Dungeon Siege III is the third and latest installment in the Dungeon Siege series. Obsidian Entertainment’s the developer of this third installment while Square Enix acquired the rights for the series. If you’re stuck in the game here’s a the complete walkthrough for the game courtesy of Wiki Cheats.
A Gathering in the North
The Montbarron Estate
Move forward into the mansion. You can ignore the bodies you find, they do not have anything valuable. Once inside make a left turn at the end of the first hall. After this turn look for a weapon rack on your left. Walk up to it and use the interact button (RB on the Xbox 360, R2 on the PS3). An item will drop on the floor. Pick it up and continue down the stairs.
At the bottom you will have to break some barrels to continue. You will find more of these barrels throughout the game, and you can break them for a chance to get a small amount of money.
You will then be attacked by two mercenaries. They are easy to kill, so use this as a time to practice your different attacks. Keep moving forward and you will encounter even more enemies. When you have defeated this second group you will encounter Marten Guiscard, a member of the Legion. You can speak to him and ask questions, or you can just agree to his plan to continue though the mansion. Follow him to the bridge. On the bridge you will find three barrels. Walk up to each and press the “interact” button. When all three are lit you will end the level.
At the start of this level you will find a save point. Normally it’s always a good idea to use a save point whenever you see one, but there are no enemies between this save point and the next one.
Move down the path to the military camp. There you will find a sign with a bounty notice on it. You will also find a chest and a weapon rack.
Go through the next gate and you will see a save point. Use this save point, because your first boss fight is across the next bridge. If you want a little xp before you get there, don’t cross the bridge and instead go to the next camp. There are some easy enemies for you to kill, and some loot.
Before you cross the cross the bridge, open your inventory screen and check out your gear. You’ve picked up a few new items and some of them will be better than what you currently have equipped. Switch out your old gear for the better items, then cross the bridge.
When you cross the bridge you will encounter Bogden. Not only will you have to fight Bogden, you will also have to deal with his henchmen. Start off this fight using area attacks. These attacks will kill the henchmen and hurt Bogdon. Marten Guiscard will keep Bogdon busy for the most part, which is a big help. Once the henchmen are out of the way, use single target attack to kill Bogdon.
Bogdon fights at close range, so try to use ranged attacks.
Once you have defeated Bogdon enter the chapterhouse and speak to Odo. He will instruct you to go to Raven’s Rill. After you speak to him you will complete your quest and get enough xp to reach the next experience level.
The Search for Survivors
Your first objective is to get to Raven’s Rill. Before you leave for Raven’s Rill look around inside the chapterhouse for loot, you’re sure to find some items you can use.
Once outside, all you have to do is follow the path, but there are plenty of mercenaries on the road. Use your area attacks against them.
When you reach the town you will three people who offer you sidequests. There is a shop in the center of town where you can sell your unwanted gear and by some new gear. You will also encounter one of the Legionnaire’s descendants (Katarina or Lucas). He or she will tell you to free one of the other descendants being held captive in a cave.
Head out of town using the east gate, and be sure to save your game near the gate.
The path to the cave is filled with enemies, as are most paths in this game.
Stormsong Cavern has more mercenaries for you to deal with, but there’s pretty much only one way to go, so you can’t get lost.
Just past the second save point you will encounter Barbat. He’s a mini-boss, and he attacks with a group of mercenaries. Use area attacks to take out his henchmen, then switch to single target attacks for Barbat. He uses a bow, and attacks regularly every second or so. You can easily block his attack, then use a few of your own, then block his next attack.
Keep going and you will encounter a dialogue scene with a woman named Vera. She will then attack you. This fight is far harder than the others you have encountered so far.
In order to avoid damage from her minions you will have to dodge, but where you enter the room is narrow and there is little room to maneuver. You are better off making your way to another part of the room.
Once you have defeated Vera you will be shown a shortcut out of the cave. Return to Raven’s Rill.
