Dungeon Siege III: Treasures of the Sun DLC Walkthrough and Guide Version 0.5 +++++++++++++++++ Table Of Contents +++++++++++++++++ Introduction - About Me - About the DLC Version History Walkthrough - Getting Started - Reaching the Abbey - The Abbey of St. Hiram - Simeon - The Sacred Oil - The Ancient Tablet - Into the Vault Sidequests (coming soon) Achievements Deeds Super Abilities Enchanting Enemies Bosses Q & A Conclusion Legal Notices Contact Info ++++++++++++ Introduction ++++++++++++ --------- About Me: --------- EVKnucklehead here, presenting my first ever game guide. Don't you feel lucky? I've been a fan of the Dungeon Siege franchise since I first played the original on a woefully underpowered Dell Optiplex GX1. When I learned that Square-Enix would be publishing the next chapter in the series, I eagerly awaited the release date and was knee deep in the story right away. When I learned that the first DLC pack was out, I couldn't wait to see what new adventures I could have. -------------- About the DLC: -------------- Warning: Mild spoilers ahead, if you haven't read anything about the DLC before, or haven't finished the main story in Dungeon Siege III. During the siege of the Legion Chapterhouse in Stonebridge, a man by the name of Ettienne du Marnay managed to escape through the Causeway to the Aranoi Desert. Hoping that the Legion would one day return, he sought refuge in the Abbey of St. Hiram, home to a small Azunite group that refused to follow Jeyne Kassynder in her war against the Legion. What became of Du Marnay? And what awaits you in the Aranoi? In addition to the new storyline, a few new features have been introduced with the DLC, namely: * The level cap has been raised from 30 to 35. (Oddly enough, the "View from the Top" achievement still triggers at 30, so if you haven't gotten it already, it will be much easier now.) * You can change the specialization of your characters by stepping into the fountain at the Abbey of St. Hiram. * 3 new Super abilities have been added. * Weapon Enchantments have returned, although with very big changes since Dungeon Siege II. +++++++++++++++ Version History +++++++++++++++ 0.5 (Current): 11/21/2011 - Layout complete, main walkthrough complete, Achievements, Enchanting, Super Abilities sections complete - TO DO: Sidequests, Deeds, finish Bosses section +++++++++++++++++++++++ Walkthrough: Main quest +++++++++++++++++++++++ --------------- Getting started --------------- There are two ways to start the DLC storyline, depending on where you are in the main story. The first is from the Legion Chapterhouse in Stonebridge, after you have reclaimed it, but before leaving for the Spire. Oswalt, du Marnay's former butler will be in the chapterhouse with a blue exclamation point above him. Speaking with him will uncover a little more about du Marnay's story and unlock the path to the Aranoi Causeway. The second is from inside the Causeway after defeating Jeyne at the top of the Spire, but before entering the Rukkenvahl Chapterhouse to get to the final battle. There will be a new section of the causeway, with a note hanging on a section of rock in the center. Simply read the note to start the story. ------------------ Reaching the Abbey ------------------ Whichever way you arrived here, you will start the main portion of the quest from the causeway gate high atop the Aranoi Bluffs. A quick view shift will show you the valley and the abbey below. Not much else to see here, so let's get moving. Near the bottom of the path, you'll come to a wider area with a small group of ruins. But before you can get to them, a bunch of skeletons start to pull them- selves out of the ground, followed by the first boss of the DLC, the Giant Skeleton. There's not much to taking down the Giant Skeleton, just watch out for his slashes and charging attacks, as they can hit pretty hard. Just keep pummeling him until he falls. This also unlocks the first achievement for the DLC. ********************************************************** Achievement: Bones on the Sand Survive your first encounter with the undead in the desert ********************************************************** Not that hard, was it? Continue on until you reach a small bridge. The abbey is just on the other side. ---------------------- The Abbey of St. Hiram ---------------------- The first thing you'll probably notice is a large fountain in the center of the courtyard. Stepping into this fountain will allow you to change the ability and talent point allocation of your characters, for 20,000 gold each. Doing so will also unlock another new achievement. ******************************* Achievement: The Path Not Taken Respec your character ******************************* There is a shop here that carries a few rare