Dungeon siege where is torg




















You'd be surprised at how often a weaker-sounding item with good mods will actually be quite useful. Keep a close eye on each of your party members at all times. Just when you think you can let them fight out a battle while you get up for a snack, you'll come back to find several dead characters waiting for you. Especially those damn pack mules, which always seem to get attacked when they hang back away from your party. Keep a good balance of character types in your party.

You don't want to have 8 fighters, or 1 battle mage and 7 pack mules. Personally, I think the best mix consists of 2 fighters, an archer, 2 battle mages, 2 nature mages, and a pack mule. Whenever you're running low on potions, and you're not sure when you'll be able to get back to town, just stand around and regain your mana and health in between every fight. You'd be surprised at how well this works. Use the different formations to your advantage. If you're traveling along a narrow bridge, use a single-file formation.

If you need to protect a certain character, put him or her in the middle of the hexagonal formation. These are but a few of the ways to use formations, so experiment. If you ever get annoyed when you attempt to click on a monster and instead click on the ground, causing your entire party to move, just remember that you can use the right mouse button to attack without fear of moving your entire party. Utilizing these tips should make your gaming experience a lot smoother.

Now it's time to discuss the character building system of Dungeon Siege. Basically, it revolves around the idea that as your character repeats the same action, they become better at it, similar to the system found in Ultima Online. For example, as a character uses a bow, he or she will become more and more proficient at archery.

Also, as a result of the character's archery training, he or she will gain more dexterity, allowing for more powerful bows to be equipped. This leaves you free to play however you wish, as the game essentially conforms to your style.

Their main ability will be strength, which allows them to wear heavier armor and use stronger weapons. I've also found that fighters will gain dexterity at an above average rate, although not at that of the archer. Fighters will be the characters you keep on the front lines, hacking it out toe-to-toe with the baddies. They can also be used to draw enemies into the line—of-sight of your archers and mages, or to protect your weaker party members.

Always be sure to have plenty of healing potions in their inventories, as they will often get ahead of the party, out of range for your mages to heal them. A good fighter or two should be able to handle almost any non-boss creature solo, if need be.

They also do well with the few other range weapons in the game, such as crossbows, grenade launchers, flame throwers, and so on. Their main stat will be dexterity, with a slight boost in strength gain. I found it useful to let your archer character do a little melee fighting in the beginning of the game in order to build up a little strength for wearing armor and equipping the technology found in the Goblin Inventor's Cave.

Archers are best used as a barrier between your fighters in the front and your mages in the back. They also have a small, yet useful, role as the character you can use to destroy explosive barrels from afar. They also have a few healing spells at their disposal, making them quite useful.

Summon spells can really help out against some of the tougher enemies, too. They do start off fairly useless, but if you let them cast some spells, and you keep them out of harm's way, they will eventually turn out to be very useful. Keep them in the back as often as possible. Any mage's primary stat is intelligence, and they are they only characters who can gain it at a decent rate.

As a tradeoff, though, they gain strength and dexterity at incredibly slow levels. Of course, they don't need to worry about equipping big heavy armor, since they have robes, staves, and caps made especially for them.

They have an emphasis on healing and restorative spells, with a few attack and summon spells for protection. They also gain intelligence quickly, while getting almost no strength or dex. They wear the same equipment as Battle Mages, and they should also be kept in the back of the party. If they need to heal party members in the front, they will almost always move up on their own, so make sure you keep checking on their position.

I got very angry the first time I had a party member die and every time I tried to revive him by left clicking I just ended up selecting him.

I also believe that the manual instructs you to left- click, but that just doesn't work. Then right click on the portrait of whoever needs healing and whichever characters are not currently doing anything will heal that character.

Sometimes I'll manually change only one player to healing hands and do the same. Even though I've got all characters selected, only the one who heals will respond to me right-clicking. Since the others are wielding weapons and don't want to hurt their own team member, they just keep on slashing away at monsters. They can be bought at any mule dealership if you have the right amount of gold, and serve the sole purpose of hauling around your stuff.

