Lionheart: Legacy of the Crusader Walkthrough

September 15, 2017 | Author: Seeker | Category: Leisure
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A walk-through of the game "Lionheart: Legacy of the Crusader". Made by Steven W. Cart...

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Lionheart: Legacy of the Crusader Walkthrough By Steven W. Carter [email protected] Version 1.03 Last Updated October 07, 2003 * ================= * * Table of Contents * * ================= * 01.00.00 02.00.00 .01.00 .02.00 .03.00 .04.00 .05.00 .01 .02 .06.00 .07.00 03.00.00 04.00.00 05.00.00 06.00.00 07.00.00 .01.00 .02.00 .03.00 .04.00 .05.00 .06.00 .01 .02 .03 .04 .05 .06 .07 .08 .09 .07.00 .01 .02 .03 .04 .05 .06 .08.00 .01 .02 .09.00 .10.00 .01 .02 .03

Introduction Character Development Gender Race Spirits Attributes Traits Racial Regular Perks Skills Companions Equipment Earned Perks Gameplay Tips Walkthrough Starting Out Barcelona Map Barcelona Gate District Barcelona Temple District Barcelona Port District Barcelona Sewers Sewer Entrance Hall of Beggars Thieves Congregation Dungeon One Dungeon Two Dungeon Three Thieves Den Unholy Oubliette Troll Pit The Four Factions Inquisition Knights Templar Order of Saladin Wielders Dark Wielders Bonus Summary Thieves Versus Beggars Thieves Beggars Forest Areas Map Forest Areas Crossroads Barcelona Coast Scar Ravine

.04 .05 .06 .07 .08 .09 .10 .11 .12 .11.00 .01 .02 .03 .12.00 .01 .02 .13.00 .14.00 .15.00 .16.00 .01 .02 .03 .04 .05 .06 .07 .08 .09 .10 .17.00 .01 .02 .03 .04 .05 .06 .07 .08 .09 .10 .18.00 .01 .02 .03 .04 .05 .19.00 .01 .02 .03 .04 .05 .06 .07 .08 .09 .10 .11 .20.00

Inquisition Exterior El Bosque Rio Ebro Lago Del Rio Ebro Slave Pit Exterior Waterfall Passage Goblin Camp Bounty Hunter Camp Old Shipwreck Montserrat Grove at Montserrat Montserrat Chambers Montserrat Deep Chambers On the Road to France Duero Plains Pyrenees Mountains Montaillou Map Montaillou Toulouse Caverns of Nostradamus Heart of Fire Entrance Clan of the Hand Ogre Den Small Chamber Clan Retreat Tourniquet of Pain Clan of the Skull Stalagmite Grove Contested Alcove Nostradamus Demesne The Crypt Entrance to the Crypt Antechamber Retreat of Souls Mausoleum of Clovis Defiled Vault of Remigius Doomed Plateau Crypte de Trois Merovingian Crypt Burial Chambers Crypt of the Lance War! Montaillou Barcelona Temple District Barcelona Gate District Crossroads Ether Plane England Druid Shrine Exterior Temple of the Initiate Meditation Chamber Stone Chamber of Wyrmkind Meditation Chamber Two Meditation Chamber Three Antechamber of Lore Chamber of the Crystal Meditation Sanctum Exalted Chambers Ether Plane The Persian Desert

.01 .02 .03 .21.00 .01 .02 .03 .04 .05 .22.00 08.00.00 09.00.00 10.00.00

Desert Sprawl Shifting Dunes Lair of Azi Dahaka The Fortress at Alamut Maw of the Assassin Acid Wash Chamber of Torment The Dark Temple Sanctum of the Master Bonus CD Content Thanks Revision History Permissions and Updates

Appendices A. Skills B. Perks C. Object Modifiers ***************************************************************************** * 01.00.00 INTRODUCTION * ***************************************************************************** Lionheart: Legacy of the Crusader is a role-playing game developed by Reflexive Entertainment and published by Black Isle Studios and Interplay Entertainment. It uses the SPECIAL character development system from the Fallout games, and, at least for half of the game, uses the system to create an interesting, intricate environment -- one worthy of a walkthrough. The walkthrough portion of this guide is now (relatively) complete. I used the retail release of the game for most of the walkthrough. I don t think the 1.1 patch changes anything in terms of balance or how quests work. If you find something you think I ve missed, then please let me know and I ll credit you in the Thanks section. If you re looking for information you can t find here, then your best bet is probably Interplay s Lionheart forums: http://forums.interplay.com/ You might also have luck with a walkthrough posted on Interplay s web site: http://www.interplay.com/support/membership/hints.asp Or a site with maps of all the areas in the game: http://www.lionheart.darkwind-guild.com/ I d suggest you use the forums rather than ask me questions directly. I m receptive to e-mail, but everything I know I put in the guide, and I explain it in the guide as well as I can. So if you re looking for something more, or if part of the walkthrough is confusing, then the people in the forums will probably be able to help you more. ***************************************************************************** * 02.00.00 CHARACTER DEVELOPMENT * *****************************************************************************

* =============== * * 02.01.00 Gender * * =============== * If you re female, then it s possible Shakespeare will try to woo you and give you a ring. That s the only significant difference in the genders that I know of. * ============= * * 02.02.00 Race * * ============= * There are four races in the game -- pureblood, demokin, feralkin, and sylvant -- but there isn t a lot of difference between them. They differ by a perk here and a trait there, but mostly they play about the same. There isn t even really a penalty for playing a tainted race. So pick whichever race seems the most interesting. One place the races do differ is in character creation. Each race has a different set of attribute maximums and minimums, and that can make a difference for the type of character you want to play. However, these caps only apply to character creation. Once you re in the game, you can increase attributes beyond the maximums.

Pureblood Demokin Feralkin Sylvant

Str ---1-10 1- 8 3-10 1- 9

Per ---1-10 3-10 2-10 1-10

End ---1-10 1- 9 3-10 1-10

Cha ---1-10 2-10 1- 9 2-10

Int ---3-10 3-10 3- 9 3-10

Agi ---1-10 3-10 2- 9 1-10

Luc ---1-10 1- 9 2-10 2-10

* ================ * * 02.03.00 Spirits * * ================ * There are three spirits to choose from: the Elemental Spirit (Divine Magic), the Bestial Spirit (Tribal Magic), and the Demonic Spirit (Thought Magic). The spirits have different personalities and voice actors, but other than slightly different conversations at various points in the game, I think the only real difference between the spirits is that the one you pick will add a skill point to each of the branches under its sphere of magic. So if you re going to be a frost mage, for example, you should choose the Demonic Spirit. * =================== * * 02.04.00 Attributes * * =================== * Strength -------Each point of strength adds 25 to your carrying capacity and 1 hit point during character creation (strength does not add hit points when you level). Strength also allows you to intimidate people in conversations, and it adds to melee damage: Strength 1 2

Damage Bonus 0 1

3-5 6 7-9 10

2 3 4 5

That is, the damage bonus is the strength attribute divided by two and rounded (if necessary) to the closest even integer. If you re planning to be a diplomat or use ranged / magic attacks, then strength is an attribute you can skimp on. Perception ---------Perception adds to your mana capacity and to your casting speed (see Mana Capacity and Casting Speed below). It also adds some conversation options (one quest requires that you be a demokin or have 5 perception), and it adds to ranged damage: Perception 1 2-4 5-7 8-10

Damage Bonus 0 1 2 3

That is, the damage bonus is the perception attribute divided by three and rounded (if necessary) to the closest integer. Endurance --------Each point of endurance adds 2 hit points during character creation and 1/3 of a hit point each time you level up. That is, each point of endurance will probably net you about 15 hit points by the end of the game. That doesn t sound like a whole lot, but realize you probably won t reach 300 hit points before the last battle. Endurance also adds slightly to the healing rate (see Healing Rate below), and, for every point at six or higher, it adds 2 points to poison / disease resistance. Charisma -------Charisma adds to your mana capacity (see Mana Capacity below). However, it does not affect how many companions can join you, and it doesn t seem to affect how people view you, and it doesn t give you more conversation options. So only upgrade this attribute if you re planning to use a lot of mana in the game. Intelligence -----------Each point of intelligence adds 1 skill point per level. Because of the skill points, intelligence also has a huge indirect influence on mana (see Mana Capacity below), so it s an attribute you should always have a lot of. However, intelligence doesn t seem to affect conversations at all. Agility -------

Each point of agility adds 2 to AC. Agility also determines your action points (how quickly you do things): Agility 1-3 4 5-7 8 9-10

Action Points 6 7 8 9 10

That is, action points are simply the agility attribute divided by two and rounded (if necessary) to the closest even integer. Luck ---Each point of luck from 6 up adds 2 points to fire / cold / electricity resistance, and adds 1 point to your critical chance. It s also important for the slayer and sniper perks, and if you have 10 luck you ll get to visit the Old Shipwreck area in the game. Bonuses ------It s also useful to know that during the game you ll be able to add +2 luck, +1 perception, and +1 intelligence for completing various quests, plus add either +1 endurance, +2 perception, or +1 intelligence as a reward for the faction you join, plus perhaps add another attribute point from dealing with an efreet. So if you want to visit the Old Shipwreck area (which requires 10 luck), for example, you only need to create a character with 8 luck. Mana Capacity ------------MC = 2*PE + 3*(CH + LU/2) + (magic skill points) * (2*CH + PE) / 12 Mana Regeneration Rate ---------------------The mana regeneration rate is fixed at 0.15 mana points per second (or 9 points per minute). The boots of spirit regeneration add another 0.15 per second, and the armor of magery adds 0.40. Casting Speed ------------CS = AP / 2 + PE / 8 Hit Points ---------HP = 15 + ST + 2*EN + (level-1) * (EN/3 + 3) + (melee skill bonus) The melee skill bonus is for the unarmed, one-handed and two-handed skills. For every 50 points you have in one of the skills, you ll receive +5 HP. With the Brutish Hulk perk, you get (EN/3 + 3) extra hit points each level. Healing Rate

-----------HR = 1 + EN / 10 + (level) / 5 Combat Speed -----------This speed is for both melee and ranged weapons. CS = AP / 2 + (ST + EN) / 8 * =============== * * 02.05.00 Traits * * =============== * 02.05.01 Racial --------------There aren t many good racial traits. This is mostly because traits are selected at the same time you distribute your attribute points, and the traits only lower your maximum attribute values and change the number of attribute points you have. For example, the Demonic Frenzy trait costs you an attribute point while only giving you +15 to One-Handed Melee. That s not a good trade, especially since the +1 strength in the trait description doesn t allow you to bump your strength up to 9. But here are the racial traits I d take: Vampiric Fury (demokin): Healing spells and potions are pretty wimpy anyway, and this trait saves you some time and money. (But note: you only leech hit points from melee attacks.) Elephant Hide (feralkin): Gaining damage thresholds and resistances is a really good thing, and it s worth the hit to your maximum agility. Fiery or Frost Ancestry (sylvant): If you re going to play a fire or frost mage, then pick the appropriate trait. (And note: If you pick the Frost Ancestry trait, you can later take the Fire Evasion perk to almost eliminate the fire resistance penalty.) Skin of Thorns (sylvant): If you re going to play a melee sylvant, this is the way to go. You ll be hit by melee attacks way more than magical attacks, and so the bonuses more than make up for the penalties. 02.05.02 Regular ---------------As with the racial traits, there aren t too many regular traits I really like. However, the one combination that has worked in every SPECIAL style game is Gifted plus Skilled. If you take the two together, your non-magic skills will start lower, you ll receive (probably) three fewer perks in the game, and you ll lose out on one skill point per level, but you ll receive six extra attribute points, and I think that is worth substantially more than the penalties. If you really don t want is mostly a combat game, or defense. Traits like Arrows for Words are all altogether. They re not

to give up any perks, then remember that Lionheart and so you should focus on traits that add offense Nasty Disposition, One Hander, Thick Skinned, and possibilities. Or you can just skip traits required.

