Dungeon siege 3 where is grigori




















If you speak to it, it asks for a password. You have two choices. Your choice. Within the room is a save point and a chest right next to it, which contains a key and some loot. Head down to the bottom of the main stairs, which is now full of enemies, and you can enter the locked door to enter the East Wing.

As you reach the end of this room, you will be attacked again. Around now you should be levelling up again and will have access to the second row of Abilities. Follow the corridors, through the section that looks like a Library, through the kitchen area and down some more stairs to the actual Library. Right in front of you is a locked door and a save point. Head down the stairs and next to one of the staircases is a table containing Lore: Torn Letter.

In the bookcases on the left side of the room you can find Lore: Children of the Swamp. In the bookcases on the right side of the room you can find Lore: The Creator Gods. On one end of the room is a large door with a lever, examining it will reveal something is missing from it. Head towards the other door in this room and some enemies will break it down and rush in. Walk through it and up some stairs into a larger room full of enemies.

In an alcove on the left of this room is a chest. From here you can see a ritualistic scene on a lower level. In the far right corner of this room, to the right of a door, is a bookcase containing Lore: The River of Souls. Open the door and kill all the enemies in this corridor. The first room you come to will be Component Storage, but there is nothing but enemies inside.

There is also a book on a table containing Lore: Scribbled Note. In the corner is a chest. Head down the stairs to take on the Mire Hulk Horror. Your best bet is to take out the summoners first. The Mire Hulk is pretty easy, his attacks are slow and easy to avoid. With them defeated, a body in the corner holds the item needed to open the gate from earlier.

Head up the other staircase to the left and follow this path to be brought back to the room with the gate in it. Head over to the lever and open it.

Go through the gate. Head up the stairs to find three more rooms. The room on the left contains the Heart of Nagog, which the ghostly lady near the start of this place asked you to destroy. If you destroy it now, the next boss fight is a lot harder so leave it be for now.

There are two chests in this room. Head back out and into the room opposite this one, where you will find two weapon racks and an inactive causeway. Head into the final room to face Lord Gunderic. This guy really hits hard, so make sure you fight from a distance. He will also spawn multiple skeletons throughout the fight. I found it easiest to use the skeletons to build up my special meter, and then fire those big shots into Lord Gunderic.

With Gunderic dead, there is a chest on the left side of the room. Now head back to the Heart of Nagog and destroy it. Depending on your choice, you will unlock one of:. Lescanzi Ally Open the doors of Gunderic Manor to a friend. This will also have completed the Side Quest: Gunderic Manor. Speak with Leona again to transport out of the Manor. Head through the village and towards the end you will be approached by Tatyana who will give you Side Quest: Hiding Out.

Continue on and leave the village. Head back towards the Chapterhouse. Cross the bridge to the Chapterhouse. As you enter, Armand will talk to you and become a new merchant. Head into the room on the far right and speak with Odo.

When speaking about the Causeways, choose to believe Odo to gain influence with Anjali. Now head into the large room and down the stairs to the lower floor. At the bottom, on either side of the stairs will be a weapon rack and a chest. Shoot these and kill the spiders that hatch from them. Large spiders will now drop from the ceiling, so kill them as well. There will also be eggs off to the sides of the room, so make sure to clear these out as well.

There is a lootable corpse in the near-left corner. With the save point directly ahead of you, walk forwards down the path. The forest is absolutely crawling with spiders, so always be on the lookout.

Take the first right you come to and you will find yourself after being attacked by an army of spiders at a chest next to some spider eggs. The left path is short and ends with some loot. Prepare yourself for one of the most awkward fights in the game. On the harder difficulties this can be nearly impossible as the boss tends to regain health when it hurts you — an attack that is also very difficult to avoid.

As you follow the path inside the cave, you will be assaulted by spiders on a regular basis. You will come to a fork in the road. The left side will be a large area covered in spiders eggs which will hatch and attack you, at the same time as spiders drop from the ceiling all around you. At the end of this open area is corpse containing Lore: The House of Manx and the first book for our side quest.

Head back to the fork and this time go in the other direction. After two lootable corpses, there is a save point - I suggest you use it. Head further into the cave and you will find Niku hanging from the ceiling in a web sac. Talk to him to start the fight with Palefang and her million spider babies. Instead, keep moving. Now leave the cave system. Backtrack to the very first save point by the Chapterhouse. With the save point on your right, head left and follow the path all the way around.