Your mission is to find Lazar Bassili, but none of the townsfolk are willing to give you any information about him. To get this information you must complete one of the sidequests available in Raven’s Rill.
If you have already completed one of these side quests you can immediately speak to a man named Grigori, who is standing near the merchant. If you have not yet done a side quest you can choose from any of the following:
- A Prized Possession
- The Fishing Hole
- The Widow’s Revenge
Once you complete one of these quests you will be able to speak to Grigori. The next step is to travel to the chapterhouse and talk to Odo. He will then ask you to retrieve a special ring from a magical forest.
Into the Mournweald
Head to the rear of the chapterhouse. On the upper floor you will find a merchant where you can offload unwanted items, and replace any substandard gear. In this same room is a magical gate, but it is not yet operational. Go downstairs and you’ll find an room full of spiders. Kill them and open the door at the back of the room.
On the other side of this door you will find a corpse with the “A Loss for Words” sidequest. Fight your way through the forest until you reach a path that is blocked by branches. It will open for you, so proceed. You will have to fight your way through another forest hallway. When you get to a tree, walk up to the dead body in the center and pick up the ring. This will trigger a dialogue scene. You will be returned to the tangle of branches. Head back to the chapterhouse and to Odo. This will complete the quest.
The Battle for Raven’s Rill
Odo will instruct you to use the gate at the rear of the chapterhouse. Go through the gate and you will appear on an ethereal plane called the Rakkenvahl. Fight your way along the magic walkways to another gate. This will take you to the Gunderic Mausoluem. Feel free to smash the coffins here for loot. The next area is called the Raven’s Rill Graveyard. Here you will encounter some zombies, and a mini-boss named Zora. Keep fighting your way through the graveyard and into the upper section of the town.
When you enter the town hall you will encounter Rajani. This is the hardest boss fight so far, so be sure you have your best gear equipped.
Rajani has a very large heath pool, so this fight will take a while, expect five to seven minutes. You will need to heal throughout the fight.
Rajani’s attacks include:
- A melee attack with her staff.
- Magic missile that strikes one of your party. It has a long enough range to hit anyone in the room. You can tell when she is about to shoot this because she raises her staff over her head, as if she were going to throw a spear.
- A single target spell that starts as a purple glow under your feet. As soon as you see this effect under your character you should dodge out of the way. If you stay long enough for the spell to activate it will do serious damage.
- Rejani can dodge attacks by rolling away. Ranged attacks and abilities are easier to hit her with.
When you get her down to zero health, she will use a spell that shakes the building and causes some of the roof to collapse onto the floor. These beams will restrict your movement. Her health bar also goes back up to full. This begins the second phase of the fight.
Her attacks improve during this phase:
- Her missile attack shoots out four missiles. They move around the room in large circles until they hit something. The tell for this attack is bigger; when she raises her spear she will be surrounded by purple light.
- Her single target floor spell now shoots out several (up to six) circles. These appear randomly around the room, so you don’t have to dodge when she uses it. But you will have to avoid walking to the purple light.
During this phase she will often stay near the corners of the room, teleporting from one corner to another. If you try to use melee attacks you will spend most of your time running around the room. You will do better if you switch to ranged attacks.
When you get her health bar down to zero this time you will defeat her. You will get the “Trial by Fire” achievement or trophy. Before you do anything else, use the save point in the next room.
Head deeper into the town hall and you will find the Lazar Bassili. Return to where you fought Rajani, and you will have to decide what to do with her.
On the Road
Head out of the chapterhouse and cross the bridge. At the end of the bridge you should get the “Heroes of Old” sidequest. Now take the path to the left, away from Raven’s Rill.
When you cross the next bridge another character will join your party. Which character depends on what character you are playing. If you are playing solo you will only be able to have one other character with you, so you will have to decide who to bring. You can always change party members using the Party Select option in the Player Menu.
You will then have to pass through the Eastern Swamp Bluffs. There are some spiders here, but no major threats.