* ============== * * 02.06.00 Perks * * ============== * Even if you select the skilled trait, you ll still get at least 10 perks by the end of the game. That means you don t have to agonize too much over what perks to take; you ll probably be able to take most if not all of the ones useful to your character. Still, you shouldn t waste perks. You shouldn t take any perk that only adds skill points, since you can add skill points without the use of a perk. You should also avoid perks that affect poison or disease resistance, since poison and disease damage will be minimal in the game. Instead, you should focus on perks that add attributes, skill points, offense or defense. There are too many perks to grade each one individually, but here are some of the useful ones. For all characters: Brutish Hulk (if feralkin) Damage Resistance X2 Educated Fire Evasion Gain Attribute Power from Beyond (if sylvant or demokin) For unarmed fighters: Bonus HTH Damage X3 Pugilist Slayer For melee weapon fighters: Master of Arms Retribution Weapon Finesse 1H / 2H Weapon Handling Weapon Specialization 1H / 2H For ranged weapon fighters: Bonus Ranged Damage Bonus Rate of Fire Sharpshooter Sniper Superior Senses For spellcasters: Cold Soul / Mark of Fire / Lightning Rod Earthen Contact / Enlightenment / Mental Focus Pyromaniac Spirit Guide Note that some of the high level perks also have high requirements. For example, sniper requires a 200 rating in ranged combat. These requirements are different than what is shown in the manual, so be sure to look at the

readme file that comes with the game. Also be sure to plan ahead so you can select perks as soon as they become available. Another note: perks that add to an attribute will stop being available once you have that attribute at 10 or higher. If you re not careful you might miss out on a perk like Weapon Handling. * =============== * * 02.07.00 Skills * * =============== * In general, you should be able to do three things in the game: attack with a weapon, attack with a spell, and defend yourself. Coincidentally (or maybe not), you get to tag three skills, so I d suggest using one on the weapon of your choice (unarmed and ranged are probably best), one on the Thought Magic branch you like best, and one on the Divine Magic Fortitude branch. Thief skills are also useful in the game, but I don t think you need to put over 100 points in any of them, and so you shouldn t tag any of them. You can also find equipment and potions to buff up thief skills, making them even less necessary to put points into. If you don t want to be much of a magic user, evasion is a good skill to tag instead of a magic branch. ***************************************************************************** * 03.00.00 COMPANIONS * ***************************************************************************** Beatrice the Chicken -------------------Beatrice the chicken can be found in Montaillou. She ll only join you once you ve gotten the quest to restore her spirit, and she ll only stay with you until you reach the witch Na Roqua. Cervantes --------You can find Cervantes in the grassy area on the northern side of the Temple District. He ll join your party if you agree to hunt for La Bestia (see Cervantes and La Bestia in section 07.04.00), but he ll leave once you complete the quest. Cortes -----Cortes can be found in the tavern in the Port District. You must take his side against Shylocke, or else he ll disappear from the game, and you won t be able to do his quests. Once you complete the quest for his mechanical arm, he ll join your party until you discover his treasure cave (refer to section 07.05.00 for information on both quests). Ernesto ------You ll find this guy in Lago Del Rio Ebro (see section 07.10.07). He ll stay with you for the entire game.

Fang ---You ll find Fang the bear in the Crossroads area west of Barcelona. Once you rescue Fang from the hunter trying to claim his hide, he will stay with you for the rest of the game. However, Fang is the weakest of the companions (which is saying something) so don t form any sort of lasting attachment to him. Inquisitor Darsh ---------------You ll find Inquisitor Darsh in the Goblin Camp (see section 07.10.10). He ll stay in your party until you return to Barcelona. Inquisitor Diego ---------------You can find Inquisitor Diego in the Duero Plains. He ll stay with you until you defeat the Dark Inquisitors, or until you leave the area. Jehanne d Arc ------------You ll find Jehanne on the Doomed Plateau in the crypt. If your speech skill is high enough (100 is enough) you can convince her to join you once you ve spoken to the Spirit Council. Then you can either keep her in your party for the rest of the game, or end her curse when you speak to the efreet (see section 07.17.10). Jehanne is the best companion in the game, with about 200 hit points and resistances. She can stay alive even in difficult battles. Knight of Saladin ----------------He ll join you if you talk to him at the Shifting Dunes, and stay with you for the rest of the game. Lightning War Golem ------------------After you defeat Nanghaithya in Montaillou, you ll find a key on his body. The key will open a nearby door, and inside you ll be able to activate a lightning war golem, who will then join your party for the rest of the game. As companions go, the war golem is one of the better ones. Roger Templeton --------------Templeton will approach you when you enter the Temple of the Initiate, and he ll offer to help you against the druids. If you accept his offer, he ll stay with you for the rest of the game. Wounded Knight -------------You ll find the wounded knight in the sewers, on the Thieves Congregation level. He s part of the Knights Templar initiation quests (see section 07.07.02), and he ll leave your party as soon as you leave the sewers.

***************************************************************************** * 04.00.00 EQUIPMENT * ***************************************************************************** This is a list of some of the unique items you can find in the game: Amulet of Dour Tidings: +10 sneak, +5 critical chance, -1 fortune, -500 karma (found in the Rich Merchant s Den) (Bonus CD content) Amulet of the Grand Inquisitor: +10 speech, +2 AC, +1 healing rate (for rescuing Inquisitor Darsh from the goblins) Amulet of the Prophet: +3 AC, +4 slashing resistance (for asking Amir about the dead body in the forest outside Barcelona) Axe of the Feral Curse: 6-14+6 damage, bonus 66 damage to simple animals, +20 evasion, +20 sneak, -1 charisma (sold by a shopkeeper at the Duero Plains) Bleeding Lance: +5 AC, +1 critical chance, +5 to the Divine Protective branch (for completing the crypt quest) Blood Ring of Richard the Lionhearted: +10% slashing and crushing damage, +30 mana (found by clicking the statue of King Richard in the Exalted Chambers) Boots of Arid d Jinn: +12 speech, +12 barter, -3 one-handed, -3 two-handed (for completing Bartolome s quest to rescue his brother Renaldo) Bow of Fiery Smite: +25% fire damage, +40% piercing damage (found past the last two mouths in the Chamber of Torment) Bow of Icy Carnage: +20% cold damage, +20% piercing damage (sold by a shopkeeper at the Duero Plains) Bracers of Stealthy Cunning: +20 sneak, +5 speech (for completing the thief faction quests) DaVinci s Crossbow: same rate of fire as a longbow, +4 critical chance, +12% piercing damage (for completing the DaVinci s Crossbow quest) The Everlasting: 1-15+3 damage, +25 bonus damage to goblins, +15 two-handed, +5 AC (acquired from the bounty hunters in the Bounty Hunter Camp) Gauntlets of Hellfire: +25% fire damage, +5 fire damage threshold (sold by a merchant in the southwestern corner of the Gate District after completing his quest) (Bonus CD content) Gauntlets of La Mancha: +1 luck, +4 unarmed, +4 one-handed, +4 two-handed, +4 ranged, +2 AC, +1 unarmed damage (for completing Cervantes quest) Lion Shield: +10 AC, +10 crushing resistance, +10 slashing resistance, +15 piercing resistance, +1 crushing damage threshold, +1 slashing damage threshold, +1 piercing damage threshold, -7% attack speed, -10 unarmed (for completing one of the Knights Templar initiation quests) Mace of Divinity: 5-11+3 damage, 3-9 bonus damage against undead, 3% chance to kill undead outright, +1 to all Divine magic branches (found in the first level of the crypt)

Maelstrom Bow of the Horde: +25% electricity damage, +20% piercing damage (for locating Jean Phillippe Cihlar s treasure) Marco Polo s Boots: +20 carry weight, +1 endurance (for freeing Marco Polo from the Trapped Ether Plane) Michel s Amulet: +15% crushing and electrical resistance (given by Brother Michel in Montaillou) Ring of the Prophet: +3 AC, +4 slashing resistance (given by Na Roqua in Montaillou) Sacred Scimitar: 2-11+3 damage, +5 critical chance, +10 pierce resistance (for completing the trial of physical prowess at the Dream Djinn) Sceptre of Bone: +2 to all Thought magic branches, +2 to all Tribal magic branches (found in Leonardo DaVinci s secret chamber) Scorching Blade: 1-6 slashing damage, 4-18+3 fire damage, +25% fire resistance (sold by Ali Akbah in the Desert Sprawl) Shakespeare s Ring of Promise: +1 charisma, +10 speech (for being female, completing the Shakespeare s Woes quests and allowing Shakespeare to woo you) Sword of Kublai Khan: 4-11+3 damage, +1 luck, +10 one-handed, negative karma (for defeating the madman in the Trapped Ether Plane) Sword of Rigor Mortis Frost: 1-8 damage, bonus 2-10 cold damage, 50% cold resistance, 15% chance of freezing undead for 4 seconds (sold by a merchant in the southwestern corner of the Gate District after completing his quest) (Bonus CD content) True Cross: +1 strength, +1 endurance, +10 combat skills, +10 Divine Fortitude branch (found at the final battle) Wand of Spirits: +2 to all Divine and Thought magic branches, +25 mana (for completing one of the Wielder initiation quests) ***************************************************************************** * 05.00.00 EARNED PERKS * ***************************************************************************** During the game, by solving quests or performing other actions, you might earn some extra perks. Here is a list of them: Beggar Comrade: title perk (see section 07.08.02) Brambles Patience: +5 lockpick, +5 sneak, +6 HP, +1 critical chance (see Restoring Brambles in section 07.03.00) Debt of Brimstone: negative karma, +1 critical chance, +5 to the Tribal Necromancy branch (see Inside the Inquisition Building in section 07.04.00) Dervish of the Crescent: +5 to all combat skills (see section 07.07.03) Drunken Boxing: +3 unarmed (see Drunk Bar Patron in section 07.05.00)

Galileo s Magical Battery: +50 mana (see section 07.04.00)

Inside the Inquisition Building

in

Hero of the Inquisition: title perk (see section 07.07.01) Merchant Slayer: title perk (for killing any merchant) Scholar of the Crescent: +1 intelligence, +10 speech (see section 07.07.03) Stargazer: +1 perception (see

Davinci s Crossbow in section 07.05.00)

Thief Comrade: title perk (see section 07.08.01) Weng Choi s Shaolin Secret: +20 unarmed, +20 evasion (see Collection in section 07.03.00)

