’ve killed the Morden, return to Tehruth (right next to Lord Kalrathia) to complete the quest. Tehruth will give you the Morden teleporter activation stone (Quest Item 83), and Lord Kalrathia will give you the Aegis of Sight (Quest Item 84).

Primary Quest 4: The Mines of Kaderak

Note: This quest takes place in the Desert of Kaderak. You’ll only be able to reach this area via teleporters, and you won’t receive the activation stone for the teleporters until you’ve completed the primary quest The Kalrathian Rebellion.

When you approach the entrance to the Upper Mines of Kaderak (#1), you’ll find four statues (#2) surrounding it, each one contributing to a forcefield preventing you from going inside. So, to enter the mines, you’ll have to destroy the four statues. There isn’t anything tricky about the statues; just right-click on them to shatter them. Once all four statues are gone, a lever will appear next to the entrance and you’ll be allowed to use an elevator to go inside.

Primary Quest 5: The Mines of Kaderak, Part Two

This quest has two parts. In the first part, you’ll need to flip a bunch of switches (#1) in the Upper Mines of Kaderak. Each time you flip one of the switches, a cart filled with explosives will roll farther into the mine, and at the end it will collide with a large soul shard, destroying it.

In the second part of the quest, you’ll need to deal with a trio of Dark Wizards. You’ll find the wizards by going up an elevator at the back of the Lower Mines of Kaderak (The Lower Mines of Kaderak, #5). For the most part, the three wizards will act just like the one you fought during the primary quest Princess Evangeline. That is, they’ll conjure crystal shields to protect themselves, and they’ll summon help. The difference is that the wizards will work together when they summon, and that will allow them to bring forth a creature called a Xzeihoranth.

The Xzeihoranth is big and nasty (and hard to see), and it has 35,000 hit points. If you have a sword and shield fighter in your party, then you might be able to handle it simply by repeatedly provoking it while the rest of your party kills it. With other kinds of fighters (or no fighters), you’ll probably have to get creative and do a lot of dancing around to keep your party alive.

Note: While the Dark Wizards are controlling the Xzeihoranth, they won’t cast any other spells. So if you can handle the Xzeihoranth well enough, you might want to ignore it a bit and see how much damage you can do to the Dark Wizards. As soon as one of the Dark Wizards dies, the summoning spell will end.

Another note: Each time a Dark Wizard dies, the other wizards will return to full health, so don’t spread your attacks around. Use the “mirror” stance and keep all of your attacks together.

Once the Xzeihoranth is dead, the Dark Wizards will focus mostly on casting offensive spells on your party, including a nasty-looking area-effect death magic spell. From our experience, these offensive spells will take out your spellcasters right away, but they won’t do a lot of damage to your fighters and rangers (assuming that they have reasonable amounts of health steal and magical resistances). So be sure to take plenty of potions with you when start the fight.

Note: When we played through this battle in Broken World, the Xzeihoranth only had 3500 hit points, making it a total pushover, but the Dark Wizards were more powerful, so even our shield fighter had to be careful and avoid the “death circles.”

When all three wizards are dead, the protective sphere around the Aegis of Life (Quest Item 92) will disappear, allowing you to take it. However, when you return to Lord Kalrathia to report on what has happened, you’ll find the young lord dying, and then dead, and then the quest will end.

Primary Quest 6: The Agallan Trial

This quest has two parts. The first part is easy. You’ll just need to visit Advisor Kynos in the Kalrathia great hall (Kalrathia, #5) and ask him for the crystal that will allow you to visit the Agallan Giants. Kynos won’t want to give the crystal to you, and he’ll even attack you to keep it out of your hands, but he’s not very powerful, and it shouldn’t take very long to finish him off.

When Kynos dies, he’ll drop a Kalrathian crystal (Quest Item 93) and a Kalrathian house key (Quest Item 94). The house key can be used to enter Kynos’ apartment (Kalrathia, #8), but you won’t find much inside. The crystal, on the other hand, can convert the fountain in the courtyard (Kalrathia, Exit C) into an elevator, which will then take you down to the area where you can attempt the Agallan trial.

The trial is the second part of the quest, and it is probably more difficult to explain than it is to complete. First off, you’ll have to speak to the Azunite Ancestor (#1). He’ll give you some information about how the trial works. Then you’ll need to turn on four water spigots (#3) and open a series of gates (#4) so that water will flow into a mechanism beneath the floor and raise up four pieces of a bridge (#2), allowing you to reach a portal (Exit C) that will take you to the Agallan Peaks.

There are some secret doors (#5) that will let you move around the area more quickly, but most of the trial should be pretty straightforward to complete. The only two complicated parts come at control consoles (#6). In these two spots, it’s best to use the “wait” party mode (you might need to go to options->input->hotkeys to set the hotkey for this mode; we always use 0) and have one character stand at the console while your other characters move through the maze of doors that the consoles control.

Note: The best way to start the trial is to head through the caverns on the western side. Then you can circle around and open the two secret doors closest to the exit, allowing you easy access to the rest of the trial.

Once you’ve completed the trial, cross the bridge, loot the four big chests (#7), and then go through the portal to the Agallan Peaks. You’ll receive a bonus skill point when you do.