They will automatically hang back away from your party to avoid danger, but they will invariably be attacked while you are in the middle of a large battle.

This can get annoying, as mules can't use potions. The only solutions are to either: a Bring your party back towards the mule, which also has the side effect of dragging enemies with you, or you can b Have your mule come towards the party, which is a better solution, but not always possible. As a last resort you can c Let the mule die, then resurrect it later. Now that you have a firm understanding of the game, it's time to hop in and start sieging those dungeons!

A friend of yours will crawl up to you as you are working in the fields, informing you that the Krug are attacking. He will then ask you to meet his friend in Stonebridge. Pick up a weapon off the ground, or one of the basic spells you will undoubtedly find, and start killing off those Krug.

You should actually decide right at this point what class you want to shape your main character into. It's probably best to just start developing a melee fighter, as it will make the early stages of the game much easier, since you will be soloing for awhile. Anyway, follow along the path until you reach the home of a man named Edgaar.

He will ask you to clear his basement of monsters. Open the door and head on down. Inside, there will be enemies for you to fight actually, there will ALWAYS be enemies for you to fight, so from now on, I'll only make note of particular enemies that might give you trouble. Clear out all of them and take all of the loot you can find. He will inform you that since this bridge to the town of Stonebridge is broken, you will have to head through the Crypts to reach your destination.

Continue along the path until you reach the entrance to the Crypts, which is a mausoleum-looking thing. Head on in. It's not very long or complicated, so you shouldn't have much trouble. Since you still only have one party member, be sure to only carry the best of the loot.

Also, since you will be getting a new party member very soon, try to decide what class you will want her to be and gather the appropriate starting equipment for her.

For example, I chose to create an archer out of her, so I brought along the strongest bow I could find. To proceed through this dungeon, you will only have to kill the enemies and open doors. The area, like almost all of the other areas in the game, is very linear, so you should not get lost.

You will also be fighting very weak enemies, so there really isn't anything to worry about. Just make your way through, following the all-too-easy-to-see "game path". Eventually you will see a woman standing near a door, which is the exit. Talk to her and she will join your party, if you wish and you DO wish. At this point, the game will open up a bit and become a bit more strategic.

Equip her with some items, and head on out of the dungeon back into the forest. Yet again, you will have a very obvious path to follow through the woods. Eventually, you will arrive in the town of Stonebridge. They're a little hard to see, but as long as you zoom in while going down hallways, and always look on the other side of pillars, they're an easy source of more loot. I found a secret passage right before the Blood of the Crypt. The first statue that you come to has a colored light and little uber guy.

If you click on it opens stairs to a passage that has loot and guys. Inside, the first thing you should do is locate Norick's friend, Gyorn. It shouldn't be too hard, as you will practically run right into him as you make your way through the town. He is right on the main path. My suggestion is to make him a mage; it doesn't matter which type.

After equipping Gyorn, make your way around the town, visit the various shops, and buy plenty of potions. You should sell anything you aren't saving until you can use it. I also suggest buying a pack mule, as it will be invaluable to you for the entire game. Make sure to buy some spells for Gyorn, if you followed my advice and made him a mage. After you have sufficiently prepared for the journey, head on out of the town towards Wesrin Cross. NOTE: Just to let you know youve missed a quest in Stonebridge if you talk to the guy next to the burnt down house he will ask you to find his Axe in the Northern tower.

Unfortunatley i havent found it yet.. I just thought you might like to know. However, it is not upstairs You will find it on one of the beds in the sideroom down there. Follow along, slaying all who oppose you. You will come across several wooden signs pointing you in the direction of Wesrin Cross-Eastern Tower. Follow them until you reach a man who you can talk to. He is a town guard, and he asks you to clear a path to Glitterdelve by going around through Wesrin Cross.

A large and very obvious sign in front of it proclaims it to be Wesrin Cross. Enter the tower and go down the stairs to begin the game's second dungeon.