Weng Choi s Book

Note: Title perks only affect karma, and sometimes not even that. ***************************************************************************** * 06.00.00 GAMEPLAY TIPS * ***************************************************************************** Try to keep your find doors/traps skill on as much as possible. There are hidden doors, traps, and cached equipment all over the place, and you get experience each time you find something. The contents of chests aren t decided until you open them up. Similarly, the equipment sold by shopkeepers isn t decided until you talk to them. So you can save and load to ensure (or at least make more likely) that you ll get something useful. Stacks of potions weigh one pound, no matter how many potions you have in the stack. So never sell potions, and try to purchase healing potions as you can afford them. There are some extended sequences in the game where you won t have access to shops. To cast spells (like heal) during combat, wait until your character uses its weapon, then cast the spell and quickly click on the enemy again. This won t add much lag to the time between attacks, and so it s almost like casting the spell for free. Unlike other games, summoned creatures in Lionheart are worth experience and can drop gold and equipment. So if a summoning creature isn t causing you any problems, don t be in a rush to kill it. To skip some conversations and cut scenes (anything where gears show up in the upper left-hand corner of the screen), just push the enter key. If you double click on an item in the shop interface, you ll automatically sell it or buy it. The critical chance value shown on the attributes screen is not how likely you are to get a critical hit. It s just one factor (and kind of a minor one at that) for determining the likelihood. You can use the w key to make objects on the ground briefly glow. If you can get a resistance to over 100% then attacks of that type will

actually heal you. Enemies will almost always make a sound when they see you. So when you hear something, you should immediately stop so you don t have to fight many enemies at once. The game occasionally corrupts saved game files. If you re unlucky, it will corrupt your quicksave and your autosave. So you should create other saves every couple hours just to be safe. The requirements for perks only check your *current* attributes and skill ratings. That means, for example, if your intelligence is 10 but you still want to select Gain Intelligence, you can drink some booze to lower your intelligence and then take the perk. You can also use thief potions to enable you to take Master Thief (and skip the wimpier Thief perk). ***************************************************************************** * 07.00.00 WALKTHROUGH * ***************************************************************************** * ===================== * * 07.01.00 Starting Out * * ===================== * You start out in a slave pen -- but not for long. After you finish talking to your spirit, open the door to your cell. You have a couple options for this: You can pick the lock (20 exp), or you can talk to the guard and convince him to open the door (15-100 exp). If the guard doesn t run away, then you can also kill him for an extra 52 exp. Boot? Ass? Hey! You die!

-- Slaver

There isn t any point to exploring the rest of the slave pits area. Locked doors will probably stop you anyway, but even if they don t there s a wandering master assassin in there who will kill you easily. (You ll see master assassins again in about 30 levels.) So wield your short sword (if you got one from the slaver), and then head east. You ll find another slaver you can kill, plus the exit. Outside the slave pits you ll run into Signor Leo, who turns out to be Leonardo DaVinci (this isn t supposed to be a surprise, but for some reason the game obscures who he is initially). After DaVinci teleports you to Barcelona, you ll talk to him and your spirit again and learn, among other things, that you re a distant descendant of Richard the Lionhearted. You ll also receive your first quest, to join one of the factions of Barcelona (see section 07.07.00). * ====================== * * 07.02.00 Barcelona Map * * ====================== * ___ _/ X \_ _/ c \_ _/M G I\_ _/H \ _/C S _/ / H _/ \_ \_ \_A q \_____________

People:

Port

a b c d e f

Amir Bartolome Cervantes Duke of Medina Benito Fish Monger

\_

\_

|P B \_______ District _ g | H| m |____ / \ Temple \_ \_/ |___/ H |H K|H Xr\___ | / District \ E H | # / t \_/ n/ |_____ | /D oH H | L / v \ v__ \_ f _ \__ | | __| |_/ \____ bTTT / \_ u| |v _/ | | a / TTT _ \_d \/ \_____/ m| H _/ \_ \_ h Gate | e _ \_i \_/ District \_ H _/ \_ \_ \___/ \_/ \_

O

\_

_/ _/ s

g h i m n o q r s t u v

Acolyte Garcia Hrubjub Capt Isabella Murder Victim Fernand Desoto Solitary Man Inqs Dominguez Marisol Sqr Santiago Dumb Thug Mute Sailor Vendor

Places: A B C D E H I

Templar Armory (Sir Auric) Book Shop (Weng Choi) Cathedral (Lord Javier) DaVinci s Workshop Eduardo s Balcksmithy House Inquisition Building (Raphael)

K L M P S T X

Shakespeare s House Lost Street Machiavelli s House Potion Shop (Quinn) Shylocke s Building Tavern Entrance to Sewers

* ================================ * * 07.03.00 Barcelona Gate District * * ================================ * Barcelona is made up of three areas: the Gate District (where you are now), plus the Temple District to the north and the Port District to the east. Explore all three areas to find a whole slew of quests. Hrubjub the Goblin -----------------West of the city gates you ll find a pair of goblins, Hrubjub and Bludjund, with a dead city guard. If you inform the pair that you re not a friend of the guards, they ll give you a quest to scout the city for them. All you have to do is walk inside the gate and then return to them to receive 100 exp. If you decide you don t like the goblins, there are a couple things you can do. The most obvious is to kill the goblins (for 50 exp) and then report your deed to the western gate guard (for 50 gold). But if you re quick, you can do a little better. Instead of killing the goblins, tell them you won t report them but then do just that (for 75 exp). Then the gate guards will rush over to kill the goblins, but if you can land the killing blow on them both times (for 50 exp) you ll be able to tell the western gate guard that you killed the goblins, and he ll react like he had no idea they were there (and give you 50 gold). Ah, an unlucky witness to wicked goblin schemes, a morsel to be slain lest it spoils our black goblin dreams! -- Hrubjub There isn t any way to kill the goblins *and* do their quest. Amir and the Order of Saladin ----------------------------You can find Amir east of the city gates. If you talk to him you ll learn that a relic under the care of the Order of Saladin has been stolen, and that

he s worried that relics under the guard of the Knights Templar might be in danger as well. He ll also let you know that because you re a Westerner, you re not allowed to join the Order of Saladin, but that you can become a Favored One. To see the quests involved in this process, please refer to section 07.07.03. Murder Victims -------------Scattered throughout Barcelona you ll find four murder victims. They ll all have had their fluids drained, and they ll all have bite marks on their necks. Here s where you can find them: 1. 2. 3. 4.

Outside Barcelona, east of the city gates. In a house in the middle of the Gate District. Near Shakespeare s house in the Port District. In a house in the middle of the Temple District.

After you find corpse #1, you can tell the Captain of the Gate Guards (the western guard outside the city gates) about it, and he ll give you 25-75 gold, depending on how much you noticed about the victim. You can also tell Amir (of the Knights of Saladin), and he ll speculate that a daeva or demon is performing the murders, and give you the Amulet of the Prophet (+3 AC, +4 slashing resistance). Note that the amulet is a quest item. Hang onto it. Next to the house of corpse #2, you can find a woman hiding behind a bush. If you talk to her she ll just run away to the Port District. Then, at some point after you discover the body, a guard will appear in front of the house. You can tell him about the woman, but nothing seems to come of it. Worse, if you talk to the guard too much, he ll grow suspicious and attack you. When you find corpse #4, you ll discover that it is indeed a daeva who has been doing the killing, but nothing much will come of the encounter. This is basically just a set-up for a later part of the game. Weng Choi s Book Collection --------------------------When you enter Weng Choi s shop (along the northern edge of the district), ask him what kinds of goods he sells, then ask him about his book collection, and then offer to sell him any rare books you find. That will give you the quest. Here are the books you can find: 1. Art of Barter. This is a quest reward for completing Shylocke s quest to collect money from Shakespeare (see Shakespeare s Woes in section 07.05.00). Note: You can also read it for +15 barter. 2. Book of Death. This is in Cortes treasure cave (see Cortes Treasure in section 07.05.00). Note: You can also read it to gain +15 to the Tribal Necromancy branch. 3. Centuries. You can find this in a chest in the secret room south of Torquemada in the Inquisition building. 4. Eloquent Works. This is a quest reward for completing Shakespeare s muse quest (see Shakespeare s Woes in section 07.05.00). Note: You can also read it for +15 speech.

5. History of the Crusades. You ll find this book in Shylocke s building, in the chest closest to the desk (it s the lead chest, I believe). Shylocke and his goons won t like it if you open the chest, so once again use sneak to pick the lock on the chest without anybody noticing. You can also just pick open the chest and then run out of the building to avoid fighting, but make sure you ve done Shakespeare s quests first, and make sure you don t kill Shylocke (since that will earn you a negative perk). 6. History of the Dragons. This can be found on a shelf behind Leonardo DaVinci in his workshop in the Port District. When you click on the shelf the book will fall to the floor, and then you can pick up the book. 7. History of the Fell Spirits. You ll find this in a chest in the wererat cave in the Slave Pit Exterior area. 8. History of the Inquisition. This is in a chest next to Sir Auric in the Templar armory. If you re at least a squire with the Knights Templar, then you can pick the lock on the chest and get the book without reprisal. Otherwise, you need to be sneaking when you pick open the lock. A sneak skill of 85 is enough. If you re not a thief, use a potion of stealth, which you can usually find being sold by the skulkers in the Barcelona sewers. 9. History of the Necromancers. This is in a chest in the cavern area beneath the woodcutter s house in El Bosque. You must be working on the first Wielder initiation quest or the fourth Inquisition initiation quest to get access to the cavern. 10. Poetry Book. This is in a chest in a secret room behind the Goblin Khan s throne. 11. Tome of Geomancy. This is in a chest next to Brambles in La Calle Perdida. Brambles won t mind if you pick open the chest and loot its contents. If you sell Weng Choi eight books (for 250 gold and 250 exp each) you ll complete the quest and earn Weng Choi s Shaolin Secret perk (+20 unarmed, +20 evasion). But even if you only sell him one book, that will cause him to consider you a valued customer, and you ll be able to browse his special wares, including kegs of firepowder. Blackmailing Quinn -----------------Quinn is the potion merchant located in the northern part of the district, west of Weng Choi. Once your barter skill is high enough (around 30) you can ask Quinn about the Inquisitors and then blackmail him. You ll get a 10% discount on his wares. El Guapo the Potato Thief ------------------------On the eastern side of the district, you ll find a building with smoke coming out of the door. When you go inside, a man will demand you give up all of your potatoes. Play along, and then either say that you have potatoes right outside (20 exp) or that you can bring him loads of potatoes if he pays for a cart (75 exp and 2 gold). You can then attack him if you want for 6 more exp. As far as I know, there aren t any potatoes in the game. The spider falls into my... I mean the fly spins... you are captured! el Guapo the potato thief