At the end of the bluffs you will encounter some of the Azunites. There are three types of enemies. The archers and foot soldiers are pretty standard. The men with shields are a little harder. They have a strong melee attack, but move very slowly. Take them out with ranged attacks before they reach you.
Head into and through the Bioluminecent cave and fight your way out the other side. You will reach the Swamp Battlefield. There is a Royalist camp there. Reaching the camp will complete this quest and start the next one.
The Root of the Matter
Speak to the Lord Devonsey and he will ask you to find Phineas, who has been captured by a tribe of swamp people.
On the way out of town you will encounter Roderick who will give you the “Lost in the Swamp” sidequest.
Enter Gloamwood Bog. Here you will encounter some worms that appear out of the ground. They can be annoying to chase after, so ranged attacks work well against them.
Keep going and you will find a group of lost scouts. Speak to them and press on to a save point. Just past the save point is Devonsey. Enter the First People village and fight your way through. Some of the enemies cast green circles on the ground. These are healers, and they should be targeted first to prevent them from healing other enemies.
You will come to a section of the walkway that is missing. There is a crank on the north side of the water that will extend the walkway.
When you reach the center of the village you will speak to Maru-yatum. No matter what you say he will have his people attack. There is a big group here, so you may want to back off, rather than rush into the fray. Some of the enemies here look like swamp men; a huge pile of moss shaped somewhat like a man. They shoot out a green bubbling area attack you should avoid, and they also have a tentacle attack that they use at mid-range.
After you have defeated all the enemies here you can use the save point. Now head up the path made of a giant tree root. At the top you will have to fight Maru-yatum.
Maru-yatum casts an area effect damage over time spell all around him. It isn’t active all the time, so any melee characters can move out of the way while it is in effect. But the computer AI isn’t smart enough to move out of the way. This is where having an AI companion can really be a pain. So if you have Lucas as a computer controlled companion, this is going to be a difficult fight. You may want to switch him out for someone else (anyone else). Even then your AI companions will have trouble staying out of danger areas.
There are three cages filled with Royalist soldiers on the edges of the platform. Free these men and they will fight on your side. They don’t fight very well, but some help is better than none.
Maru-yatum also casts a spell that shoots three to five green bolts in a wide arc. There are too many to dodge, so you will have to block them.
In addition you will be attacked by numerous smaller enemies. They keep spawning, so focus on Maru-yatum. Only attack the minions to get them out of the way temporarily or to build up your focus.
After you defeat Maru-yatum you will end up back in the village. There are four chests you can loot, and they have some good items. Speak to Phineas and he will tell you that he can build the road the Royalists need. On your way out of the swamp be sure to stop by the vendor, which has some rings and pendants you will definitely find useful.
On your way back to the Loyalist camp you will see two new paths open for you. The first leads to the lost scouts for the “Lost in the Swamp” sidequest. The second leads to some slugs you can defeat for the “Missionary Work” sidequest. If you get the eggs you may as well go back to the First People village now to turn the quest in.
When you get back to the Royalist camp speak to Devonsey and he will create the road out. Follow the road all the way to Stonebridge. Along the way you will encounter some bandits, but they’re nothing you can’t handle.
When you reach Stonebridge speak to the guard and he will let you in. When you enter you will complete this quest and start the next one.
The Grand Chapterhouse
Before you enter the chapterhouse you may want to visit some of the merchants in Stonebridge. Some of them have really nice gear, so now is a good time to upgrade any sub-par equipment.
When you enter the chapterhouse the first enemy you will encounter are Legionnaire Guardians. They keep respawning, so no matter how many of them you kill there will always be more. Instead of fighting them, go to the cage in the center of the room and read the scroll there. This will stop the guardians.
You must now find four books in the chapterhouse. There are two doors in this room, go through the one you did not use to enter. You will encounter more guardians and some lion heads on the wall that shoot fireballs. Do not attack any of them. Run past them into the next room where you will find an lever in the center of the room. Use it to open a door, which leads to the first book. Read it and all the guardians and lion heads will die.