It is considerably longer than the first; exploring the entire thing could take around an hour and a half. It also plays quite differently than the Crypts, seeing as you now have a party to deal with. As with all of the dungeons in this game, it is nearly impossible to get lost, because there is nowhere to explore off of the beaten path. Make your along, killing everything that moves, until you come across a large circular platform hovering over what seems to be a bottomless pit.

Move your entire party onto the platform and pull the skull-shaped lever. You will be lowered to the dungeon's second level. Fight off the enemies and proceed along the path. After a short while, you will enter an incredibly large room. It will take a long time to clear out, but it is well worth the effort, as you will be able to gain more treasure and increase your skills. Take things slowly and clear out each group of enemies you encounter before moving on to the next.

If you have a pack mule, make sure it doesn't wander off into the middle of a group of enemies. Also, I advise setting your party's AI so that they will not deviate too far from where you tell them to go. If you need health or mana, there is an enclosed area in the center of the room that contains health and mana fountains. After clearing everything out, you will eventually find the exit door, which is on the opposite wall from where you entered.

Go through it and into the next room, where you will see another circular cage platform. Move your party inside of it and flip the lever. You will return to a new area of the first level of the dungeon. Proceed along and you will see a small rectangular platform. Move onto it and flip a switch. You will then rise back up to ground level. Welcome to Glitterdelve. Shoot them with a bow to blow the door open.

Outside are some town guards. Talk to them. You will get a cutscene of some monsters killing the townspeople. Then a dwarf will run out and lay a beat down on the monsters. Go up and talk to him when the cutscene is done. His name is Gloern and his brother Torg needs rescuing from the mines. I advise making him into a second fighter. Since there is nothing else to do in this town, enter the mineshaft.

This dungeon is a bit less easy to find your way through, but it still isn't a big deal. Plus, the enemies here are very easy to kill. Follow the tracks and kill anything in your way.

If you happen to hit a dead end, just turn around and there will usually be another path for you to take almost immediately. At the first fork, which is right by the entrance, turn right.

Follow this to the next fork and take the western path. Follow this set of tracks until you see a platform that you can stand on. Do so, then flip the switch. You will be lowered into a cavernous area with some water nearby. Trudge through said water until you can hop back on land again. Go up the small set of stairs and follow along until you see a moving platform. When the platform docks on your side, quickly get your party onto it.

It will take you across. From here there is another platform that moves down to ground level. Hop on it. Gyorn's Report Quest: Gyorn's Report How to Acquire: After talking to Gyorn at Stonebridge he will let you know that you have to travel to the icy town of Glacern and report about the Krug raids to the overseer there.

Gyorn can also be recruited to help you in your quests. She will ask to deliver a message to her sister Ada Riverstarn and tell her that she is fine. Her sister is located in one of the houses at Glacern. How to Complete: The sister of Ella, Ada Riverstarn, can be found inside the northern house of Glacern along with a couple of Legionnaires. Talk to her and deliver the news of her sister to complete this quest. Ada will also reward you with a nice magical ring named Lloyd's Ring.

This is where you will also meet with Ordus Jarrel. He will let you know that inside the basement of the Northern Guard Tower you can find his axe and he needs you to secure it so that it won't fall into the wrong hands. The northern Guard Tower can be found outside of Stonebridge on your way to Glitterdelve. How to Complete: After a short walk outside of Stonebridge you will spot the Guard tower just near the area with the bridge to your left.

Get inside and use the lever there to get down to the basement of the Tower. There you will find Ordus' Axe. Once the axe is in your possession the quest will be completed. Talking to them will result in giving you this quest. Now leave the tower and return to the bridge. Cross the bridge and go straight to the west. You have to clear the other side of the gate to finish a second quest - trying to get through the door will suffice for now.

After your quest log has been updated, descend into the ravine. Black Skrubbs will start attacking you as soon as you are down in the ravine.

Kill them as they pop out of the ground. There is a man named Ilandro under the bridge. He warns you of the dangers that are found in the depths of Wesrin Cross. Kill the remaining Skrubbs before entering the tower and descending the steps. Also crawling in the depths are many zombies and skeletons. These latter enemies should be known to you by now, but now they come in larger groups.