items, so it's worth a look. Talking to any of the characters will have them direct you to speak with Sister Eleanor, the current leader of the abbey. So enter the abbey and speak with her. Doing so will also unlock the next new achievement. ************************************************************* Achievement: Mistress of the Abbey Meet with Eleanor, de facto leader of the Abbey of St. Hiram. ************************************************************* Woo, free gamerscore! (unless you're like me and playing on the PC, or you're playing on the PS3) Eleanor will tell you about the Abbey and its history, as well as the reason for all the undead wandering around outside. Turns out a group of heretics had been put down by a group of Legion soldiers and bound to the land. So every so often, they rise up to take their revenge on whoever wanders too far from safety. Eleanor will also tell you about how Du Marnay and a monk known as Simeon went inside the ancient Agallan vault that the abbey had been built upon, but only Simeon had come out. Simeon is somewhere in the desert east of the abbey, so Eleanor has the gate unlocked for you. Deeper into the abbey, there is a small shrine with the remains and a portrait of St. Hiram. A bit further, there are a couple side rooms with few bits of Lore for your journal, plus a couple chests to open. At the back, there is an altar above a small ramp that leads to a very large and very locked door. We'll come back to this area later. Head out of the building and through the now unlocked gate. ------ Simeon ------ Follow the path through the small valley to reach a bridge at the beginning of Deadman's Pass. The path will split with a curving path to the left and another ahead and to the right. Take the latter path. At the next savepoint that you reach, the path splits again, this time with a small pit back and to the right. Remember this pit, we'll be back here soon. Continue Southeast until you see some small ruins off to the left. The map will also show a save point down this path. Up ahead, you'll see a man living here by himself. This is Simeon. Simeon will tell you a bit about why he's out here alone and that he is willing to help you, if you do a small favor for him. Seems a particular undead priest has been raising undead soldiers to attack Simeon every time he leaves this little haven of his. So, let's go help him out. Remember that pit I mentioned earlier? Well, this is where the troublemaker is, so head back there now. Once you enter the pit, Zakkaeus the Apostate will rise up and summon a squad of skeletons to assist him. Like the Azunite Priests from the main DSIII story, he can fire energy blasts that will knock you down for a couple seconds in addition to doing a decent chunk of damage. The other skele- tons can be anything from a nuisance to downright dangerous, so take them out quickly. Anjali's Fire Jackal and Katarina's Black Hound can be a big help here. Anjali's fire attacks can help quite a bit as well, particularly if you have mastered them. Once Zakkaeus falls, he'll drop a nice piece of armor for Reinhart, so make sure to pick it up. Head back to Simeon to tell him the news. Simeon will now explain the two parts needed to get into the vault: the oil found in a nearby cave, and a recitation that can be found on a stone tablet in an ancient temple further down the valley. At this point, you can do either of these tasks first, but since the cave is closer, I'll start there. -------------- The Sacred Oil -------------- Continue through Deadman's Pass and enter the Crimson Flats area. Branching off to the right will be a small ravine with some ruins. As you get close, the map will show a shop next to a save point and a narrow curved path. Speaking to the owner of the shop will trigger a side quest which will likely make the next segment trickier, but has some decent rewards. I won't go into details on the side quest yet, but feel free to browse the shop. She has a nice pair of handguns for Katarina to play with, among other goodies. Continue past the shop and enter Sandspring Cave. There are two main paths that will join together at the back of the cave, so make your way through the monsters that inhabit this place. Of special note are the creatures with the glowing orb on their heads. This breed of creature has a habit of creating pools of energy that will quickly drain your health, so keep moving when they use this attack. Fortunately, they are quite slow. At the very end of the cave, you'll come across the skeleton of a large, winged creature. Examining the creature will cause your companion to identify it as a Lamasu, the symbol of the Legion. Apparently they did exist at some point. Collect the oil and make your way out of the cave. Collecting the oil also