--

The Grumpy Port Guard --------------------Near the exit to the Port District, you ll find a grumpy guard named Hector. If your speech rating is high enough (25 is enough), you can ask him for news, and he ll tell you how he was a door guard at the observatory and let Galileo in when he wasn t supposed to. As a result, he was demoted to his current unenviable position. Raymundo the Merchant --------------------Along the western wall of the district you ll find Raymundo the Merchant. If you ask him about unusual merchandise and then about magical bows, he ll show you his special stock: magical bows, crossbows, and ammunition. Restoring Brambles -----------------Brambles is the tree in La Calle Perdida (to learn how to enter La Calle Perdida, refer to section 07.07.04). When you talk to Brambles you ll learn that a necromancer named Relican cursed him to become a tree, and that only Relican can lift the curse. You can find Relican in the Slave Pit Exterior area (see section 07.10.08). Once you ve killed Relican, pick up the potion of transformation that he drops, and then return to Brambles. You ll earn 1500 exp, 1000 gold, and receive Brambles Patience perk (+5 lockpick, +5 sneak, +6 HP, +1 critical chance). Then Branbles will disappear. Note: There isn t any way to help Brambles *and* join the Dark Wielders. Search for the Five Ways Crystals --------------------------------In La Calle Perdida you ll find a wielder named Jorge Vandorga next to a large green crystal. (To learn how to enter La Calle Perdida, refer to section 07.07.04.) Vandorga will tell you that the crystal will bestow a magical enchantment on you -- once -- and that there are four other crystals out there in the world. Here are the locations of the five crystals: 1. La Calle Perdida: +1 to all Thought magic branches 2. Bounty Hunter Camp: +1 to all combat skills 3. Heart of Fire Entrance (Entrance to the Caverns of Nostradamus): +1 to all Tribal magic branches 4. The Chamber of the Crystal (on the Antechamber of Lore level of the druid shrine): +1 to all Divine magic branches 5. Shifting Dunes (the desert area just before Alamut): +1 to all thief skills Once you ve clicked on all five crystals, you ll gain +5 cold / fire / electrical resistance, and you ll gain a rank with your faction (see section 07.07.06 for the faction bonuses). The Way Gates ------------In the western part of La Calle Perdida (see section 07.07.04 for information about how to enter the area) you ll find several way gates. If you consider

the gates to be positions on a clock, then they ll send you to the following locations: 12:00 An island in the northwestern corner of the area. The small green crystal there will send you back to the way gates. You ll also find a mechanism that requires a lever. If you ask Pedro Guitterez (the Keeper of Ways) about it, he ll give you the missing lever. Then when you fix the mechanism, it will move a rock bridge and allow you to access a northern island (from the center island). There you ll find a lost soul, the spirit of a man who died during the Fourth Crusade (almost 400 years earlier). When you convince him to pass on (using a speech-enabled dialogue option), he ll drop a random magic item and you ll receive 500 exp. 1:30 The Crossroads. 4:30 Quinn s shop. 7:30 The Trapped Ether Plane. You ll quickly find that this way gate was a trap, as a spellcaster taunts you and some undead attack you. Once you ve cleared this first island, activate the mechanism to create a land bridge to the second. Defeat the undead there and then click on the pile of bones on the ground. The spirit of a templar will talk to you, and it should be straightforward to convince it to create a land bridge to the third island. Clear the undead from the third island and then click on the pile of bones there. This time the spirit of Marco Polo will talk to you and give you a choice: you can either go back to La Calle Perdida now or face the madman who is entrapping people in this pocket of ether. If you choose the former, then you can just click on the nearby yellow crystal to return to the way gate station. If you choose the latter, then you ll need to talk to the templar spirit again to get him to help Polo. Once you re ready to leave (either back to La Calle Perdida or to face the madman), Polo will ask you to take his spirit along, in the form of a pair of boots. If you agree, you ll receive Marco Polo s Boots (+20 carry weight, +1 endurance). If you decided to take on the madman, then move to the eastern side of the island. Step onto the first stone that has moved into position, and that will cause a second stone to start moving. Between the two, they ll create a land bridge to the final island. On this island you ll find more undead to kill, but eventually you ll face the madman. For this confrontation you have two choices: you can convince him to commit suicide, or you can kill him. Either way you ll earn 257 exp, and you ll receive the Sword of Kublai Khan (4-11+3 damage, +1 luck, +10 one-handed, negative karma). Then just go to the yellow crystal on the third island to return to La Calle Perdida. 9:00 The Inquisition Chambers. 10:30 The Port District. * ================================== * * 07.04.00 Barcelona Temple District * * ================================== * Entering the Temple District ---------------------------There are a variety of ways to get into the Temple District. If your speech

skill is high enough, you can bluff the guards into opening the gate for you. If you talked to Squire Santiago or Acolyte Garcia (in the Gate District) about the Knights Templar or Inquisition, respectively, you can do some name dropping to convince the guards to let you in. You can even go through the sewers to get into the Temple District, and then when you exit the Temple District into the Gate District, the gate between the two will open. The Murdered Woman and the Daeva -------------------------------This encounter is handled in section 07.03.00 under

Murder Victims.

The Observatory --------------When you try to enter the observatory, you ll find that it s locked up pending an investigation. There are three ways to get inside, coinciding with the three factions you can join. If you re at least a squire with the Knights Templar or an acolyte with the Inquisition, you can say you re there on official business, and the guards will let you in. If you re with the Wielders, you can bluff the guards by saying you re a part of the investigative team, but that approach requires a speech rating of 35 (maybe less). Inside the observatory, you can do three things: look through the telescope to receive the Stargazer perk (+1 perception), remove the lens from the telescope for the DaVinci s Crossbow quest (see section 07.05.00), and claim a spirit left by Galileo for a Wielder initiation quest (see section 07.07.04). Note: You have to look through the telescope before taking the lens, or else you won t be able to get the perk. Shylocke s Building ------------------This building will start out locked, but once Shylocke returns you ll be able to complete some quests involving him and Shakespeare (see Shakespeare s Woes in section 07.05.00). Also in the building you can find the book History of the Crusades in the chest closest to the desk. The book can be used in Weng Choi s quest (see Weng Choi s Book Collection in section 07.03.00). Protect Machiavelli ------------------You can find Machiavelli in his house on the northern edge of the district. When you meet him, he ll ask you to act as a bodyguard and protect him from assassins. If you agree, then as soon as you leave his house he ll be attacked, so rush back in and kill the four assassins in the room with him (for 111 exp each). Two of the assassins will be near Machiavelli, and two will be by the door waiting for you. To keep Machiavelli alive, you need to ignore the two assassins by the door and head straight for the other two. When the assassins are dead, talk to Machiavelli. You ll receive 250 exp and 150 gold. If you then ask him about the assassins, you ll learn that he s the one who helped the slavers to capture you and the assassins to find you. That information gives you the option of attacking him. If you do, you ll get 400 exp for his death. Otherwise he ll walk away. There doesn t seem to be any reason not to kill him.

Cervantes and La Bestia ----------------------You ll find Cervantes in the grassy area on the northern side of the district. Talk to him and agree to help him hunt down La Bestia. He ll then rush off to battle, so follow him and then talk to him again. If you have a high enough speech rating, you can convince him at this point to follow you, but it s more fun to let him keep hunting for the beast. So follow him all the way to the cathedral, and tell the guard there that Cervantes is under your care. Then talk to Cervantes and tell him to follow you. A tree? Did you not see the creature clawing at me? My squire, you are not seeing clearly if you thought I was fighting a tree. -- Cervantes If you took the right conversation path when you met Cervantes, you ll have learned that La Bestia appeared when Cervantes was near some windmills. But if you didn t learn this, or if you just want some more background information on the quest, then go see Leonardo DaVinci in his workshop in the Port District. You ll find out that Cervantes swiped a magical quill from DaVinci and inadvertently summoned La Bestia while he was writing his book. So head out into the forest. You ll find La Bestia (aka Don Quixote) near the windmills in the Barcelona Coast area. If your speech skill is high enough (50 is enough) you can convince Don Quixote to merge back with Cervantes, and you ll earn 1200 exp, 250 gold, and Gauntlets of La Mancha (+1 luck, +4 unarmed, +4 one-handed, +4 two-handed, +4 ranged, +2 AC, +1 unarmed damage). If your speech skill isn t high enough, then you ll have to fight Don Quixote. Your reward will be about the same, except you ll get 10 extra exp for killing Don Quixote and receive 230 less gold. Iquisitor Dominguez and the Mana Spirits ---------------------------------------This is one of the Inquisition quests. Refer to section 07.07.01 for details. Escaping the Inquisition -----------------------When you approach the western entrance to the Inquisition see a man fleeing from a couple Inquisitors. If you turn receive 5 gold. If you misdirect the pursuers, then when you can either blackmail him for 10 gold, accept a reward him keep his gold.

building, you ll him in, you ll you talk to the man of 20 gold, or let

Inside the Inquisition Building ------------------------------There are a bunch of minor things to do and see inside the Inquisition building: 1. There s a secret door in the southern corner of the foyer. It leads to a chest that always contains a potion of extra healing. 2. If you go down the western staircase you ll find a guard standing next to a chest. The chest contains the chalice necessary for a beggar quest (see section 07.08.02). You can either sneak while picking the chest to get the chalice; or, if your speech skill is 35, you can tell the guard he s wanted upstairs, and then open the chest when he leaves; or, if your speech skill is

45 you can get the guard to open the chest for you. Note: The guard will only start a conversation with you the first time you try to open the chest. If you can t get him to leave at that point, then you ll only be able to sneak while picking open the chest to get the chalice. 3. When you go down the eastern staircase, a tithe inquisitor will demand to know why you re there. Tell him you have important information for the Grand Inquisitor, and the tithe guy will not only let you wander around, he ll unlock the door to the Grand Inquisitor s chamber to the east. 4. South of the tithe inquisitor you ll find a room with some jail cells in it. When you enter the room a jailer will confront you, but if you say you just want to look around, he ll let you. Also, if your speech skill is high enough (35 is enough) you can claim to be doing an inspection for the Knights Templar, and the jailer will give you the keys to the cells. Note: If you don t get the keys, then you ll still be able to pick open the cells, but you ll have to sneak while doing it or else the guards in the room will attack you. If you get the keys, then it won t matter if the guards see you or not. 5. In the room with the jailer, you ll find a chest with a scepter inside. You can use the scepter to repair or destroy some of the crosses in the area, to open or close some jail cells, and to prevent the crosses from draining your mana. 6. There are also four cells in the room with the jailer. In one cell you ll find a Wielder. (His name is Faust, although he won t introduce himself.) You can talk to him and not learn much, but if you open his cell he ll escape and you ll earn 150 exp. In another cell you ll find an inquisitor who will attack you. In the only other cell you can currently open, you ll find a prisoner who ll ask you to release the ghost of his dead wife. He ll put his spirit inside you, allowing you to wrench open the door to her cell (the fourth cell in the room). Immediately go to the cell and open it (if you wander off you ll lose the prisoner s spirit) to release the ghost. Then when you return to the prisoner, he ll die but you ll receive 250 exp. 7. On the western side of the Inquisition Chambers, you ll find a cell blocked by a blue forcefield. If you repair the cross just west of it (using the scepter from #5) then the forcefield will go down. The cross you need to repair can be difficult to see because it blends in with the floor, but just move your mouse pointer around west of the forcefield, and you should spot it. Beyond the forcefield you ll find a few cells where the prisoners will attack you (and die quickly). You ll also find a staircase. 8. In the jail cell next to the blue forcefield cell, you can find a hidden ring of the undead (+20 to raise undead). 9. In the Lower Inquisition Dungeon (down the stairs beyond the blue forcefield) you ll encounter some weak terrors fighting a guard. If you use mana at all then the first thing you should do is destroy the cross next to the stairs. Then when you explore the area you ll find more weak terrors to kill, plus Renaldo (see Rescue Renaldo in section 07.05.00). If you have the potion from Bartolome then you can release Renaldo and gain 150 exp. Lastly, you ll find some jail cells. Some of them have weak terrors in them (good for exp), but two others are more interesting (see #9 and #10). 10. The Daeva of Pain. In an eastern cell in the Lower Inquisition Dungeon you ll find the Daeva of Pain. It ll ask two things of you: to convince