I strongly suggest that you take out the enemy archers before tackling any other enemies. These archers will tend to pick on a single character at a time, which could drop an y character in a hurry, if you don't pay attention to it.

The undead minions in this dungeon are very slow, and you can easily run away from their tanks, if you are hard pressed in melee combat. The spider minions in Wesrin Cross are another matter entirely. They tend to congregate on you very quickly, and battling a horde of these can be very hard. The suggested manner of dealing with them is a simple one - try inching your way through the dungeon, pulling only a few towards you at a time. This is not always easily done, since in a bunch of places you get ambushed by a group of these spiders.

They tend to emerge through grates in the walls and floors, from icky cocoons, or they crawl down the walls. The smallest ones are the small yellow spiders. These always come in swarms, and they never take more than a hit or two to kill. The next variety of spider is the basic Mucosa.

These are large spiders that will charge towards you. They are easy to take on. The next kind is the Vile Mucosa. These driders enjoy casting poison spells at you. Like all projectiles, you can manually dodge these attacks, but it is pretty difficult to do. I suggest taking them out after any archers and tanks, since they do tend to run when you get close to them. The last variety of regular monster is the Dark Mucosa. These are really powerful foes.

Kill them as soon as you see them - especially if there is more than one. Health totals fall really rapidly when these creatures are involved. Fortunately, you will only encounter these late in your travels here. Wesrin Cross is pretty easy to navigate. There is only one main path through the first part of it.

Remember to take it slow here and to loot everything that drops. If your inventory fills up, you might find it wise to leave and sell your extra gear in Stonebridge. If you don't have a pack mule or two, this might become a necessity as you make your way into the dungeon.

Go north from the entrance. Your first touch encounter is against the Ancient Corpse and its cohorts. Kill them and open the eastern chest I will only mention the really good treasure chests from this point onwards before heading west and further down the path.

This second portion of Wesrin Cross is a mixture of chiseled tunnels, along with holes burrowed into the walls. Some large creature must have eaten through the walls at some point or another in the past. All of these tunnels are crawling with all kinds of monsters that you should be accustomed to by now. Go through the maze of tunnels to the west to find another nice chest. Go down the stairs to get to the third part of this dungeon. The last portion of Wesrin Cross is a really large room.

Proceed through it cautiously - moving too fast might draw in more enemies than you can handle. If you decide to clear the room out, be prepared to gain a ton of combat experience - the sheer amount of available monsters will see to it!

Otherwise, you could just follow the walls, or cut straight across the room, to the south. If you choose the cutting option, look out for a single chamber that is separated from the rest of the place - inside there is a pair of fountains one life, one mana , as well as a lever.

Ignore the lever it is a trap and just leave the place once you are all healed. Skirt around the chamber and continue on your way south. Outside of the southern door leading out of the large chamber there is a mini-boss named the Mucosa Brute.

Killing it is easy, unless you draw the attention of too many enemies at once. Killing this monstrosity is definitely a priority. After killing it, clear the nearby area of monsters and then open the door.

The small hallway beyond is the home of the Giant Spider, the boss monster of Wesrin Cross. Killing it is a difficult task, especially on hard mode. On easier modes it is possible to enter melee combat with it, but you might find it easier to stand your ground, taking it down with ranged attacks and spells. Using potions is a must in this battle - trust me. If you have to, you can escape to the large chamber - it has no way of following you there.

Once you have killed it it will take some work , it will drop a nice set of loot, and the way to the exit will be open to you. When you are ready, use the elevator to proceed with your quest. You will have to take two different elevators to get back to the surface. Get ready to see the sun, even though it is not going to be for long. This small surface area boasts a pair of merchants, as well as couple dozen Krugs.

By now these should pose absolutely no challenge to you. As soon as you clear the immediate area of those blasted Krugs, you can finally open the path to Stonebridge. All you have to do is blow up the explosive barrel by the barricade - just hitting it with an arrow or spell will do.

The barricade is just to the southeast of the Wesrin Cross exit.



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