triggers another achievement. ***************************************** Achievement: Anointed Ointment Collect the Sacred Oil in Sandspring Cave ***************************************** Head back to the Crimson Flats. ------------------ The Ancient Tablet ------------------ At the far end of the Crimson Flats, there will be the entrance to an Azunite Temple with a goblin standing out front. Speaking to this goblin will start another side quest, so talk to him if you want. I'll cover his quest later. Enter the temple. Once inside, warrior statues and gargoyles will start coming to life. The temple is split down the middle in this first section, but the path to the right is blocked a short way in, so proceed to the left for now. Some rubble will force you into a small room to the left. Once you reach the middle of the room, the doors will shut and all the statues in the room will attack. Defeat them all to open them again. Outside the room, there is a lever on a pillar overlooking a pit. Activating the lever will extend a bridge across the pit, but will also activate a set of bladed pendulums. Turn left just past the first blade and enter the room to the right. There will be a bookcase along the left wall. Examine the bookcase to move it out of the way. In the alcove behind the bookcase is another lever. Use it to stop the pendulums. Exit the room through the door opposite the bookcase and continue to the left. Youll come to a small corridor that opens into a large room. The view will focus on the center of the room, where a tablet stands in front of a large statue. Your companion will note that it's probably the tablet you're looking for. A bit to the right is an altar with two small indentations on it. Examine the altar to learn about the Eyes of the Oracle. Looks like we'll have to find them in order to get to the tablet. Make your way to the far right corner of the room. Here you'll find the Hall of Trials. There are two main puzzles you must solve to get to the eyes, the first right away. As you enter the Hall of Trials, three torches will go out. You need to relight them in a particular order, or face the wrath of the guardians. The sign in front of the torches gives all the information you need to figure out the order, but if you're lazy just light the yellow, then the blue, then green. The fire blocking your path will go out and the two guardian statues will fall apart. Next is a small bridge with fireballs coming from the sides. Cross and follow the passage to the next trial. The last trial is a room with walls of flame on either side of a shimmering pool. Each side has a set of pressure plates that will turn off specific fires, which your companion will helpfully point out. Just start off stepping on the plates until you have a clear path to the far side. Once there, you will have to fight a pair of guardians before the flames leading to the staircase will go out. Or, do it the way the sign suggests and walk straight across the water. Doing so will make all the fires go out and the guardians crumble. But where's the fun in that? :) Atop the staircase will be the shining stones known as the Eyes of the Oracle. Grab them and make your way back to the altar in the central room. Place the Eyes on the altar and a pair of bridges will extend to the middle of the room. I highly recommend saving as the upcoming fight is a royal pain. Make your way to the center platform. As you approach the tablet, the bridges will retract and the statues and gargoyles around the center will come to life. Destroy them all and the central statue will start moving. Say hello to the Daeva Statue. The daeva statue can fire balls of energy that will home in on you, and pack a huge punch. What's worse, as the statue takes more and more damage, it will start sending these out in a wide spray before tracking you. Shielding abilities are highly recommended. Also, watch out for the fire pillars it will send at you four at a time. If all four are in the same spot you're standing on, it will hurt a lot. Once the Daeva has fallen, collect the recitation from the tablet. This will unlock the next new achievement. ********************************************* Achievement: Litany Learned Learn the recitation in the Temple of Azunai. ********************************************* Make your way back to the altar and proceed down the left corridor. When you reach the pit just past the locked room (more on that in the sidequest section) use the lever to extend the bridge. Exit the temple and make your way back to the Abbey of St. Hiram. -------------- Into the Vault -------------- Back at the abbey, make your way to the altar that overlooks the vault door. Brother Cornelius will approach you before you can get there and ask you to find St. Hiram's