Faust to come see it, and to free it by destroying the two crosses next to it. If you haven t freed Faust yet, then if you tell him about the demon and free him, you ll earn 200 exp and then 450 exp more when you get back to the demon and see it kill Faust. This will also somehow release the demon, and you ll receive the Debt of Brimstone perk (-250 karma but +1 critical chance and +5 to the Tribal Necromancy branch). You can also just free the daeva for the same exp and perk. Note: You can (force) attack the daeva, and it ll just stand there and take it, plus say some funny things. I don t think you can actually kill the daeva, but if you attack it long enough you ll gain 50 exp and then 250 exp, and both times you ll see the message Your knowledge of fighting unearthly creatures has increased. This isn t a perk or anything, and I m not sure if it gives you a bonus or not. Oh Dark Master, why must I be a training dummy for these witless bags of flesh? -- Daeva of Pain 11. Galileo. In a western cell in the Lower Inquisition Dungeon you can find Galileo. He won t want to be rescued, but he ll ask you to free Faust. If you do (even if it s to let the Daeva of Pain kill him) then Galileo will grant you Galileo s Magical Battery perk (+50 mana), and you ll also earn 150 exp. Plus, if you talked to the grumpy port guard in the Gate District, you can ask Galileo about the observatory, and he ll tell you that he stashed a spirit in the globe there. Note: If you re visiting Galileo because of the Wielder initiation quest, you ll need to ask him about the spirit using the dialogue option marked with the book (quest) symbol. Then he ll not only tell you about the spirit in the observatory, he ll cast a spell on you so you can see it. Torquemada s Quest -----------------Also in the Inquisition building (on the eastern side of the Inquisition Chambers), you ll find the Grand Inquisitor Tomas Torquemada. Speak the truth to him and say you use your spirit for good, and he ll ask you to kill the Goblin Khan in the forests west of Barcelona. You ll find the Khan in the Goblin Camp area (see section 07.10.10). When you return from completing the deed, you ll receive 1000 exp and 150 gold. There s a perk called Torquemada s Divine Boone, but it didn t make it into the final release of the game. Note: There is a secret door in the southern wall of Torquemada s room. You ll need a lockpick rating of 90 or so to open it, but inside you ll find two chests. One of the chests contains the book Centuries. * ================================ * * 07.05.00 Barcelona Port District * * ================================ * Fish Monger ----------North of the tavern you can talk to the fish monger, Carlos Desoto. You ll learn that creatures named vodyanoi have eaten away at his business -literally -- and that now he carves their skulls to make money. He ll even offer to buy their skulls from you, if you should find any. He ll offer 25 gold per skull, but if your barter skill is high enough (22 is enough) you

can upgrade the price to 50 gold. Eventually, though, he ll only pay you 10 gold per skull. Shakespeare s Woes -----------------You can find Shakespeare in his house in the northwestern part of the district. Exhaust all conversation options with him to learn about his play, his muse, and his dealings with the moneylender Shylocke. You should end up with two quests: to get Shakespeare s muse back from Shylocke, and to convince Shylocke to extend Shakespeare s debt. Shylocke s building is there you ll find that indicate that Shylocke started, in the middle

in the middle of the Temple District, but if you go the place is locked up, and a note on the door will is in the tavern, which of course is back where you of the Port District.

When you arrive at the tavern, you ll find Shylocke in a heated debate with the explorer Cortes. It s important that you side with Cortes, even though that will upset Shylocke. If you don t side with Cortes, then he ll disappear and you won t be able to do his quests. Once Shylocke leaves in a huff, follow him to his establishment in the Temple District. Apologize for siding with Cortes (if you get the option), and then ask about Shakespeare s muse. Shylocke will demand 500 gold (or less, if you sided with him over Cortes) but you can work the amount down to 300 if you have a decent bartering skill (40 is enough). Then Shylocke will give you a key and tell you the muse is in one of the chests on the right side of the room. It s in the silver (middle) one. When you open the chest the muse will go into your inventory automatically. If your speech skill is at least 50, then go ahead and ask Shylocke about Shakespeare s debt. You ll be able to convince him that Shakespeare s play will make him a lot of money, and he ll decide to extend Shakespeare s debt. (If your speech skill is under 50, you ll only get a dialogue option to call Shakespeare a moron, and Shylocke will offer you a job to extract money from him. Don t do it! You ll be able to get this quest after completing both of Shakespeare s quests. If you do it now you ll fail Shakespeare s debt quest.) No doubt the man has some writing talent, but he lacks the common sense to ever be successful. -- Shylocke Return to Shakespeare s house and tell him the good news. You ll receive 500 exp for completing the debt quest, and you ll receive 500 exp plus the book Eloquent Works (+15 speech) for completing the muse quest. If you re female you now have to make a decision. The next time you talk to Shakespeare he ll try to woo you. If you let him you ll receive Shakespeare s Ring of Promise (+1 charisma, +10 speech) but you won t be able to have a regular conversation with him after that -- he ll keep wanting to kiss you -- and so you won t be able to complete Shylocke s quest, should you take it. However, if you reject Shakespeare s advances as harshly as possible (by always selecting the bottom dialogue option), then you ll be able to have regular conversations with him, and complete Shylocke s quest. So if you re male or a ring-avoiding female, head back to Shylocke and ask him about work. He ll give you the quest to collect money from Shakespeare. Once you go back to Shakespeare and threaten him enough, he ll leave to pay off Shylocke. Then just return to Shylock to claim your reward: 500 exp, 300

gold, and the book Art of Barter (+15 barter). Note: You can use both Eloquent Works and Art of Barter in Weng Choi s book collection quest, but there are enough books available that you don t need to. DaVinci s Crossbow -----------------When you talk to DaVinci in his workshop, you ll be able to ask him about his machines and his latest invention, a repeating crossbow. He ll tell you that he needs some gears from his steam engine, but that the steam engine isn t cooperating. So click on the steam engine, and then select the pull lever option. The machine will tell you that it needs a magic potion before it can create the gears. So give it a potion (for 100 exp) and it ll give you the gears. But when you give the gears to DaVinci (for 500 exp) he ll tell you that he needs another component, a lens designed by Galileo, and that you can find one in the telescope in the city observatory. *I* am the brains of this operation. I ve helped him build all of his inventions, but what thanks do I receive? Just more work, and the occasional lubing, though that is nice. -- Steam engine So head over to the observatory in the Temple District. If you can t get in, see the Observatory section of section 07.04.00. Once inside, look through the telescope to gain the Stargazer perk (+1 perception), and then take the lens from the telescope. When you give the lens to DaVinci you ll receive 1000 exp plus the crossbow itself (same rate of fire as a longbow, +4 critical chance, +12% piercing damage). DaVinci s Secret Chamber -----------------------In DaVinci s workshop you can find a viola organista, a muse / organ that you can play. Also in the room is a toy horse inscribed with For Cecca, my childhood steed. If you play the notes C-E-C-C-A on the organista, you ll be teleported to DaVinci s secret chamber, and you ll gain 1000 exp. (If you play other notes, you ll see some funny lines from the steam engine.) Inside the secret chamber you ll find three incomplete siege engines and four chests. One of the chests will contain the Scepter of Bone, an item that, simply by being carried, adds skill points to the Thought and Tribal Magic branches. Rescue Renaldo -------------On the western side of the tavern you ll find an Inquisitor preaching to some tainted humans. One of the tainted will ask why they aren t allowed into the Temple District, and he ll promptly get whacked on the head. Follow him north and talk to him. You ll learn that his name is Bartolome and that his brother Renaldo was recently seized by the Inquisition and taken to their dungeon. Agree to help, and Bartolome will give you a potion to give to Renaldo. You the you 300

ll find Renaldo in the Lower Inquisition Dungeon (down the stairs beyond blue forcefield). When you give him the potion he ll disappear and ll earn 150 exp. Then when you talk to Bartolome you ll earn 250 exp and gold.

Note: If you get a barter dialogue option with Bartolome, you can demand a reward for completing the quest. Then besides the exp you ll receive Boots of Arid d Jinn (+12 speech, +12 barter, -3 one-handed, -3 two-handed). Guy Fawkes the Spy -----------------In the tavern north of where Cortes and Shylocke start out, you ll find a man named Guitterez. Have a drink with him, and when he toasts the Spanish Armada, tell him you hope England wins the war and that you have an allegiance with England. He ll then ask you to meet him outside the city gates. Once outside (west of the city gates), Guitterez will introduce himself as Guy Fawkes, a spy for England. He ll then ask you to ferret out information about the Spanish Armada by talking to Captain Isabella in the Port District. Isabella can be found on her ship moored at the southern dock. Talk to her until you get the How do you plan on attacking England? dialogue option, and then go back and report to Fawkes. (If you ve already talked to Isabella and asked her this question before, you ll still need to ask it again to complete Fawkes quest.) When you return to Fawkes, you ll earn a reward of 700 exp and 150 gold, and Fawkes will have another mission for you -- to assassinate the Duke of Medina Sidonia. Even if you don t want to do it, go ahead and accept the quest. Then you ll have two options: 1. Go through with the assassination. Go back to the duke and convince him there s a person hiding in the courtyard to DaVinci s workshop who has information about the English. The duke will walk over there and get blown up (follow him to watch). Then when you return to Fawkes, you ll receive 1000 exp and 350 gold, and Fawkes will walk away. 2. Turn in Fawkes. Go back to the duke and tell him about Fawkes, and then return to Fawkes and kill him (for 300 exp). When you report your success to the duke, you ll receive 500 more exp and 250 gold. But note: Even though you get a better reward for killing the duke, you might want to keep him alive for the Captain Morales quest (see 07.10.02). So either wait on completing the quest, or kill Fawkes instead. As far as I know, there aren t any ramifications for whether you help England or Spain. You won t gain or lose any karma, either. Drunk Bar Patron ---------------In the bar next to where Cortes and Shylocke start out, you ll find a bar patron speaking gibberish. Drink enough ale or Serpent s Bile to get drunk, and the patron will suddenly start making sense. (You can get free booze from Guitterez, the singing Irishman to the west, or the Barmaid if you compliment her, so you don t have to buy anything.) Then if you give the drunk guy gold for more ale, he ll teach you some fighting moves, and you ll receive the Drunken Boxing perk (+3 unarmed). Barshih jarshz fzoash wojey woash. Demokin Sailor --------------

-- Drunk bar patron

In the back of the tavern, in a shadowy corner, you ll find a demokin sailor. He s part of the Captain Morales quest (see section 07.10.02). I don t think it matters what you say to him at this point, or if you insult him. Give Cortes a Hand -----------------You ll find Cortes in the tavern, arguing with Shylocke. Side with Cortes in the matter; if you don t then you won t be able to do his quests. Once Shylocke leaves, talk to Cortes and learn about his expeditions to the New World, and, in particular, how he lost his arm and found a treasure map. Ask to help him with his arm, and he ll tell you that Leonardo DaVinci is supposedly creating a mechanical one for him. So head on over to DaVinci s workshop and talk to DaVinci. He ll tell you that he designed an arm for Cortes, and that he gave the plans for the arm to Eduardo the Blacksmith, but that Eduardo needs a supply of Red Ore to complete the project. So go to Eduardo s shop in the Gate District. Eduardo will tell you that the lava trolls in the city sewers have Red Ore, but that you ll probably have to fight them to get it. So continue your tour of Barcelona and enter the sewers. The Troll Pit can be found on the northern edge of the Hall of Beggars, and the ore can be found in the northeastern part of the area, in a chest. When you bring the ore to Eduardo, he ll give you some gears and a rod for DaVinci, and you ll earn 250 exp. Then when you give the items to DaVinci, he ll give you Cortes mechanical arm, and you ll receive 100 more exp. Finally, when you give the arm to Cortes, Cortes will join your party and you ll receive the Cortes Treasure quest. You ll also receive 1500 exp. Cortes Treasure ---------------You ll get this quest when you complete the Give Cortes a Hand quest. As soon as you trigger it, Cortes will mark Rio Ebro on your map, the location of the treasure cave. Note: In order to enter the treasure cave, Cortes must be in your party. So don t let him get killed! When you reach the southwestern part of the area (across the river from a cross), Cortes will create a land bridge to the treasure cave, and you ll automatically go inside. Cortes will then loot the first chest he finds and abandon your party, leaving behind a gem called the Eye of the Dragon and allowing you to loot the rest of the cave. You ll also earn 500 exp. Note: If you used the barter dialogue option to demand an equal share of the treasure when you gave Cortes his mechanical arm, he ll also leave behind some gold and a random magical item. Inside the cave you ll find an assortment of chests, traps, and hidden caches. You ll also find some pirate ghosts who won t be thrilled to see you. Once you loot the southern part of the cave and try to pass through the ghosts, they ll become hostile and attack. Avast! What kind of fool are you that you would trespass into the dread Cruelcut s lair? -- Ghost pirate