You will also be attacked by more spiders, some wolves and a giant antlered zebra beast thing which hits really hard and has a lot of HP. With all of them dead, keep following the left path as it curls around. Looting the corpse will net you Lore: The House of Gunderic and the second book for our side quest.

Walk back to the save point and turn left just before getting to it. Ahead you will see the path is blocked by roots. Approach it to trigger a cutscene. Loot it for Lore: The House of Montbarron , which is also the third and final book for our sidequest. Now head through the path that was blocked by roots. Immediately on your right there is a lootable corpse. There is another to the left of the path as well.

Keep following the path. As soon as you enter the Mournweald, there is a lootable corpse on your right. Keep going until you cross a bridge. Very soon, on the right behind a tree, will be a lootable corpse. Head back across the bridge and continue down the main path. After crossing two more bridges, you will arrive in a clearing strewn with corpses.

Ignore the corpse in the middle covered with ravens for now. Now interact with the lone corpse in the middle of the clearing. Turn around and begin your journey back to the Chapterhouse. As you approach the bridge, you will meet the Radiant Youth. Sacred Meeting Speak directly to the Radiant Youth. Now return back to the Chapterhouse. The spiders will all have likely respawned, so fight your way back.

Head up to the top floor and to the large bookcase on the side of the stairs with the locked symbol. Inside you will find a chest containing random loot and the golden Raven Ring. Just sell the white items for now, this should leave you with plenty of room. While the main quest leads far away, there is still more to do in Rukkenvahl. Both Lazar and Leona have an interest in exploring Gunderic's old mansion. For the Legion, Gunderic also has a signet ring, which combined with Montbarron's may unlock an ancient crypt.

Follow the quest path along Pilgrim's Road to locate the warrior's estate. Inside the mansion, head up the stairs and into the bedroom on the left to find the ghost of Alise. She will ask you to stop her demonic father and bring an end to the madness. Your quest marker only points to a locked door. Instead head down the long west path and kill the gargoyles along the way.

You'll come to the Gunderic master bedroom where some type of key is hidden. It's not a real physical key, instead a note with the password "Nagog". Exit back out to the previous hallway and speak with the magical door. Use the password of Nagog to enter in the next room. Grab the treasures in here along with the vault key.

Exit back to the main hall and you'll now start facing enemies: mostly skeletons but also some demonic spearmen. They have a bit more range than other enemies but overall aren't very challenging. You'll come to another blocked door. There is a leaver to the side but it doesn't seem to work. It requires a coalfire stone, which can be found by following your quest path to the west. Battle through another set of minions and you'll encounter the mid boss Mire Hulk Horror.

This monster has a hearty amount of life, but isn't much of an offensive threat. Just take down its helpers first before ganging up on the Horror. After the fight grab the coalfire stone and take it back to the leaver. Open the gate ahead and move to the left to locate the Heart of Nagog. You will need to destroy it to free Alise, but it's your choice if you really want to help the ghost. Your main objective is to still face Gunderic in the northern room.

The haunted Legionnaire hits hard with dashes and slams. Gunderic has a slight wind up time, given you some room to doge out of his attack range. Let your partner do most of the tanking while you set up buffs and use attacks from a safe distance. If skeleton minions arrive, take them out yourself while your party member keeps the heat on the boss. After the battle loot the body to gain Gunderic's ring. You will also meet up with Leona who wants to research the mansion.

Choose to either agree with the witch or take the place back for the Legion. Your business in the Gunderic estate is done, so report back to Lazar in Raven's Rill. Your quest path will take you to the Legion crypt. Along the Pilgrim's Road you'll find Boris, the bandit Ludmila asked you to kill sometime back.

Since you're in the area take the time to kill off the simple thug. Either continue to the crypt or return to Raven's Rill to turn in the sidequest. It's advised to just focus on the tomb, though. Outside the Legion tomb talk to Maximilien and agree to find some artifacts inside. Much of the tomb is the same as what you faced inside the mansion: undead knights and spell casters. Using the same strategies will get you the majority of the way through.

Per Mximilien's request, keep an eye out for additional quests markers near various chest and tombs. Though these belong to the Legion, selling them to the collector will reward you with a nice sum of gold. Your ultimate goal is to locate the Drakomir, the spirit that has cursed the crypt. He is fairly average when it comes to attacks, being fairly similar to Gunderic.

The main problem is his defenses: he will take very little to no damage unless he is making an attack. You will have to risk taking damage in order to lay down your own attacks.