missing hand. Seems the good saint had a penchant for food- related miracles. This is technically a side quest, but you can't really avoid taking this one. Examine the altar, light the lamps, and recite the words you got from the tablet. The vault door will open. Eleanor will come to warn you about the dangers of the vault. Some of the giants in the vault will know more powerful magic than those you've faced already, and they are led by one known as Molochi. She also mentions that there are always consequences for seeking the "Greatest Treasure of the Faith," if not for the seeker, then for somebody at least. Proceed down the stairs and enter the Vault. This will also unlock the next new achievement. ******************************************************** Achievement: All Ye Who Enter Here Perform the ritual and gain access to the Agallan Vault. ******************************************************** The first large room you enter will feature a pit with a staircase on the far side and doors to the left and right. There is also a small chamber to your immediate left, but a collapsed floor prevents you from directly entering it. As you approach the stairs, your companion will note a noise coming from behind the wall. At the bottom, a giant mummy will emerge from the wall and attack. There are four such mummies around this room, one on each side of the doors. These mummies have a new trick up their sleeves: They can teleport right next to you to attack, so even though they're pretty slow, it's hard to get away from them. Pound them into dust. The staircase leading up from the pit opposite the way you came in goes to an armory and the guards' quarters. Going up the staircase adjacent to the entrance leads to another small storage room. All around, nothing significant, although the guards' quarters do have a few enemies to clean out and a bit of lore to pick up. The door to the right when you first entered the room with the pit leads to the prison chambers, where you can find clues to the sidequest for St. Hiram's lost hand. The door to the left leads deeper into the vault. It's your choice which way to go first, but I'll go into detail on the prison in the sidequest section. Just beyond the left-hand door will be a wide bridge that leads to another corridor. Another enhanced enemy shows up here, a stronger version of the undead priests you've encountered before. This particular type of priest can summon giant skeleton warriors, similar to the giant skeleton you faced on the way to the Abbey the first time. Taking the priests out will take out any of their summons, so make them a priority. Just across the bridge, there will be two side rooms. Each has a few bits of lore to pick up, detailing the early days of the Azunite Church. At the end of each room will be a scroll case that, when examined, will split apart to reveal a couple nice pieces of equipment for Lucas, a two-handed sword and a shield. The shield in particular is one of the best you can get for Lucas. There are also books that tell a bit about the history of the equipment as well. Further down the main corridor, you'll come to an area with two wedge-shaped rooms with the path snaking around them. There is an amulet you can get through a small puzzle related to these rooms, but it is not required to enter them. The amulet itself is worth having, so I'll go ahead and cover it now. Skip a paragraph or two if you are looking for the shortest path. Okay, the first wedge shaped room will have a pair of giant mummies and an assortment of other undead. Once you clear them out, find the candlestick set opposite the entrance. When examined, the scene will show a torch lighting at the far end of the corridor leading between the two rooms. Make your way to the other wedge shaped room. (The room at the near end of the corridor relates to the St. Hiram sidequest.) This time, there will be a pair of giant skeletons with the other undead. Do the same as you did in the other room. With both torches lit, the room will slide open, revealing a large chest. Be careful as you approach the chest, as doing so will bring out High Inquisitor Serafim, who will immediately summon a pair of giant skeletons. This will be a tricky fight. The skeletons can use the same sand attack the mummies use, and will also make slashing attacks with wide reach, which can either stun or knock you down. Serafim will also blast you with strong energy blasts, which can also stun and knock you back. Defeating Serafim will also defeat any skeleton still standing, so concentrate on him if you can. Serafim will drop a nice weapon for Anjali, and will clear the path for the chest. Inside the chest will be a large amount of gold and the Phylactery of the Usurper, which greatly boosts Chaos: Vampire