Now head back to room with the switch in the middle. There is a door in this room that is unlocked so head through it. In this next room you will see another cage in the center. Go directly to it and flip the switch. You will see a door open. A large group of enemies will attack, so dodge you way through the open door and use the book. This will kill any enemies in the room. There are still lion heads in the previous room, but you are safe in this one. Take this time to heal. Go, out the door and make a left. You will get to the third book. Read it and you will kill all nearby enemies.
Now get to the last book. Press up on the d-pad to see where it is. Use the same tactic of running and dodging past your enemies to reach it. Once you have this book go back to the front of the chapterhouse. Go to the large bookcase and you will automatically open the causeway and retake the Grand Chapterhouse.
The Tumbledown Court
Even if you choose to go to the queen in the dialogue options, this is the quest that will be active after you liberate the Grand Chapterhouse.
When you enter the court you will speak to a man named Wulf. You will then speak to the council. You will have to do two quests in order to win the council over to your side.
- Kassel – Strike! – Kill the cyclopses in the foundry.
- Mudgutter – Trouble in the Crypts- Enter the crypts and defeat the people who are kidnapping robots.
There is a third quest giver named Fiddlewick, but his quests are all side quests and won’t get you a vote on the council.
Trouble in the Crypts
Enter the crypts. You can just follow the golden orbs to guide you through. Next to the bridge is a room with some extra loot. On the other side of the bridge is a similar room that gives you loot and the sidequest “Stolen Shipments”
Keep going to Goblin Demolitionist. He also has some automatons. His attacks are all area attacks, so don’t stand near your companions.
The next bridge has some swinging blades above it. As you cross the bridge you will be attacked by some minor enemies. Either run back to where you started or run past them to the other side of the bridge. Whatever you do, do not fight on the bridge. The blades do far more damage than the enemies do.
There are two switches on the far side of the bridge. Flip both of them to stop the blades and open a new door.
The next room has a save point, which you should use. Past that is a bridge is a platform with two levers, and a robot in a cage. The two levers deploy two bridges that lead to two rooms. In each room is a level, and when the second lever is used you will free the robot.
Modified Automation – He really cranks out damage so heal like crazy. You may want to go with melee attacks, since all his attacks seem to be ranged attacks.
Move forward and you will have to take out another mini-boss called the “Street Boss”
Keep going to a save point. You will want to use it because there’s another boss coming up.
Ehregott is the boss battle of the crypts. During this fight small numbers of bandits will enter the area and attack. Take them out when you need focus, but you should spend most of your attention on Ehregott.
Charge attack – He will dash forward and hit you. If you dodge out of the way he will stop at the end of the charge and be stunned for a moment.
Ranged attack – three cannonballs that follow you. Dodge them. The cannonballs will circle around, but
Head to foundry and talk to Deter. He doesn’t have much helpful information. But will give you a sidequest to turn on gears. Also pick up the sidequest to free the ironworkers.
Head into the foundry and fight your way through. The Cyclopes are hard enemies. Who have some strong melee attacks. They move slowly, so ranged attacks work well against them. They have a large amount of health, almost like a mini-boss.
Eventually you will come to a bridge you have to extend. On this bridge is a mini-boss called a Cyclops Forman.
You will encounter some caged firehounds. If you release them they will attack anything they see. If you release them near enemies, the firehounds will attack your enemies. If you releases them with no enemies around they will attack you.
Half of this fight is the area where you are fighting. It isn’t that big, and so there’s not much room to run around. There are also vents of the floor where flames shoot out, so you will need to watch where you are standing.
His melee attacks are slow and easy to dodge or block.
Ranged attackers will have an easier time with this fight because Ergometheus is so slow that you can easily stay away from him. Just watch out for the dogs.
Head back to the front of the foundry and turn in your quests.
The Automaton Rebellion
When you leave the foundry or the crypt (whichever quest you did last) you will find that the automations that normally guard the city are now attacking it.