Make sure both your healing and attack buffs are on to make the most out of your hits. Use your strongest abilities such as Heartseeking Shot to make short work of the ghost lord. Once the fighting is over, return to Max and trade him whatever items you wish.

It's now time to move along to the rest of the main storyline. Follow the path from where you confronted Boris during the previous sidequest. This will eventually lead to the outskirts of Rukkenvahl. You'll be fighting against the main enemy: the Azunite along this road. They are a strong war band of heavy armored knights supported by bowmen. Be sure to focus on the smaller helpers before going after the tall swordsmen. You won't be fighting for long, as you'll eventually meet up with the Royalists and their leader Lord Devonsey.

It seems his men are coming under attack by the First People in the Gloamwood Bog. Talk to the lieutenants to also gain a side mission to find some missing soldiers. Follow a bit out of the Royalist camp and you can have a private chat with your party. Each member will have different feeling regarding the Royal General, so try to appeal to their personality.

After siding with the Royalists, head deeper into the bog and fight your way through the new enemies. The savages hit fast and hard. It's best to concentrate on one at a time by using very strong attacks instead of a weaker area of effect.

At the mouth of their village you'll rescue a few of the missing soldiers, though you can't locate the remainder of the Royalists for now. You can attempt to negotiate with the First People Or Ur-shamesh as they call themselves. Luckily Devonsey will fight on your side and give some nice melee support. Use the quest path to locate the wheel crank. During this will deploy the bridge leading to the main encampment. Maru-yatum, the Ur-shamesh leader will attack you personally with his followers.

The leader hits hard, but after a few attacks he will quit the battle. Taking on his allies will require more fighting, but with your party and Devonsey the enemy should fall soon. Head up the ramps and confront the Maru-yatum directly. He summons in powerful golems and uses strong spells of his own. Let your partner get in close and deal with the boss directly. Your job should be concentrating on taking out the summoned enemies and keep buffs on at all time.

Expect your alley to die once or twice, so be ready with revivals. If you really find yourself low on health, set up your curing buff and run away.

You can hide behind the large cages and stay safe from the deadlier magic. After the battle you'll make peace with the Ur-shamesh and have free reign to explore the village. With the blessing from the Maru-yatum, you can now explore the formerly blocked paths to rescue the remaining lost soldiers. You can also locate the Azunite missionary Arah who requests that you gather some slug eggs for medical use.

Follow the quest path and face against the Ancient Burrower, a slug type enemy that will spend much of its time underground. Its large aura will give off its location, allowing you to easily track the enemy. After destroying the mini boss, grab the nearby eggs and return them to Arah. Accept the rewards and return back to Lord Devonsey. With his men rescued, they will build a path leading on to the city of Stonebridge. The road from the bogs to Stonebridge are crawling with more mercenaries under contract of Jeyne.

Among them is the pack leader Svarbog that attacks with a gang of archers. As with past ranged enemies, close the distance and come in close to kill them easily. Be sure to also walk off the beaten path and collect treasure chests scattered along the road.

You'll eventually come to the city of Stonebridge. Talk to the towns people to gain some extra sidequests and a bit of gold. The Merchant Ursula will ask you to kill the deserters east of town that stole her silk supply. Ext to the road again and backtrack near the swamp. The bandits are the standard Azunite lot and don't pose much of a threat.

Taking them out is worth the footwork. Regardless of whether you complete this side mission or not, your main goal is to free the Chapterhouse and open the causeway from Rukkenvahl to Stonebridge. The Chapterhouse is full of powerful demons and traps that blast fireballs. These enemies also respawn when destroyed, making things hectic. Thankfully, your goal isn't to actually kill the enemies, but locate the scrolls hidden behind doors and cages.

Grabbing these written pieces of lore will dispel any enemies within the area. To make it even more handy, all of the scrolls locations are marked on your minimap. Because of this, leave the fighting to a minimum, thinning the enemy only enough to keep them off your back.

Use your dodging and movement skills to rush and gather up all the scrolls, which in turn will destroy the enemy. You'll automatically open a path back to Rukkenvahl, allowing you to return back to Raven's Rill with ease. You'll also most likely be high enough level to gain the second tier of Talents.

Some characters have some good advanced Talents, namely Lucas' Focused Strikes. Chat with Odo and Marten and learn that you need to gain some new allies. Since you're already in Stonebridge it makes sense to deal with them instead of traveling elsewhere Though you can use the Causeways to find other allies if you wish. For now head along the quest path and meet with the Meisters. Wulf will automatically support the Legion, but you'll still need two out of three votes from the following lords: Kassel, Mudgutter, and Fiddlewick.