and Doom, with a smaller boost to Chaos: Bloodletting. Back to the main corridor, once you pass the two wedge-shaped rooms, you'll arrive at another large room with multiple smaller rooms around the upper level. Only one way to go from this spot, so make your way around the room counter-clockwise. Each of the corner rooms will have a variety of undead in them, along with some more mummies waiting to emerge from the walls. The first two open areas will have locked gates along the outer wall, so just keep going. Entering the third open area of the room will shift the focus to a large door with two empty pedestals flanking it. Looks like you'll need to find whatever goes on the two pedestals. Clean out the fourth corner room if you'd like, or just head down the stairs leading to the center of the room to find the switch that unlocks the gates. As soon as you take a step onto the staircase, fires will spring up around the room, and Priestguard Onesimus will rise up, summoning several undead to assist him. He will also have several swords that will rise up to take you on. You can take the swords out of the fight for a bit, but they won't stay down for long. As usual, taking out Onesimus will take out any remaining minions. Onesimus will drop a very nice piece of armor for Anjali, as well. Make your way to the far end of the central area to activate the switch. The two gates you passed before will swing open, leading to chambers that hold one staff each. The gate that opens first has two mummies guarding the staff, while the other holds two giant warriors. Picking up the staff will cause a number of lesser undead to appear as well. Once you have both staves, make your way back to the large door. Place the staves, one at a time, into their respective pedestals. The door will open, revealing the Hall of Assembly. Up ahead, you will see a large platform with a large mummy sitting atop a slightly larger throne. There is a save point here. Use it. The final battle is about to begin. When you're ready, descend the stairs. Halfway down, the mummy, Molochi, will get up and begin his attack. He has many attacks at his disposal, many of which you have already seen, just not on the same enemy. He has a pair of slash attacks, he will summon lesser undead, he can use the sand attack the earlier mummies have used, as well as the teleport ability. Take his minions down quickly, as they can cause major problems for you. Once you take his health to zero, he will start the second phase of his attack. His attacks are upgraded, he teleports to you more, and his summons now include undead priests. His armor seems to go up as well. Katarina's Flintlock Fury combined with Xeria's Wrath can take care of the minions quite well, as her power fills quite quickly when you're in machine gun mode. Keep your companion healthy as well, since you typically won't last long solo. Once Molochi falls, you will unlock the second-to-last story related achievement in this expansion, and also the hardest. ************************** Achievement: Mummy Dearest Defeat High Priest Molochi ************************** Proceed up the stairs, grabbing the chest behind the throne if you'd like. The next room holds four more chests and a crypt you can open. Proceed through to the next area, the Hall of Illumination. There is a save point here, followed by a long walkway flanked by torches. As you proceed forward, the torches will ignite, until you reach the end of the path. Here, at the end of the hall, stands a statue of a winged lion. He will begin speaking with you about vatious things, and inform you that you have a choice to make. All I'll say about this choice is that it involves Eleanor. The Lamasu will offer to send you out of the vault, if you are done here. There is still one more thing you can do here, so tell him you'd like to stay for a bit. At this point, you should unlock the last of the story based achievements. ************************** Achievement: It Ain't Lion Speak with the Lamasu ************************** At the feet of the Lamasu, you will find the body of Etienne du Marnay, the man you've been looking for this whole time. Searching the body will produce a ring that provides some moderate bonuses to four important stats. You can either make your way back through the vault, or simply talk to the Lamasu again to send you back to the Abbey to speak with Eleanor. This is where the choice is finalized. The decision you make here will give you one of two Deeds, one worth +25 Attack, the other worth +25 Will and an influence gain for Lucas. Congratulations, you've just completed the main quest for Treasures of the Sun. There are three more achievements available in the DLC, one for respecializing a character, another related to the new super abilities