To get to the real pirate treasure, you need the Eye of the Dragon. Once you pick it up, you ll be able to click on the eye socket of the dragon skeleton in the cave and be teleported to a small room with three chests in it. One of the chests will contain the Book of Death (+15 to the Tribal Necromancy branch). The others will have random treasures. However, the westernmost chest will require a substantial lock picking skill (in excess of 100) to open. When you exit the treasure room, you ll find undead creatures in the main part of the treasure cave, but they shouldn t pose much of a problem. The Solitary Man and the Thug ----------------------------In the northern part of the district, you ll find a solitary man and a notso-bright thug. The solitary man will accuse you of being a servant of Satan, and if you leave him be, then when the thug demands gold from you, you can tell him the solitary man has some, and then the thug will kill him (you ll get 25 exp). You can also tell the thug that there s some gold on the beach, and the thug will dutifully run down there and look for it (but you won t get any exp). If you just kill the pair, you ll get 10 exp for the solitary man and 40 exp for the thug. So to get the most exp, tell the thug about the man, and then kill the thug. Gomes and the Gem ----------------In a (locked) house next to the sewer entrance, you ll find a man named Gomes. He ll offer to sell you a gem for 100 gold (or 80, if you have at least 25 barter), but you can just kill him and get the gem for free (plus get 71 exp). Note: If you kill Gomes, then you can find the gem he would have sold you in a hidden cache in the room. The cache will only appear after he dies, and it will appear in addition to the gem he drops. (The gem he drops is probably a bug.) Find Tomas in the Sewers -----------------------Next to the sewer entrance, a girl named Marisol will ask you to find her brother Tomas, who is somewhere in the sewers. So go into the sewers and look around. Eventually you ll wander into the Troll Pit, a small area connected to the northern edge of the Hall of Beggars, and you ll find Tomas in the northeastern part of that area behind a secret door. When you reach him he ll run off, but when you talk to Marisol again you ll receive 200 exp. Finally! It s about time someone got me out of here! -- Tomas The Mute Sailor --------------You can talk to the mute sailor and learn he witnessed a murder, but that s as far as you can go until a later quest (see the Captain Morales quest in section 07.10.02). Help Fernand Save His Brother ----------------------------If you follow the beach all the way to the northeast, you ll run into Fernand

Desoto, who will tell you that his brother was just dragged off by vodyanoi. Agree to help and Fernand will give you a potion of healing. To the north you ll find that the brother is already dead, but after you kill the three vodyanoi next to him (for 111 exp), you ll be able to pick up some low-level equipment and some gold. Then when you return to give Fernand the bad news, you ll receive 150 exp. Note: Desoto is also the name of the Fish Monger, whose brother was also killed by vodyanoi. Maybe the vodyanoi have it in for the Desotos. The Wind Scroll --------------Talk to Captain Isabella on her ship moored to the southern dock in the area. Ask her about the Armada and why the English use magic, and she ll give you a quest to find her a Wind Scroll, an item that can counteract the English Weather Wizards. To get a Wind Scroll, you have to be able to browse Weng Choi s special wares. (Weng Choi is a merchant on the northern edge of the Gate District. See the Weng Choi s Book Collection quest in section 07.03.00 if you haven t met him yet, or if you haven t accessed his special wares yet.) Weng Choi will have the Wind Scroll on sale for... 0 gold! What a deal! So simply buy the scroll and give it to Isabella, and you ll receive 500 exp and 50 gold. The Cathar Couple ----------------In one of the (locked) houses in the southwestern part of the district, you ll find a Cathar couple. It doesn t seem to matter what you say; they ll just attack. If you have trouble in the battle, then you can just leave the house and re-enter once you ve healed. For killing the couple you ll get 74 exp, plus some loot from the nearby shelves. * ========================= * * 07.06.00 Barcelona Sewers * * ========================= * Almost as soon as you enter the sewers you ll witness a fight between some thieves and wererats (beggars). Then someone will ask you which side you stand with. To learn more about the feud between the thieves and beggars, refer to section 07.08.00. Besides the thieves and beggars, the sewers mostly allow you to kill some low-level enemies and finish up some quests. The sewers are comprised of three major areas and six smaller areas, and I ll list the high points below. Also, there are many traps and secret doors in the sewers, so keep your detect traps / doors skill on at all times. 07.06.01 Sewer Entrance ----------------------On this level you can find some thieves, beggars, vodyanoi and undead. You can also find some vendors (called skulkers). Although skulkers look like thieves, they re not a part of the thieves guild, so don t kill them (if you do you ll earn a bad perk).

In the northeastern corner you can find an entrance to the Hall of Beggars (trough a break in the wall), to the south you can find an entrance to Dungeon One (through a door), and in the northwestern corner you can find an exit to the Thieves Congregation (through an elevator). To operate the elevator, simply click the chain on the wall next to it. Note: There is a secret door west of the elevator. Beyond the door you should find some thieves, three chests, and a hidden cache. There are also two exits to the surface: one to the north (leading to the Temple District), and one in the southeastern corner (leading to the Port District). 07.06.02 Hall of Beggars -----------------------This level is shaped something like a big O with an island of sorts in the center. You ll start out in the northeastern corner, next to a big locked door. (The entrance to the level is a hole in the wall next to a staircase, which can be difficult to see.) I m not sure if you can pick open the big door or not, but once you make your way around to the other side, you ll find a chest with a key in it, and the key will unlock the door. On this level you ll find roughly the same creatures as in the previous level, minus thieves. However, the most important thing on the level is Enrique Garcia, the leader of the beggars. You ll find him along the southern edge of the map. If you joined the beggars then you should head straight for him so you can start doing beggar quests (see section 07.08.02). However, if you joined the thieves then you might want to avoid him for a while since he can be difficult to kill. (You can walk past his little nook of the sewers without him noticing you though, so feel free to explore.) One other item is interest can be found on the island in the center of the level. One of the wererats there will be named Felgnash (although you won t see this unless you talk to him), and he ll be carrying the Sword of Eduardo. This is an item for a Knights Templar initiation quest (see section 07.07.02). If you re not a part of the Knights Templar, then you can take the sword back to Eduardo and receive 500 exp and 200 gold. In the southwestern corner you ll find an exit to Dungeon Two (through a tunnel), and at the northern edge you ll find an exit to the Troll Pit (through another tunnel). 07.06.03 Thieves Congregation ----------------------------This level of the sewers is much like the Hall of Beggars. It s roughly shaped like an O, once again you start next to a big locked door, and once again you can travel all the way to the other side of the door to open it. The main difference in this level is that instead of beggars you ll find a lot of thieves wandering around. There are a few things of interest to find: 1. Juanita Suarez, the thief guildmaster. You ll meet her in the northwestern part of the area. If you joined the thieves then you should head straight for her so you can start doing thief quests (see section 07.08.01). If you joined the beggars, then you can go ahead and kill her since she s not very tough. (And she moves slowly, so if you re a ranged attacker, then you can attack and retreat and never get hit.)

2. Enrique s sword. You ll find it on one of the thieves in the room southwest of Juanita. It s part of the beggar quests (see section 07.08.02), so if you joined the thieves, don t worry about trying to get it. 3. A wounded Knight Templar. You ll find him lying near the center of the level (you should be able to see him when you cross the northernmost bridge). There s a path to him on the western side of the area, next to the bridge there. You ll have to escort him out of the area -- it s one of the Knights Templar quests (see section 07.07.02) -- and he ll want to kill all the thieves along the way. So if you joined the thieves, avoid him (at least until you do their quests). When you get him to the surface you ll earn a whopping 50 exp. Note: The knight won t kill beggars, so if you joined the beggars it s safe to use the knight to help you clear out the sewers. 4. A pair of secret doors. One is almost directly northeast of the elevator. Beyond it you ll find a thief swordsman and a staircase down. The staircase leads to the Thieves Den. The other secret door is in the northeastern corner of the area, next to a chest. It leads to a pair of chests. You can also find exits to the Unholy Oubliette (through a doorway in the southwestern corner) and to Dungeon Three (through a doorway in the room between two doorways). 07.06.04 Dungeon One -------------------This is a small area guarded by a few undead creatures. You might get more experience here detecting traps than killing creatures. The only things of interest are the three chests at the southern end of the dungeon and a hidden cache near the western chest. Inside the cache you ll find Boots of the Walking Dead (-1 charisma, +3 ac, +8 to Raise Undead, +8 to Exorcism). Note: You ll be facing groups of undead many times in the game, so you might want to hang onto items that give a bonus to exorcism. Even 8 points of Exorcism give you a 10% chance to destroy undead creatures. 07.06.05 Dungeon Two -------------------This dungeon is a lot like the first one, with undead creatures guarding treasures. However, this dungeon has a secret door along the western wall. When you go through it, you ll find a treasure chest and hidden cache guarded by no less than seven traps. It s a pretty easy way to make 750 exp if you can detect them all, and the (random) loot probably won t be bad, either. Note: East of the secret door, under two mana spirits, is a trap worth 500 exp to detect. 07.06.06 Dungeon Three ---------------------This is the least interesting of the three dungeons. There are some undead creatures, and there is a hidden cache in the southeastern branch of the area, but that s it. 07.06.07 Thieves Den --------------------

In this level you ll be fighting some thieves, mostly archers and dogs (the two easiest thief types to kill). Once you explore some of the area you ll discover a room north of the staircase blocked off by two doors. Next to each door is a chain. When you pull one of the chains, the doors will open but spikes will appear (letting the archers in the room fire at you), and then when you pull the second chain, the spikes will disappear. Note: Even though the cursor will show an X the room using ranged attacks.

you can damage the archers in

Inside the room you ll find three chests plus a hidden cache. 07.06.08 Unholy Oubliette ------------------------This area can be difficult because you ll have to fight 2-4 undead creatures at once, and you probably can t afford the mana cost of exorcism yet (if you have the spell at all). So if you find yourself in trouble, run back to the staircase and leave the area so you can heal for a while. Then go back in and try again. Anyway, ignore the big locked door when you find it. Like other levels in the sewers, you ll be able to open the door once you get to the other side. So just kill the undead you come across, and eventually you ll find a big cross. The cross will heal your health when you click on it, but since it s located at the end of the level, it s not especially useful. There isn t anything else particularly useful in the level. 07.06.09 Troll Pit -----------------The first troll you meet will talk to you, but there doesn t seem to be any way to talk your way through the area. So you ll have to fight the trolls (you ll have to fight them anyway if you joined the beggars). The trolls can be tough, but they move slowly, so if you have a ranged attack, you can attack them and then retreat until they die. There are a few things of interest in the level: 1. A secret door west of the entrance (but before the red lava pool in the middle of the area). It leads to a chest. 2. A huge lava troll. He s a little tougher than the regular lava trolls, but you can kill him the same way. 3. A chest next to the huge lava troll. It ll have Red Ore inside, which you need for a quest (see the Give Cortes a Hand quest in section 07.05.00). 4. A secret door next to the huge troll and chest. Yes, everything important is conveniently in the same place. Beyond the door you ll find Tomas, who is part of a quest (see Find Tomas in the Sewers in section 07.05.00). There are also a couple chests and hidden caches in the area. * ========================== * * 07.07.00 The Four Factions * * ========================== *