For now, completing Fiddlewick's requests are the easiest and closest. The Meister is more about settling domestic conflict rather than major battles. For your assignment you will have to decide what to do about the imprisoned Krug. Meet with the protesters out in the main hall that want the Krug to be free. Next talk to the Krug in the jail cell to get his side of the story.

Make your final choice with the constable guarding the cell and return back to Fiddlewick. He will want you to hear a claim to land from two citizens over in the Chapterhouse.

Travel back to the Legion stronghold and speak with Hans and Baron Barrenbaron. Both have owned the piece of land in the past, one under goblin rule and the other from human governments.

Talk to them both and get each of their stories. You can choose to side with either, or degree that both only hold half a stake and must work together. With the domestic squabbles resolved, return back to Fiddlewick to gain his support. While he may cast his vote for you at the moment, your actions with Mudgutter or Kassel might change his mind.

You can pick which lord to help now, but Kassel's request can lead to some quicker devlopments. Kassel has requested that you stop the Cyclops rebellion within the Great Foundry. You'll mostly be fighting against goblins and Cyclops inside this fiery construction. Goblins are swift and use ranged attacks which will require you to roll in and close the distance. Cyclops on the other hand are large beasts that should be avoided at all costs and defeated with your strongest projectiles.

Among the stronger enemies in the Foundry include the beefier Cyclops Foreman and the Mad Bomber goblin.

Like other sub bosses, stay out of their range as they use aura that cause damage or make them powerful. Besides the fighting, you should also keep an eye out for various valves and pressure puts to seal and restore the correct power flow to the factory. These are spread around the whole level, some located at the area boss' hideout. Thankfully, all of these side quest points will be well marked on the map.

About half way through the tunnels you'll come across the trapped prisoner Olbert Lutzs. He will request that you also free the other two workers that were taken hostage. The two nearest quest markers will point out the two missing employees. Report back to Lutz and the three workers will head back to the main entrance. You'll eventually come to the rebel leader, Ergometheus. There is little point in chatting it up with the monster.

His fighting style is similar to the rest of his kin, though he tends to hit even faster and harder. If the boss manages to call in help, be sure to stop and deal with the minions. The battle isn't overly hard as the Cyclops still doesn't move swiftly enough to be a threat. After the fight Ergometheus will be ready to negotiate. Agree to represent him and listen to his case.

Return back to the entrance where you will encounter both Kassel and Fiddlewick. Both will take a stance on the issue at hand and you should listen to both of their sides. Now make a choice regarding what to do with the Cyclops rebellion. Your choice will gain you a vote from one of the lords, but with mark for bad will with the other. Mudgutter has a job for you that isn't much further from Kassel's assignment. It appears that criminals have taken over an old crypt and are using it as their stronghold.

Right outside the fortress you can meet Sweatcog, a goblin that will request that you track down his latest creation. It's good to take on this side quest now, as turning it in later may be an issue. Your glowing trail of quest beads will point out your main attraction. The enemy is an automation much like the constables littered around the city.

After killing the machine, head back to Sweatcog and turn in the quest. Before entering inside the base, talk to Hermann Holtzman to gain a corresponding sidequest. He will ask you to search for several Legion relics inside. Thankfully none of these items are that far from the main objective path. Just keep your eyes peeled for quest markers that seem to be off road. Back to the job at hand, the enemies you'll be fighting mostly consist of human archers and goblin fighters.

You might also run into a handful of undead along the way as well. Enemies aren't the only hazard inside; the crypt is filled with traps, namely the large swinging blades that can chop off a good amount of your life bar. The quest marker will often point you into locked doors, requiring you to take the beaten off roads and flip large switches. Often times these switches are either guarded by or will release miniboss enemies.

Defeating the automation will also leave you atop a center island connected to retractable bridges on all four sides. To cross to the next section you will need to locate all of the switches and release the bridge way to the south. In the final area you will locate the criminal leader Ehregott. He is a caster, and nearly a clone of Reinhart. He'll use magic and traps to keep you slowed and disabled. The real danger of the battle doesn't come from the boss, but rather the storm of soldiers he will keep summoning from all directions.