Move forward and you will have to fight the Firestorm XE mini-boss. He isn’t as hard as the groups of automatons you have to face up ahead. They stay in tight groups, which is perfect for area effect attacks, but they dish out some serious melee damage so you will want to used ranged area attacks if possible.
Keep going and you will run across the Thunderstorm CE, another robot mini-boss. This one uses more ranged attacks, and they are quite effective so be ready do dodge.
When you reach the court you will talk Wulf. He will tell you the Dapper Old Gent is responsible for the attacks, and that he escaped to the causeway. Save your game, check your equipment, then go in after him.
The Dapper Old Gent
This fight takes place on a platform. In the center of the platform is the Gent, surrounded by a force field. This force field is fed by four generators on the outer ring of the platform. You can’t hurt the Gent while the force field is up. The generators are surrounded by their own force fields.
The power lines going from the generators to the center of the platform will not hurt you.
As soon as the fight starts, you will see objects that look like towers or phone booths appear on the edge of the platform. Out of these will come automatons. You must destroy these towers. Not only do the towers spawn automatons, but they are also the key to lowering the Gent’s force field. The towers should be your primary targets and th automatons should be your secondary targets.
When you have enough of the towers destroyed the shield around one of the generators will go down. Attack that generator. When you destroy it, the Gent’s shield will go down. Attack him with everything you have. His shield will go back up in a few seconds. You will have to repeat this several times to get his health down to zero and defeat him.
He doesn’t use many attacks, but the ones he uses are effective.
- Purple Mark: He places a purple mark on the floor, and a few seconds later it explodes in a black cloud. At the start of the fight this mark is small, and the explosion covers a small area. Later in the fight the mark and the explosion get bigger.
- Cannon Balls – He has shoots multiple black flaming balls at you. Early in the fight he only shoots two at a time, as the fight goes on he shoots more.
- Vertical beams – The platform has what looks like seams going from the center to the edge. On these lines beams will sometimes move back and forth. These beams aren’t guided, so they are more like an environmental hazard than an attack.
- Automatons – During the fight you will encounter a lot of automatons, and they can do a lot of damage if you let them. Their most dangerous attack is a short range flamethrower. If you get several close by you and they all use this attack at once you will get killed pretty quickly.
Once you defeat the Gent you can decide to recruit him to help you, or hand him over to the city.
The actual name for this quest is Tumbledown Court.
Head back to the Grand Chapter House and use the causeway. You’ll end up on a snowy mountaintop. You will come under fire from cannons, but those mostly for show. They rarely hit, and they don’t do much damage
Just before the trail gets narrow you’ll see a short hallway to your left. You get enter this hallway by breaking part of the wall. Inside you’ll find a chest.
Move forward along the path until you come to a soldier who tells you what to do: get some gunpowder and use a cannon to blow up the mine entrance. Move down the path to an outpost with an orge and a chest with the gunpowder. Go back up to the cannon and use it to destroy the mine entrance. Now head back down the path to a bunch of ice crystals and break them. Inside you will find Ibsen Yamas. He will show you how to get through the pass if you do the “In Search of Solitude” quest.
In Search of Solitude
There are three Stonestream Conduits you must destroy. All are located outside the cave, in the mountain paths. Fight your way to each one and attack it.
Return to Ibsen, and your next objective is to find the mine entrance. Before you leave for the mine entrance make sure you have any sidequests you want to do in the area finished, because you won’t be able to return here. Follow the orbs to the mine entrance where you will meet up with Lord Devonsey (who you met in the swamp). From there you will have to walk over to the queen. You will not encounter any enemies on the way there.
Enemy at the Gates
Before you leave on this quest you can talk to some of the people near the queen to pick up some side quests.
Follow the orbs into the mines. You will meet up with Rodderick. He will tell you to gather four bags of black powder to destroy the entrances. Fight your way into the mines. Look for dead bodies that have the black powder you need.