and subject of its own sidequest, and the third the result of another early sidequest. ++++++++++ Sidequests ++++++++++ (Coming Soon) ++++++++++++ Achievements ++++++++++++ There are a total of ten new achievements in Treasures of the Sun, seven of which are acquired through the main storyline. Here they are, in order of when you can first unlock them. Point values are listed for 360 users. (Point Values obtained from achievementhunter.com) -------------------------------------------------------------------------- 1. Bones on the Sand: Survive your first encounter with the undead in the desert. (10 points) -------------------------------------------------------------------------- Unlocked by defeating the first Giant Skeleton you encounter in the Aranoi Desert. Easy enough. --------------------------------------------------------------- 2. The Worm Has Turned: Defeat the Giant Sand Worm. (30 points) --------------------------------------------------------------- Unlocked by defeating the Giant Sand Worm in the pit just before the bridge that leads to the Abbey. Must take the related sidequest for it to appear. --------------------------------------------------------- 3. The Path Not Taken: Respec your character. (10 points) --------------------------------------------------------- Simply step into the fountain in the Abbey's courtyard and spend the 20,000 gold to reallocate your Abilities, Ability Points, and Talent Points. ----------------------------------------------------------------------- 4. Mistress of the Abbey: Meet Eleanor, de facto leader of the Abbey of St. Hiram. (10 points) ----------------------------------------------------------------------- Unlocked when you first speak to Eleanor. -------------------------------------------------------------------------- 5. Confirmed Shriner: Light the sacred flames at all three desert shrines. (20 points) -------------------------------------------------------------------------- Unlocked once all three super abilities are unlocked. Lighting the first shrine will start the related sidequest, where the specific locations are outlined. (Can be done before talking to Simeon, but not before talking to Eleanor, which is why it is number 5 on the list.) ------------------------------------------------------------------------------ 6. Anointed Ointment: Collect the sacred oil in Sandspring Cavern. (40 points) ------------------------------------------------------------------------------ Make your way to the end of Sandspring Cavern to acquire the oil for the ritual. 6 and 7 can be done in either order, but the Cavern is closer to the Abbey than the Azunite temple is. ---------------------------------------------------------------------------- 7. Litany Learned: Learn the recitation in the Temple of Azunai. (40 points) ---------------------------------------------------------------------------- Recover the tablet from its resting place in the Temple of Azunai. 6 and 7 can be done in either order, but the Cavern is closer to the Abbey than the Azunite Temple is. (Why did I retype that instead of using copy-paste?) --------------------------------------------------------------------------- 8. All Ye Who Enter Here: Perform the ritual and gain access to the Agallan Vault. (10 points) --------------------------------------------------------------------------- Unlocked by performing the ritual at the altar in the back room of the Abbey. 6 and 7 must be completed before this can be done. --------------------------------------------------------- 9. Mummy Dearest: Defeat High Priest Molochi. (70 points) --------------------------------------------------------- Pretty straightforward if you think about it. Hardest achievement to earn in the DLC. Naturally, all prior story-related achievements must be completed first. --------------------------------------------------- 10. It Ain't Lion: Speak to the Lamasu. (10 points) --------------------------------------------------- Once you defeat Molochi, simply walk to the end of the final chamber and have a chat with the Lamasu. Somewhat of a letdown as far as achievements go. +++++ Deeds +++++ With the new story content, new Deeds have been added as well. These range from simple +1's to stats, to a pair of huge, yet mutually exclusive, +25 boosts. (Coming Soon) +++++++++++++++ Super Abilities +++++++++++++++ New to Treasures of the Sun, three abilities have been added that any character can use, but can only have one at a time. These abilities will use up all of your current power orbs, so use them wisely. The more full power orbs you have, the stronger the abilities become. The abilities are unlocked at three shrines scattered around the Aranoi. Once a shrine has been lit, you can return to any shrine to change which ability is