Your first quest in the game will be to join one of the four factions in Barcelona. It isn t possible to join the Order of Saladin -- you can only become a Favored One and not a full member -- but that still leaves you three factions to choose from: the Inquisition, the Knights Templar, and the Wielders. You can t join all three factions, but you can do all of the initial quests for them. However, once you complete the first initiation quest for a faction (like donating money to the Knights Templar or Inquisition), that s it; you won t be able to continue with any of the other factions. So only complete the first initiation quest when you ve gone as far as you can with the three factions. The Order of Saladin is a special case. You can do all of its quests and still join one of the other factions, and vice versa. The Dark Wielders are another special case. They re an offshoot of the Wielders, and you ll be able to choose their path during the Wielder initiation. Note: The Knights Templar quests will force you to fight thieves and maybe beggars, and the Inquisitors will force you to fight beggars. So you should complete the thief / beggar quests before venturing far into the faction initiation quests. 07.07.01 Inquisition -------------------You can find the Inquisition building in the northeastern part of the Temple District. Once inside, talk to Inquisitor Raphael, and ask about joining the Inquisition. He ll give you the following tasks: 1. Assist Inquisitor Dominguez. You ll find Inquisitor Dominguez east of the observatory in the Temple District. He ll stand out because he ll grunt every so often, and three guards will be standing there watching him. It turns out Dominguez feels the presence of mana spirits in the district, and so he s been flagellating himself (or something) to try and get rid of them. If you help him out by collecting 10 mana spirits in the area, you ll receive 35 gold and 250 exp. Then when you return to Inquisitor Raphael, he ll ask you to... 2. Pay a tithe of 1000 gold (or 1500 gold if you re tainted). Remember, once you do this you won t be able to join the Knights Templar or the Wielders, or complete the introductory quests for either of those factions. Completing this quest will make you an acolyte, and you ll receive +5 HP, +5 unarmed, +5 cold / fire / electrical resistance. Once you ve paid the fee, Raphael will ask you to... 3. Deal with the Afflicted (aka beggars, aka wererats) in the sewers. In this case deal means kill. Even if you cure the wererats in the sewers (through one of the beggar quests), you ll still have to kill them. Luckily, wererats can only be found in the Sewer Entrance and Hall of Beggars levels, and they group themselves together, so they should be relatively easy to find. I believe there are 25 wererats, plus Enrique the leader. Once you ve killed them all your log will update, so you should know when you re done. If you can t seem to find one of the Afflicted, it s probably the beggar near the sewer exit to the Port District. Once you ve completed the deed and returned to Raphael, you ll receive 750 exp, and Raphael will ask you to... 4. Create a Rod of the Inquisitor. The rod is made up of two parts. The first part involves...

4a. Finding some darkwood. Raphael will suggest you seek out a woodcutter in the forests west of Barcelona. You ll find the woodcutter in El Bosque, but when you ask him for the darkwood, he ll tell you that spirits have infested his darkwood cavern. So go down there and kill all the undead, and when you return you ll receive the darkwood and 750 exp. Then when you see Raphael you ll earn another 500 exp, and Raphael will disclose that you also need to... 4b. Obtain the hair of a saint. You can get this in the cathedral, beyond the door at the far end of the chamber (under where Lord Javier is standing). The Templar guard in front of the cathedral will stop you if you try to enter, but if you talk to him you can explain you re on a mission for the Inquisition and he ll let you pass. Inside the crypt, first detect the trap surrounding the coffin, and then click on it to get the hair. However, when you return to Raphael, you ll find out you need to... 4c. Receive the blessing of the Grand Inquisitor. You can find Grand Inquisitor Torquemada in his chamber on the second level of the Inquisition building. It s on the eastern side beyond a (possibly secret) door. When you talk to Torquemada he ll automatically create the rod for you, and you ll gain +1 perception, +10 to the Divine Favor branch, and +1 healing rate just for carrying the rod around. If you continue talking to Torquemada, you ll receive a quest to kill the Goblin Khan. But this isn t an Inquisition initiation quest. Anybody can do this quest. See Torquemada s Quest in section 07.04.00 for details. To get your next Inquisition quest, go back to Raphael. He ll ask you to... 5. Rescue Inquisitor Darsh from the Goblin Camp. The Goblin Camp is far west of Barcelona (see section 07.09.00 for a map of how to get there). You ll find Darsh on the western side of the camp. If you fought through the goblins to get to him, then it should be easy to make your way back to Barcelona. But if you became friendly with the goblins, then you ll need to convince Darsh not to attack the goblins once he joins your party, and you ll have to lie to the goblins so they don t realize you re rescuing him (which requires speech). Regardless, once you return to Barcelona, you ll earn 750 exp and Darsh will give you the Amulet of the Grand Inquisitor (+10 speech, +2 AC, +1 healing rate). Then when you return to Raphael, you ll receive 1000 exp more. (If you get Darsh killed during your rescue attempt, you ll still be able to complete the quest, but you ll only receive 500 exp from visiting Raphael.) Then Raphael will give you your final quest to... 6. Seek out the hidden location of La Calle Perdida. See section 07.07.04 for information on how to get to La Calle Perdida. (I m not sure how different it might be to find the location if you haven t found it already before getting the quest. I think Raphael will give you Quinn s name to start you out.) Once you find the Wielder hideout, return to Raphael. Then you ll have a choice: to give the location or lie and say it doesn t exist. If you give the location, then you ll receive the Hero of the Inquisition title perk, but all the Wielders (and their quests) will disappear, and you won t be able to use the way gate station any more. If you lie, then La Calle Perdida will remain the same. Either way, you ll earn 2000 exp. Note: Quinn won t mind if you give up the location of La Calle Perdida. In fact, he ll still call you friend of the Wielders. Once you complete the last quest, you ll become an Inquisitor. The title will grant you +1 perception, +10 unarmed, +1 skill point per level, and +10 cold / fire / electrical resistance, but it will also remove the bonuses from the previous title.

Then Raphael will give you a new quest, to protect the relic at Monsterrat. However, this quest is (essentially) the same for all three factions. See section 07.011.00 for details. 07.07.02 Knights Templar -----------------------To start your initiation into the Knights Templar, seek out Sir Auric in the armory on the western side of the Temple District. He ll give you the following quests to perform: 1. Deal with the thief Benito, who is working in the Port District. You ll find Benito the Thug in the southwestern part of the district. When you approach him he ll demand money, but if your speech skill is high enough you can lie and say six Knights Templar are on their way to arrest him and he ll flee (150 exp). If your barter skill is high enough you can also bribe him 50 gold to leave (150 exp). Or you can just fight him and the archers he calls to assist him (likely over 300 exp). To make the fight easier, run away when Benito approaches to talk to you. He ll follow you, and by drawing him away from his friends, you ll be able to fight them all separately. When you report back to Sir Auric you ll receive 250 exp. Then Sir Auric will direct you to speak with Lord Javier in the cathedral (in the northwestern part of the Temple District), and when you do he ll ask you to... 2. Donate 1000 gold to the faction. Remember, once you do this you won t be able to join the Inquisition or the Wielders, or complete the introductory quests for either of those factions. Completing this quest will make you a squire, and you ll receive +5 HP, +4 one-handed, +4 two-handed, +4 ranged, and 200 exp. Then Lord Javier will ask you to... 3. Assist Sir Esteban at the Crossroads. Sir Esteban won t mention the Templar initiation quest at all. In fact, he won t talk to you any differently than any other character. So just do the three things he asks -deal with the goblins, wasps, and thieves -- get the rewards from him, and then return to Lord Javier. You ll receive 200 exp, and Lord Javier will direct you to speak with Sir Auric. Finally, Sir Auric will ask you to... 4. Find the lost knight in the sewers. The knight will be on the Thieves Congregation level of the sewers (see section 07.06.03), near the middle of the area. You can get to him from a land bridge near the westernmost bridge. Once he joins you he ll want to kill any thieves he encounters, so if you joined the thieves make sure you ve done their quests first. The knight won t attack beggars, so you re perfectly safe letting him tag along as you clear out the sewers. But eventually, once you leave the sewers, the knight will leave your party. You ll gain 50 exp for that. Then when you return to Sir Auric, you ll receive 500 more exp, plus 200 gold. Then when you visit Lord Javier you ll receive another 200 exp, and he ll ask you to... 5. Forge a lion shield. Go to see Eduardo in his smithy in the Gate District, and ask him about the shield. He ll tell you that you need to undertake a test of valor to give the shield its strength, and he ll ask you to... 5a. Retrieve Eduardo s sword from Felgnash in the sewers. If you have a high enough speech skill, or a high enough intelligence (maybe perception), or if you re a feralkin, you can question this quest and Eduardo will offer to pay you to retrieve the sword instead. Then if your strength is high enough you

can get Eduardo to rescind the quest altogether and move on to the next one. Otherwise you ll need to bop down into the sewers and find Felgnash the beggar. He ll be in the Hall of Beggars (see section 07.06.02), on the island in the middle of the area. He ll look just like the other beggars (wererats) in the area, and in fact, if you hover your mouse pointer over him he ll be labeled wererat and not Felgnash. So to find him you either have to talk to all the wererats on the island (if you joined the beggars) or simply kill all the wererats until you happen upon the sword. Warning! If you have to talk to Felgnash, your conversation might lead to fighting him, and then all the beggars in the sewers will turn against you. So if you joined the beggars, be sure to do all of their quests before dealing with Felgnash. If your speech skill is high enough (50 is enough) you ll get an option to buy the sword from Felgnash. He ll ask for 500 gold, but if your barter skill is high enough (45 is enough) you ll be able to reduce the price to 200 gold. Then when you take the sword to Eduardo you ll receive 500 exp and 150 gold (you ll only get the gold if you demanded payment). But the sword won t be enough; Eduardo will also need you to... 5b. Retrieve some magnetized silver. It s being guarded by a bunch of goblins in the Scar Ravine (see section 07.10.03). You ll have to go into the eastern cave so you can take the yellow crystal portal there to arrive in the back of the western cave. Nearby you ll find the chest with the magnetized silver in it. When you give the silver to Eduardo, you ll receive 500 exp plus the Lion Shield (+10 AC, +10 crushing resistance, +10 slashing resistance, +15 piercing resistance, +1 crushing damage threshold, +1 slashing damage threshold, +1 piercing damage threshold, -7% attack speed, -10 unarmed). Then when you return to Lord Javier you ll receive another 2000 exp, and he ll ask you to... 6. Eliminate the slaver menace. The slavers are covered in section 07.10.08. They re pretty easy to kill, and you only need to kill the slaver captain to complete the quest. Once you do that and return to Lord Javier you ll receive 1500 exp and you ll finally become a Warden Knight. The title will give you +5 HP, +1 endurance, +1 healing rate, +8 one-handed, +8 two-handed, and +8 ranged, and it will remove the bonuses from the previous title. You ll then get a quest to protect the relic at Montserrat, but the quest is (essentially) the same for all factions. See section 07.11.00 for more information. 07.07.03 Order of Saladin ------------------------To start yourself on the road to becoming a Favored One of the Order of Saladin, talk to Amir outside the city gates of Barcelona. He ll give you the following quests: 1. Seek out Ali Huban. After receiving the quest, talk to the twin brothers Farshid and Farshad (right next to Amir). They ll tell you that Huban is a master of disguise and is probably in the Port District. So wander around the Port District until you encounter Consuela the Barmaid in the tavern. Ask her for information, then ask her about Ali Huban, and finally give her the news dialogue option. Consuela will reveal that (s)he s really Ali Huban, and (s)he ll give you a letter to deliver to Amir. You ll also receive 100 exp. Then when you give the letter to Amir, you ll receive 250 more exp, and you ll get a quest to...

