The Root of the Matter – Dungeon Siege III Main Quest

This guide provides a walkthrough for a main quest in part 1 of Dungeon Siege III. Along with the walkthrough is a map and legend, which provides additional information.


therootofthematter

1 – Lord Devonsey
2 – Roots
3 – Village Entrance
4 – Mechanical Bridge
5 – Village Center
6 – Maru-yatum / Prisoners
7 – Village Shop
8 – Phineas
9 – Svarbog
10 – Stonebridge Entrance

Background

Lord Devonsey has a plan to raise a land bridge, allowing you to escape the swamp and continue your journey to Stonebridge. But you’ll need the help of a scholar called Phineas, who was taken captive by a tribe of swamp dwellers — the First People.

Walkthrough

You’ll receive this quest when you first meet Lord Devonsey in the Swamp Battlefield (#1). Together you’ll come up with a plan for escaping the swamp, but for it to come to fruition you’ll need to rescue a geomancer named Phineas from the First People.

Find the First People Village

You’ll find the First People Village on the eastern side of the swamp. When you reach its entrance (#3), you’ll meet up with Lord Devonsey, and he’ll start the attack. At the same time, roots will spring up behind you, blocking you from the nearby save point (X) and forcing you to move forward. All of the royalist soldiers in the assault will die right away, but Devonsey will fight with you until you reach the center of the village (#5).

Rescue the Captured Royalists

When you fight your way to the village center (#5), you’ll meet Maru-yatum, the high shaman of the village. He’ll accuse you of being a menace, and when you demand that he release the prisoners, he’ll send out more warriors to attack you. Eventually, you’ll face Maru-yatum on a platform at the back of the village (#6). He’ll summon golems and cast spells, and you’ll also have to deal with a steady stream of First People warriors, but as long as you keep moving / dodging around and focus your attacks on Maru-yatum, the battle shouldn’t be too bad. If you have lots of trouble, then you can also release the prisoners on the platform. They won’t do much damage, but they’ll help you by distracting your enemies.

At the end of the battle Maru-yatum will surrender, and he’ll give you a charm that will allow you to remove the roots in the swamp (#2). He’ll also release the prisoners and command the First People to stop attacking you, which will cause the First People Village to change — four treasure chests (one containing a Staff of the First People) will appear in the village center (#5), and a jewelry shop will open up to the south (#7). You’ll also run into Lord Devonsey (#5), Phineas (#5) and a missionary named Arah (#3) in the village.

Return to the Royalist Camp

When you return to Lord Devonsey in the Swamp Battlefield (#1), he’ll start rounding up his forces so he can head back to the Glitterdelve Mine, and Phineas will make his way to the southern edge of the camp (#8), where he’ll prepare his land-raising spell.

Leave the Swamp

When you talk to Phineas (#8), he’ll cast his spell, which will allow you to travel south of the royalist camp. You’ll only have one way that you can go, and the road will take you straight to Stonebridge. You’ll gain influence with whichever companion you have with you when you leave the swamp.

Travel to Stonebridge

On the road to Stonebridge, you’ll encounter Svarbog, the son of Zaria (who you might remember killing during the quest The Battle for Raven’s Rill), and he and his men will try to exact revenge for all of the Lescanzi mercenaries that you’ve killed so far in the campaign (#9). Otherwise, you’ll run into a few enemies as yo make your way south and west, but for the most part your trip to Stonebridge should be quiet. When you reach Stonebridge’s eastern gate and talk to the automaton constable there (#10), you’ll complete the quest and earn 2453 xp. You’ll also receive your next main quest, The Grand Chapterhouse.


1 – Lord Devonsey


2 – Roots

You won’t be able to get past these roots until after you’ve defeated Maru-yatum (#6).


3 – Village Entrance

Once you’ve defeated Maru-yatum (#6), you’ll meet Arah here, and she’ll give you the quest Missionary Work. You’ll also find lore entries for The Azunite Church and Founder of the Faith: St. Elisheva.


4 – Mechanical Bridge

In order to close the bridge so you can travel over it, you’ll need to turn the crank on the walkway to the north.


5 – Village Center


6 – Maru-yatum / Prisoners


7 – Village Shop

Once you’ve defeated Maru-yatum (#6), you’ll be able to purchase jewelry here, including a Talisman of the Arcane.


8 – Phineas


9 – Svarbog


10 – Stonebridge Entrance

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Kelson Wonda
Kelson Wonda
Articles: 1987
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