Try to keep the minions busy while your partner kills the mage. After the battle, when you exit the building you'll discover the town under siege. Marten will approach and inform you that the meisters are safe for the time being, but might not last long. Head through the burning streets and kill the rogue automatons. You might even need to deal with mini bosses, such as the Thunderstorm CE that causes strong lightning damage.

Upon finding the lords, they will request that you finally deal with the Dapper Old Gent and the mess he's created. Enter the Causeway and track down the old man.

The Old Man does not attack directly, instead hidden under an invincible barrier and will summon waves of minions. To combat this destroy the tubes which the minions emerge from. After taking down two of these, it will release the shields on the sandwiched generator.

Destroy the generator and the Gent's shield will drop fro a brief time. Unleash all of your strongest attacks at this time, as the Gent will get his shield on quickly. Repeat the process of destroying the tubes, generators and finally attack the Gent. After the battle and listen to the Dapper Gent's tale of why he started the rebellion. You now have a choice about what to do with the villain. You can undergo this mission before or after dealing with the business in Stonebridge.

The Royal Queen has taken refuge in the depths of Frostpire Mountain. Start by moving along the steep glacier path. The zone will soon be bombarded by Azunite cannon fire, so use the sounds and slow speed of fire to dodge out of the explosive's blast radius. Eventually you'll approach the Azunite guards face to face. After taking care of the talking door, enter the lord's office and take the key from the chest. Having the item, go down and head to the east part of the manor on your way you will have to fight some undeads, M7,6.

As it will soon turn out, the vault door is locked M8,1 - in order to get them opened, go west - there you will have to fight increasingly strong enemies and eventually a group of mages together with a colossus that they will summon M8,2. After the fight you should thoroughly search the room - in its north-west corner there's a corpse from which you can take the item needed to open the vault door.

After repairing the lock, you will enter the inner sanctum. First head to lord Gunderic - fighting him shouldn't be really hard M8,3. Afterwards go to the west side of the room where you will find Heart of Nagog and destroy it M8,4.

The order is very important - if you destroy the Heart first and then the cursed knight, he will be much stronger and you might have trouble defeating him. After the fight, go out of the room and Leona will be waiting for you.

During the conversation you will have to make a choice presented in table T1. You choice will have an influence on the game ending. You will regain the manor by the end of the game, it will become a school for new legionaries. Tatyana, who will accost you in Raven's Rill M3,5 , will ask you to save her husband - in order to help her, you need to go to East Forest M9. There you must enter the cave M9,3 and save Niku from the large spider M9,4. Right after leaving Chapterhouse you will come across a corpse M9,1 - based on the information found beside it, it would seem that if you find three lost books and place them on the bookshelf at the Legion Chapterhouse M4 , you would open secret treasure.

The places where you can find the books have been marked on the map M9,2 and the bookshelf can be found inside the room with stairs in the northern part of Chapterhouse. Your main mission will be reaching the tree found in Mournweald - in order to reach it, you will have to fight your way through a horde of spiders and wolves in the West Forest M9 and fishmen inside Mournweald itself M After getting there you will talk with the Radiant Youth M10,1 who will teleport you to the edge of the forest.

Return to Odo and show him the Montbaron Signet which you've found by the corpse M10,1. He will tell you to open the portal The Battle for Raven's Rill. After receiving he mission from Odo, head to the portal found in the upper part of the Chapterhouse, beside Armand. Cross the gate to reach Rukkenvahl Causeway M11 - despite its appearance, there's no danger waiting for you there. Once you reach the east edge of the map, a road to a treasure will appear before you.

Afterwards head south - there you will find a portal M11,1 that will take you to the Gunderic Mausoleum M Fight your way through hordes of gargoyles and collect all the treasures one is hidden behind a wall, M12,1. After going out of the catacombs you will reach a cemetery - be ready to fight waves of undeads and Aria the witch M12,2. Afterwards move to Raven's Rill and fight a Lascanzi army and two lesser bosses.

It's best to save your game before entering the city hall - you will have to fight Rajani who is a very demanding enemy M12,3. Defeat her, free Lazar M12,4 and return to Rajani to judge her. Table T2 contains the possible choices and their consequences. It's worth to notice that heavenly judgement is one of the most powerful weapons in the game - the only question is, is it worth killing an innocent person? Turn right on the crossroads - you will meet Maximilian on the square before the building, who will ask you to find a few artifacts inside Relics of Another Age.

