Dungeon Siege III: Treasures of the Sun DLC
Walkthrough and Guide Version 0.5

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Table Of Contents
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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.

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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

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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
[email protected]
(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.