There is a section in the mines where the trail of gold orbs won’t help. The trail will guide you to a ledge. You must summon a moving platform here, but the crystal that summons it is below you. You must backtrack and go around to the crystal.
Keep following the orbs until you reach a mini-boss, the Azunite Lieutenant. He’s basically a stronger version of a shielded Azunite soldier. Just past him you will see a mine cart. Walk up to it and press the “use” button. Congratulations on sealing off the southern mining tunnel.
Now follow the trail of orbs all the way back to the entrance to the court, past it and meet up with Roderick again. Fight your way through the western tunnels and pick up the four satchels of black powder. Keep going until you encounter a save point and another Azunite Lieutenant. Just past him you will find the mine cart. Blow it up and go back to the court.
On your way back you will come under cannon fire as you are riding some platforms. When the platform stops you will have to fight a large group of mixed enemies.
Ebb and Flow
Follow the orbs to a moving platform. At the top Phineas will climb onto the stonestream. You will then be attacked by Sentinels. They will attack you, rather than Phineas, and you don’t have to defeat them, just stay alive until Phineas is done. When Phineas completes his task the Sentinels will die.
Return to the court. Before you get there you will meet Devonsey. Talk to him and you will complete this quest and start the next one.
Lord Devonsey’s Trap
Follow the orbs to the bottom of the well. Here you will take a platform into what looks like an arena. You’ll have to fight a few minor enemies for a few minutes, but save your special attacks. After just a few minutes you will have a dialogue scene with Jane Kisinder herself. You will then have to fight the warbeast.
The warbeast has several attacks. The first is a change. It is hard to avoid because he also uses a tail swipe. Melee characters will have a harder time with this fight because he has a stomp attack that is effective all around him, and will knock you down.
Know that the warbeast’s charge will kill any enemy troops it hits, so a good dodge will not only save you some damage but will also take out the minor enemies.
On Holy Ground
From the chapterhouse head over to the Stonebridge town hall. When you decide to leave for the spire, you won’t be able to return to Stonebridge for the rest of the game. Be sure you save before you leave.
In the spire the first you will speak to Rajani, if you were nice to her earlier in the game. She will ask you to spare the lives of her sisters. If you agree she will tell you of a secret location, accessed by a pressure plate in the corner of the garden.
The next room has four gates, and a switch in the middle. Use the switch and one of the doors will open. The trail of golden orbs will point you to a locked door, but you can only go through the open one. In this next room you will see a switch in the center. Flip it, and go to the previous room. One of the other doors here will be open, so go through that. This will take you to the room with the pressure plate in the corner.
If you head into the spire dungeons you will encounter the jailer. He moves quickly and often. Once you kill him you will get his keys and be able to open all the cells.
In the eastern cellblock there is a sealed cell. You can get to it by breaking the wall in the cell to the west. Inside you will find a chest, and a critical piece of lore.
Freeing the prisoners will get you the “Liberator” trophy/achievement.
Go back to the room with the pressure plate and press on into the spire. You will have to fight an Azunite Handmaiden. Her melee attack has a powerful knockback.
When you reach the West Turret there is an elevator you must use. At the top you will face the Archon of War.
Archon of War
The Archon of War fights with abilities similar to Anjali when she is in human form. Many of her attacks are area attacks, so do not stand near any of your companions. If possible have one melee character hold her attention and the rest use ranged attacks.
She moves around a lot, making her hard to hit with some spells.
When you have defeated her, follow the orbs to the east turret. You will again have to fight an Azunite Lieutenant. Just past him is a Archon Handmaiden.
After this fight look on your map and you will see the location of a merchant. Head over there and check out the items he has for sale.
When you enter the East Turret you will face another Handmadien.
Archon of Justice
In the same way that the Archon of War fights like Anjali in human form, the Archon of Justice fights like Anjali in fire form.
She uses a pillar of fire style attack that shoots multiple columns of fire from the floor. She also summons fire jackals.