You will need two signets in order to open the door - you can get one by killing lord Gunderic during Gunderic Manor see M7 and M8 , whereas you have already found the second by lord Montbaron Enter the Mournweald. After you use the signets on the statues beside the door, the crypt will open. Fight your way through more hordes of undead enemies until you reach a big square-shaped room. In its western side you will find a corpse and a key beside it M13,2 - it will let you continue your journey.

Move forwards, going down to the lower level of the dungeons M13,X3. Lots of treasures, enemies and a powerful boss await you there M14,1. After defeating him, move on M14,X2 to finally leave the catacombs.

This mission is closely related to Heroes of Old - you receive it from Maximilian beside Heroes' Crypt. Your task is finding three artifacts - they have been marked on the maps M13 and M After collecting the required items, return to him to collect your prize.

After you finish Act 1, Odo will ask you to reach Stonebridge and open the portal there. Go out of the Chapterhouse and follow the Pilgrims' Road M3 south-west. It's well worth to complete this mission, as there are lots of precious items inside the catacombs.

Once you reach the crossroads to Heroes' Crypt, take the left branch - that way you will reach Eastern Swamp Bluffs M If you're not playing as Katarina, you will be able to add her to the squad here.

Inside the forest fight your way through a few gatherings of spiders and you will come across Leopold who will tell you about the battle between Royalists and Azunites.

Go inside the Bioluminescent Cave and fight your way through the enemies. If you haven't yet met Lucas or you're not playing as him, he will join the team here. If you will support the Royalists during the conversation with him, he will start trusting you more. After getting out of the cave you will reach the Swamps Battlefield - there you will find the Royalists' camp, who are in need of your help. Talk with Lord Devonsey M16,1 who will ask you to find Phineas. During the conversation you can make a decision, the consequences of which are described below.

Before you go out of the camp, it's worth to talk with Roderick who will give you Lost in the Swamp. After talking with Lord Devonsey, head east you will come across Roderick with Lost in the Swamp on your way.

Go onto the swamps, fight with the local fauna and collect treasures. Eventually you will reach the First People Village - there you will have to fight a few not-so-strong enemies. At some point you will have to use the lever to move on M16,4. In the further part of the village you will meet the leader - the will throw an army of his underling at you M16,5. Defeat them and start chasing him, climbing up the large tree.

Eventually you will have to fight the Shaman M16,6. In return for defeating him you will receive lots of treasures and a ring that will let you go through the previously inaccessible parts of the jungle.

In order to finish the mission, talk with Phineas and return to the Royalist camp. On your way there however, it's worth to look for the soldiers Lost in the Swamp and talk with Arah Missionary Work, M16,7. Once you return to the Royalists M16,1 , Phineas will take you out of the swamps thanks to which you will be able to return to Stonebridge M During the last talk with Lord Devonsey you can make a decision, the consequences of which are described below:.

Roderick from the swamp camp will ask you to find his soldiers. Their location have been marked on the map M16 - just remember that the second group can be saved only after completing The Root of the Matter. Go out of the First People Village and you will come across - she will ask you to find the spider eggs thanks to which she will be able to heal the wounded soldiers. Your destination is in the very middle of the jungle - in order to get there, you will have to defeat an army of forest creatures and one boss M16,8.

After obtaining the precious ingredient, return to Arah to collect your prize. There, go to the basement M19,X2 to fight a group of cursed soldiers.

They are immortal - even if you kill them, they will return to life eventually. The only way of getting rid of them for good is taking the book from the pedestal in the middle of the room M20,1. Proceed identically in all other rooms, however you will have to pull some levers to reach them M20,2. After you collect all five books, you should take them all to the shelf M19,2.

In order to reach it, you have to go through the secret passage behind the bookshelf M19,1. You have to decide which mission will you take on first - Majority Rules takes place in Stonebridge, so it's better to start with it.

Ursula the merchant M18,1 is worried about her supplies - she will ask you to heck if they haven't been taken by Lascanzi. Go out of Stonebridge following the same path that you came there and eliminate the enemy warriors M17,1. Afterwards search the chests and return to Ursula with the recovered goods. The chests and Lascanzi will appear in the marked spot M17,1 only after you accept this mission there's nothing there otherwise.

Right beside the building entrance you will meet constable Wulf - he will help you gain support in the council and will vote for you himself. Constable Wulf will take you to the city council - you will be able to try and convince them to support your cause.

You will be able whether to punish the Legion murderers:. After talking with the council, the members will spread throughout the room - each one will have a mission for you. Completing every mission will let you finish Majority Rules.



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