Strike! – Dungeon Siege III Main Quest

This guide provides a walkthrough for a main quest in part 2 of Dungeon Siege III. Along with the walkthrough is a map and legend, which provides additional information.


strike

1 – Deter Snell
2 – Dining Hall
3 – Locked Door
4 – Document
5 – Cyclops Foreman
6 – Olbert
7 – Ergometheus
X – Save Point
$ – Treasure Container

Exits:

  1. Passage in the foundry.

Background

The cyclops workers in the Foundry have rebelled against the ironmongers and shut down the city’s power supply. Meister Kassel has asked you to resolve the situation… in return for his vote.

Walkthrough

You’ll receive this quest from Rorik Kassel in the Meisterhall during the quest Majority Rules.

Talk to Deter Snell

You’ll find Snell in the Great Foundry near the entrance (#1). When you talk to him, he’ll warn you that the cyclopes have gone mad, that goblin agitators are stirring up trouble, and that the fire jackals have gotten loose. He’ll then ask you to “humble” the cyclops leader and put everything back to rights.

Note: The game repeatedly uses “cyclopses” as the plural of “cyclops,” but the proper word is “cyclopes.”

Defeat the Cyclops Leader

You’ll find Ergometheus, the cyclops leader, in the back of the foundry (#7). To get to him, you’ll have to fight your way through numerous goblins, jackals, and cyclopes. The goblins and jackals should be relatively easy to kill, but for the cyclopes, note that they’re big and slow, and that you can dodge away each time they start their swing, and then dodge back behind them where it’s safe. If you’re playing Lucas, then you might be able to repeatedly shield pummel the cyclopes and keep them stunned for the entire battle.

When you reach Ergometheus, he’ll automatically attack you. Jackals will show up every so often to help Ergometheus out, but otherwise he’s just a big and slow melee boss, and you should be able to dodge to avoid his attacks. After the battle, Ergometheus will grant you the authority to decide the cyclopes’ fate.

Talk to Meister Kassel

When you return to the entrance of the foundry (#1), you’ll find Kassel and Fiddlewick there. You’ll then have to choose one f two options for the cyclopes:

  • If you choose to let the cyclopes remain slaves, then you’ll gain Kassel’s vote for the quest Majority Rules, and you’ll receive the Strike Breaker deed (+3 will). Kassel will also give you a unique “blue” item: Crown of Heaven’s War Chant (for Anjali), Deadeye Rifle (for Katarina), Polymantic Marvel (for Reinhart), or Rhythm of Steel (for Lucas).

  • If you choose to guarantee fair working conditions for the cyclopes, then you’ll gain Fiddlewick’s vote for the quest Majority Rules, and you’ll receive the Proletariat Hero deed (+3 attack). Fiddlewick won’t give you a bonus reward.

Regardless of what you choose, you’ll also receive 2810 xp at the end of the quest.


1 – Deter Snell


2 – Dining Hall

On the tables here you’ll find the lore entries for Ironmongers Guild Charter and Stonebridge: The Great Foundry.


3 – Locked Door

You’ll only be able to open this door after receiving the Foundry Key from Ergometheus (#7).


4 – Document

On the ground here you’ll find a document that will give you the lore entry for Cyclops Workers’ Demands. “No wages, no work!”


5 – Cyclops Foreman


6 – Olbert

Olbert will give you the side quest Hostage Situation. You’ll find a treasure container in his cage.


7 – Ergometheus

Ergometheus will give you the Foundry Key when you defeat him.


X – Save Point


$ – Treasure Container

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Kelson Wonda
Kelson Wonda
Articles: 1987
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