Primary Quest 7: The Agallan Giants

This is a very short quest. You’ll just need to walk east to a platform (#1), and then talk to the Agallan Giants (#2). They’ll forge for you the shield of Azunai (Quest Item 95), and they’ll create a portal (#3) that will take you to Zaramoth’s Horns (One). When you go through the portal, the quest will end.

Primary Quest 8: Zaramoth's Horns

Zaramoth’s Horns is a big place, and you’ll have to do plenty of fighting to get through it, but the focus of this quest is the Archmage. You’ll find him in the Archmage’s Chamber at the top of the Horns (#1).

The Archmage is a level 40 elite with 90,000 hit points. Surprisingly, his spell attacks are kind of wimpy -- except for one. From time to time he’ll activate one of the five obelisks in the room (#2), and he’ll warp it to his own use. That means that after a short delay, the obelisk will start firing out skulls towards the center of the room. If a skull hits one of your party members, the character will die outright.

There are two ways to deal with the skulls. If you put your party into mirror mode, then you can simply try to dodge them. The skulls move pretty slowly, and you might be able to kill the Archmage before he can get very many skulls into action. The other option is to attack the activated obelisks. If you put your party into rampage mode, then you can have one of your characters (preferably a ranged attacker) take out obelisks while the rest of the party attacks the Archmage. The obelisks take a few seconds to charge up, and they only have 500 hit points, so you should be able to “kill” them (that is, deactivate them) before they can shoot out a skull. Either way, as long as you can deal with the skulls, defeating the Archmage should be no problem.

When the Archmage dies, a couple things will happen. The Archmage will drop some equipment for you to loot, the staircase surrounding the room will move into place (allowing you to continue on towards Valdis), and the quest will end. But don’t forget to open up all of the chests on the upper level of the chamber before you leave, including the big chest (#4) next to the exit (#5).

Primary Quest 9: The Final Ascent

This quest is much like the last one. You’ll have to travel through a portion of Zaramoth’s Horns so you can battle a boss at the end. The difference is that in this case, the boss is Valdis (#1), and defeating him will end the original Dungeon Siege II campaign.

Valdis is a level 40 elite with 90,000 hit points -- just like the Archmage. However, unlike the Archmage, Valdis is tricky to defeat. If you run up and start attacking him when you first spot him, nothing will happen. You’ll discover that Valdis is immune to all damage. So what should you do? Well, without any other options, the only thing to try is to hit him with the Eyes of Zaramoth in the room (#2).

Note: If you haven’t played with any of the Eyes yet, then know that attacking them and doing enough damage to them causes them to shoot out a powerful laser. In this case, the Eyes shoot towards the center of the room.

The best way to hit Valdis with an Eye of Zaramoth is to put your party into mirror mode. Then just camp your party right in front of one of the Eyes. Valdis has a long attack sequence where he’ll swing his Sword around and do massive damage, and so the idea is to draw him to the front of the Eye, and then run behind the Eye and attack it while Valdis is still swinging. If you manage to get him to stop in the right place, then the laser from the Eye will knock him over.

The first time you knock Valdis over, he’ll summon some Qatall soldiers to help him out. The Qatall soldiers should be pretty easy for you at this point, so either ignore them and keep trying to knock down Valdis, or else wait for Valdis to start swinging his sword again, and then run away and fight the soldiers while he’s busy. Once you’ve knocked down Valdis three times, the Azunite Scholar will show up.

The Azunite Scholar will reveal that he isn’t quite the helpful entity that he presented himself to be, and he’ll steal the Shield of Azunai from you. However, he’ll also demonstrate that he isn’t a friend to Valdis, either, and at the end of the cut scene, Valdis will be without his Sword and you’ll be without your Shield, and you’ll be able to fight each other in earnest.

Without his Sword, Valdis will start fighting like a spellcaster, and he’ll use a variety of spells against you. Provided that you have a reasonable amount of resistances, then Valdis’ attacks shouldn’t be all that bad, and your nature mage should be able to heal you faster than Valdis can damage you.

Every time you take off a third of Valdis’ health, you’ll knock him down, and the altar on the northern end of the room (#3) will crumble a little. At various times, Valdis might also summon some more Qatall soldiers to help him out, or create some mirror images of himself and somehow heal himself completely. As far as we can tell, there isn’t any way to counter this, so just keep attacking him.

Once you’ve gotten Valdis down to under 1000 hit points, the altar to the north will completely break up, revealing a big Eye of Zaramoth inside. Valdis will go immune to damage again once you’ve dropped him to a single hit point, so guess what you’ll need to do. That’s right, you’ll need to hit him with the new Eye of Zaramoth, and the exact same strategies that worked before should work again. When you hit Valdis with the Eye, he’ll keel over dead, dropping a bunch of items for you to loot, and the Azunite Scholar will say his goodbyes. Then when you go through the portal that appears, the quest will end.

Note: Going through the portal will take you back to Kalrathia, no matter which version of the game you’re playing. To move on to the next difficulty setting, or, for Broken World, to move on to the final act, you’ll need to exit the game and click on the “Single Player” button on the main menu screen. From there you should be able to select the character, the difficulty, and the campaign you’d like to play.

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