in use. The shrines' locations can be found in the Sidequest section. Hathra'Unok's Embrace - Heals the party at an increased rate for a short time. The more full power orbs used the greater the amount healed, but the shorter the time the quickened healing is in effect. Xeria's Wrath - Deals damage to all enemies within a certain radius. The more orbs used, the more damage dealt. Elisheva's Shield - Protects the party from damage for a short time. The more orbs used, the longer the shielding lasts. ++++++++++++++++++++ Enchanting Equipment ++++++++++++++++++++ Enchanting equipment was first introduced in Dungeon Siege II, but it has changed considerably since then. You no longer need to find enchantable items or an enchanter to apply the enchantments, but the types of enchantments have been narrowed to just five stats. Enchanting requires two things: Gold and Essences. The amount of gold required varies depending on the value of the item being enchanted, whether that item has a particular stat boost already, and the strength of the essence used. Essences can be found for Retribution, Warding, Stagger, Doom, and Chaos: Vampire. In addition, each type of essence comes in either Major form, which grants +25 in the given stat, or Minor form, which grants +5 in that stat. Essences can be acquired in two ways: as drops from various enemies and chests, or by transmuting items you have. When transmuting items, the item in question must already have one of the five stats in order to produce an essence at all. In addition, the rarer the item, the more likely it will give a Major essence instead of a Minor one. Some rare items may even yield two or more essences, if they have boosts to the relevant stats. Essences cannot be bought or sold, and cannot be applied to a character's default equipment, but can be applied to items currently equipped. Note: Due to an apparent bug in the stat page, you might not see the effects of your enchantments there. +++++++ Enemies +++++++ The various new monsters you will fight. Many of them use the same attacks as creatures in the main quest. Also note that only a handful of enemies will have their real names here, except for bosses. ---------------- Skeleton Warrior ---------------- One of the most common enemies you will encounter. Fairly easy to deal with. Moderate speed, has a few special attacks, including a spinning blade attack. Similar movement patterns to the first Lescanzi Mercenaries you encountered in the Montbaron Estate. --------------- Skeleton Archer --------------- The other most common enemy you will encounter. Moves moderately slow, fires arrows from a distance. Will sometimes try to evade if you get too close. Can be annoying in groups. Follows similar attack patterns to the Lescanzi Archers. ---------------- Skeleton Stalker ---------------- Twin-blade wielding skeletons. Quick movements, attacks in small groups. Can be a royal pain if you're not careful. Follows the attack patterns of their Lescanzi counterparts. --------------- Skeleton Priest --------------- Staff wielding magic user. Slow movements, prefers to stay back from the fight. Has a number of magic spells to use against you. Most common attack is a trio of energy orbs that fan out from its position. Can also summon other skeletons or Sand Beasts. May also heal its allies. Orb attack is similar to that used by the Lescanzi Witches, but summoned creatures are similar to the Ur-Shamesh Shaman. ---------- Sand Beast ---------- The souls of the heretics whose bodies are destroyed, congealed into monsters of solid sand. Slow moving, hard hitting damage sponge. Has two main attacks: it can fling a ball of dirt at a character, causing a fair chunk of damage and likely knocking the character down followed by a brief stun. It can also blast you with a cone of sand that adds up quickly. Movement and attacks based on the Dakkenweyrs found in the eastern forest and summoned by the First People. --------- Sand Worm --------- Man-sized worms that pop out of the sand to attack. Nearly identical to the burrowers found in the swamp. ------------------- Sand Worm Hatchling ------------------- Relatively small white worms that try to swarm you. Can make movement a problem if they surround you. Each egg sac produces four or five of these. -------------- Young Vodyanoi -------------- Found in Sandspring Cavern. These and the Adult Vodyanoi are the same creatures you fought the first time through the Mournweald. -------------- Adult Vodyanoi -------------- Slightly larger Vodyanoi with a glowing orb attached to its head. These are the same creatures you fought the first time through the Mournweald. ----------------- Lescanzi Brigands ----------------- Same as the Lescanzi you've fought back in Ehb. There are a couple variations