The good news is that Justice doesn’t move much. You can spam your most powerful single target spells and she won’t move or dodge. This can be a short fight if you do it right, so use your advanced abilities, crank out the DPS, and only stop to dodge.
Once this fight is over, follow the orbs to the other side of the castle. Along the way you’ll have to deal with large numbers of enemies, but by this time you should be used to that.
When fighting Jeyne’s minions, area attacks where her shield is close to the wall are very effective. Enemies have to go through this area to reach you.
This is the hardest fight in the game so far. You’ll be in a fairly small area. Jeyne will be in the center, with a force field around her. You can’t hurt her during this phase of the fight. You will have to fight her subordinates first.
After a few waves of minor enemies you will have to defeat two Cyclops Brutes. You will have to face both of these guys, at the same time. Keep moving and keep your health up. This fight is a marathon, not a sprint.
During this time you will have to dodge Jeyne’s attacks. You can’t hurt her yet, so you have to avoid her attacks and attack the Cyclops Brutes.
The second phase of the fight starts when Chakti, the woman who was standing next to Jeyne, enters combat. She moves around very quickly.
After you defeat Chakti, Jeyne will run away. Before you chase after her, clear out any enemies remaining in the room and loot all the chests. The next room has a save point you should use, unless you want to fight Chakti again.
In the next room you will have to fight Jeyne and her handmaidens. None of them have health bars.
When you defeat her, she will run away. Loot the chests in the room, then follow her.
Up on the roof is your final fight against Jeyne. She moves very quickly, so ranged attackers will need to constantly move away from her. She also uses a teleport ability like a charge attack, so you will need to dodge when you see her about to teleport. She always teleports right next to you, and the attack she uses when she arrives has a range a little bit longer than your dodge. You will need to dodge twice in a row to avoid the attack.
After defeating Jeyne take the elevator down. At the bottom you will find a save point. If you let Fitch (who you found in the dungeon) go then you will find him here acting as a merchant. He’s the final merchant in the game, so spend your cash and buy whatever you like.
Follow Armand, then take him to the causeway. Once you’ve dropped him off there, go downstairs and out of the chapterhouse. When you get outside you will see some Archons, but these are easy enemies.
Farther down the road you will encounter a humanoid with four arms. It is called a daeva. His has some decent ranged attacks, but stands still much of the time so it is easy to attack. After that you will encounter the Radiant Youth. Speak to him, then use the save point.
You will then have to follow a long, straight path through the forest. Along the way you’ll have to fight group after group of daevas and Archons. They aren’t hard individually, but when they attack in large groups they can difficult.
The only rule here is not to run past any of your enemies. If you do, you will trigger more to spawn, then you’ll have to deal with a large group.
In the first phase of this fight the Corrupted Creator will slam his hand down and drag it on the ground. Of course you’ll want to avoid this attack. But this is also when he is vulnerable. Attack his hand with ranged attacks. His hand is even more vulnerable when he stops moving it and just rests it on the ground.
He also shoots groups of blue spheres at you. If you don’t dodge these, the first will knock you down and the rest will all hit you. This can easily one-shot most characters, so avoid this attack at all costs.
He will summon some Archons, but try to attack his hand whenever you can target it. If you unleash your strong abilities on his hand, you can finish this phase in just a minute or two.
When you get him down to half health you will start phase two of the battle. He will spit out bubbling liquid on the ground. If you step in it, it will drain your focus. He will also spawn a large number of minor enemies (use area attacks to kill them) and a few daevas. The Corrupted Creator also has a beam attack that follows you around and will hit you if you stop running. You will need to heal constantly.
Focus on staying alive. Eventually the creator will suck up all his minions in his mouth. He will then put his head on the ground. When this happens attack as hard as you can. Use your most powerful single target attacks. If you have an empowered single target attack, use that. It if hit it hard enough you will be able to kill the creator in only two or three cycles.
Once the fight is over you will get to decide the fate of Jeyne Kassynder. You will also get the “Welcome to the Winner’s Circle” trophy or achievement.
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