on the weapons they use. ----------- Giant Mummy ----------- Large mummified Agallan Giants. Can use the same sand attack as the Sand Beast, and can also teleport behind or beside one of your characters. Tends to pop out from behind walls inside the Agallan Vault. ---------------------- Giant Skeleton Warrior ---------------------- Similar to the first Giant Skeleton you fought in the Aranoi Desert, these dangerous foes can be a real problem. Its club has considerable reach, but it can become vulnerable for a second or two after swinging. Sometimes summoned by Skeleton High Priests. -------------------- Skeleton High Priest -------------------- Upgraded version of the Skeleton Priests. Can summon Giant Skeleton Warriors to fight against. ------------ Clay Warrior ------------ Terra cotta sentinels of the Azunite Temple. Somewhat slow compared to other enemies, but makes up for it with strong attacks. Similar to the sentinels you fought when you cleared out the Stonebridge Chapterhouse, but once they fall they stay down until you leave the area. -------- Gargoyle -------- Winged creatures made of stone that spring to life when you get too close. Just like the ones you encountered on the way to Upper Ravens Rill. ------------- Aranoi Spider ------------- Large, white spider. Close range fighters, can cause poisoning. ---------------------- Aranoi Spitting Spider ---------------------- Medium sized black and red spider. Spits webs that slow you down and can cause poison. ++++++ Bosses ++++++ These are the more serious enemies. Most carry valuable equipment or essences. All are tricky to fight if not prepared. I will include the location of the boss and indicate whether it is part of the main DLC quest or a side quest. -------------- Giant Skeleton -------------- Found at: Base of the Aranoi Bluffs, at the entrance to the Aranoi Desert. Main DLC Quest Fairly straightforward fight. Watch out for his wide slashes. Should be easy enough. --------------- Giant Sand Worm --------------- Found at: Near the bridge from the Aranoi Desert to the Abbey of St. Hiram, in a small pit down a curved slope. Side Quest The giant sand worm itself is not too tough, but it is surrounded by half a dozen egg sacs that will each release four or five Sand Worm Hatchlings. It will periodically burrow underground and pop up a short distance from where it entered. Residual damage abilities will help in this battle, particularly when it is out of reach. (More to come) +++++ Q & A +++++ Send me some more questions and I'll try to answer them the best I can. --------------------------------------------------------------------------- Q: Why are the Agallans so much shorter than they were in Dungeon Siege II? --------------------------------------------------------------------------- According to one of the pieces of lore found during the DLC, as the years went by, successive generations of Agallans became shorter and shorter, until they were only slightly taller than the Half-Giants found during the time of the Second Great Cataclysm. The reason for the decline is not fully understood, however. ++++++++++ Conclusion ++++++++++ This has certainly been an interesting ride. While I never intended this to take as long as it has, I would like to say I'm pleased with the result. -------------- Special Thanks -------------- First of all, to Gas Powered Games, the creators of the franchise for giving me several good reasons to spend my money, and for giving their blessing to this new take on their fantastic world. To Obsidian, for bringing a new dimension and a fresh perspective to the series that has me hoping for more to come. To Square-Enix, for continuing to publish wonderful worlds for us to explore. To GameFAQs, the community that inspired me to write this. To Rooster Teeth, for their wonderful Achievement Hunter website, from which I was able to fill in the XBOX Live point values, and for always being hilarious. And finally, to you, the reader, for taking the time to look at my handiwork. +++++++++++++ Legal Notices +++++++++++++ Copyright 2011 Carl Lystad (evknucklehead) ------------------- Authorized Websites ------------------- Currently, the only websites authorized to host this guide are the following: gamefaqs.com gamespot.com Please do not email me asking for permission to host this. It won't happen. ++++++++++++ Contact Info ++++++++++++ Any questions, comments, corrections, or concerns may be mailed to me at venkculkehdah@toamlic.mo (swap every odd character with the one to the right) Make sure to include [Treasures] in the subject line. It may take some time to respond, as I don't check that address as often as I used to, but I will get back to you if I can. Once again, if you are asking to host this guide on your site, don't bother.