2. Recover the Shard of Dreams from the slavers west of Barcelona. You can find the slavers in the Slave Pit Exterior area (see section 07.10.08). Once you ve defeated the slaver captain with the shard, return to Amir for 1200 exp. Then Amir will tell you that you need to... 3. Sacrifice a gem. There are three gems you can Gomes and the Gem in section 07.04.00), a river 07.10.07), or a Tear of Kwan Yin (on sale at Weng more than one, use the green gem first because it the three. When you give the gem to Amir, you ll appear at...

use: a green gem (see pearl (see section Choi s shop). If you have is the least valuable of receive 150 exp, and you ll

4. The trials of the Dream Djinn. When you talk to the djinn you ll have a choice, to test your intellect or your physical prowess. If you decide to test your physical side you ll have to face four waves of enemies: three goblin shamans, then two ghouls and two zombies, then four ogres, and then a nightmare. If you get into trouble you can use the yellow crystal on the island to escape, but to get back you ll have to use another gem. Also, although the djinn will heal you between battles, he ll only heal 20 HP, and he won t affect your mana at all. However, when he talks to you between battles, the game won t pause, and so you can sit and regenerate health and mana as long as you want. When you defeat all four waves, you ll receive the Dervish of the Crescent perk (+5 to all combat skills) plus the Sacred Scimitar (2-11+3 damage, +5 critical chance, +10 pierce resistance). If you decide to test your mind, then the djinn will ask you three riddles. The riddles are random, but since they re also multiple choice, they re usually easy to solve. Here are some of the riddles and answers: A merchant comes before you... : Third beggar He who makes it, makes it to sell.... : Coffin In naming me, I am no longer there.... : Silence My life can be measured in hours... : Candle Only one color, but no tone size... : Shadow Walk on the living, they don t even mumble.... : Fallen leaves What force and strength cannot... : Key What God never sees... : Equal What is greater than God... : Nothing What is it that was given to you... : Name What is that which travels without... : Water What is the plate with many gems... : Sky If you get all three riddles correct, you ll receive the Scholar of the Crescent perk (+1 intelligence, +10 speech). If you make a mistake (and don t want to reload), then you can use another gem to try again. Regardless of the trial you choose, when you talk to Amir after completing it, you ll receive 2000 exp. 07.07.04 Wielders ----------------To become a Wielder, you first have to find the Wielders, and that s difficult because the Wielders have been labeled heretics and aren t exactly making themselves known. So to find the Wielders, first talk to Leonardo DaVinci (in his workshop in the Port District). Ask him about Barcelona, then the factions, and then the smaller groups. He ll mention there are some wizards hiding in the city. Ask him about the wizards and where to find them, and he ll suggest you talk

to Quinn the Herbalist. Quinn can be found in his shop in the northern part of the Gate District. Tell him that Leonardo sent you and that you have magic talent, and he ll ask you to read a passage from the book on the chair next to him. When you do, proving that you have magic talent, Quinn will give you a magic charm and tell you that the charm will allow you to see the hidden entrance to The Lost Street, the home of the Wielders. (You don t have to wear the charm; having it in your inventory is enough.) Perhaps the street is being hidden right in front of me and I cannot see it! -- Inquisitor Mateo The entrance to the Lost Street is on the western side of the Gate District, near the two vendors. When you approach the wall, it will become transparent, allowing you to pass. So go through and then enter the nearby doorway, and you ll gain 150 exp and find yourself in The Lost Street (La Calle Perdida). Then talk to Cedric Alsen, and he ll give you the quests you need to complete in order to become a member of the Wielders: 1. Create a Wand of Spirits. Cedric will suggest you seek out a woodcutter west of Barcelona for advice on how to find the darkwood necessary to make the wand. You ll find the woodcutter in El Bosque, but he ll tell you that the cavern with the darkwood is being haunted by evil spirits. Agree to take care of the problem so you can get some of the wood. If they should happen to do any of the... things... their kind is liable to do... disembowel you, for instance, or impale you, or maybe tear out your eyes... be sure to say a prayer with your last breath or -- heaven forbid -- you will rise as one of them at the next full moon! -- Felipe the Woodcutter Inside the cavern you ll find undead creatures that are a little more powerful than the ones you might have found in the sewers under Barcelona. Once they re all dead (again), head back up to the surface and talk to the woodcutter. He ll give you the darkwood you need, and you ll gain 750 exp. Then when you return to Cedric, you ll gain 300 exp and you ll become an Apprentice Wielder, which will grant you +4% cold / fire / electrical damage, and +5 HP. You ll also get the Wand of Spirits, which won t do much for you yet. Note: This quest for the Wielders is the equivalent of the donation quests for the other two factions. Once you complete it, you won t be able to become a Knight Templar or Inquisitor, and you won t be able to complete any more of their quests. But there is some good news. By becoming an apprentice, Quinn the potion merchant will have extra wares for you when you visit him. Finally, Cedric will direct you to... 2. Bind a spirit to your wand. The person to see for this is Galileo, who is currently being held prisoner in the Inquisition dungeons (see section 07.04.00 for details on the Inquisition building). Once you find Galileo, you can ask him about spirits, and he ll cast a spell on you so you can see the one he left in the observatory. You ll also earn 300 exp. When you arrive in the observatory (if you re having trouble getting in, see the Observatory entry in section 07.04.00), click on the globe in the center of the room to upgrade your wand. Now just by carrying the wand you ll receive

+2 to all Divine and Thought magic branches, plus 25 mana. You ll also earn 100 exp. When you get back to Cedric, you ll receive 550 more exp, and he ll ask you to... 3. Bring Relican the Arch Necromancer to justice. That is, kill the guy. You ll find Relican in the Slave Pit Exterior area (see section 07.10.08), in the southwestern corner. Once you ve killed him, return to Cedric to earn 1000 exp and become a Wielder. The title will give you +8% cold / fire / electrical damage, +10 HP, +4 AC, +1 intelligence, and it will remove the bonuses from the previous title. (These are the same bonuses that Dark Wielders get.) You ll then get the quest to protect the relic at Montserrat, but the quest is (essentially) the same for all factions. See section 07.11.00 for more information. 07.07.05 Dark Wielders ---------------------You ll find Relican in the Slave Pit Exterior area, in the southwestern corner. He was once a Wielder, but now he and the Wielders hate each other. If you follow the Wielder initiation quests, then you ll be directed to kill Relican. However, when you meet him you ll be able to take his side. He ll ask you to carry his summoning ring into La Calle Perdida, and if you do he ll take over the area. Then if you re a Wielder he ll ask you to... 1. Find the Scepter of DaVinci s Secret Room Once you present it to keep it. Then Relican

Bone. Leonardo DaVinci has the scepter (see in section 07.07.05), but it s easy to retrieve. Relican you ll earn 350 exp and Relican will let you will ask you to...

2. Convince Quinn to join the Dark Wielders. If you have a high enough speech skill you can convince Quinn to join you (120 exp). You can also intimidate him into joining (no exp). As a last resort, you can also kill him (250 exp), but that will earn you the Merchant Slayer perk. Of course, if you want to be a Dark Wielder, maybe that s ok. Note: If you re going to kill Quinn, make sure you ve completed your beggar quests, if any. He s involved in the last one. When you return to Relican you ll earn 1550 exp, and you ll become a (Dark) Wielder. The title will give you +8% fire damage, +8% cold damage, +8% electricity damage, +10 HP, +4 AC, +1 intelligence, and it will remove the bonuses from the previous title. (These are the same bonuses that regular Wielders get.) You ll then get the quest to acquire the relic at Montserrat, but the quest is (essentially) the same for all factions. See section 07.11.00 for more information. 07.07.06 Bonus Summary ---------------------If you just want to see what the bonuses are for each faction without having to do a lot of reading, here you go. Inquisition Rod of the Inquisitor: +1 perception, +10 to the Divine Favor branch, +1 healing rate

Acolyte: +5 HP, +5 unarmed, +5 cold / fire / electrical resistance Inquisitor: +5 HP, +1 perception, +10 unarmed, +1 skill point per level, +10 fire / cold / electrical resistance (and removes Acolyte bonus) Hallowed: +5 HP, +1 perception, +1 charisma, +15 unarmed, +1 skill point per level, +15 fire / cold / electrical resistance (and removes Inquisitor bonus) Knights Templar Squire: +5 HP, +4 one-handed melee, +4 two-handed melee, +4 ranged weapons Warden Knight: +5 HP, +1 endurance, +1 healing rate, +8 one-handed, +8 two handed, and +8 ranged (and removes Squire bonus) Paladin: +5 HP, +1 strength, +1 endurance, +1 healing rate, +15 healing, +12 one-handed, +12 two-handed, +12 ranged (and removes Warden Knight bonus) Wielders Obelisk bonus: +2 AC, +1 to the Divine Favor branch (see section 07.10.06) Wand of Spirits: +2 to all Divine and Thought magic branches, +25 mana Apprentice Wielder: +5 HP, +4% cold / fire / electrical damage Wielder: +10 HP, +1 intelligence, +4 AC, +8% cold / fire / electrical damage (and removes Apprentice Wielder bonus) High Wielder: +15 HP, +1 intelligence, +1 charisma, +8 AC, +12% cold / fire / electrical damage (and removes Wielder bonus) * =============================== * * 07.08.00 Thieves Versus Beggars * * =============================== * When you enter the sewers you ll learn that there s a guild war going on between the thieves and beggars. Depending on the side you choose to support, you ll be able to go on several quests, which are listed below. The beggar quests are more difficult, but the final reward for them is much better than the final reward for the thieves. Note: If you join the Knights Templar, you ll have to fight the thieves and maybe the beggars. If you join the Inquisition, you ll have to fight the beggars. So you should complete the quests listed below before you venture too far into your faction quests. 07.08.01 Thieves ---------------To start doing quests for the thieves, you first have to find Juanita Suarez, the thief guildmaster. To get to her, go to the northwestern part of the Sewer Entrance level and pull the chain next to an opening in the wall. An elevator of sorts will arrive, and if you get in you ll be taken to the Thieves Congregation. You can find Juanita on that level in the northwestern corner. When you reach Juanita, she ll ask you to... 1. Recover Juanita s locket from the beggar who stole it. You ll find the offending beggar (wererat) on the Hall of Beggars level of the sewers (see section 07.06.02). In the middle of the level you ll find an island of sorts, with three bridges connecting it to the rest of the level. The beggar with the locket will be on the northern side of the island, in a room with two piles of straw in it. Once you return the locket to Juanita, you ll

receive 200 exp, and she ll ask you to... 2. Kill the leader of the beggars. You might have done this while retrieving the locket, but if not head back to the Hall of Beggars. You ll find the leader, Enrique Garcia, south of the island where the locket was. Enrique can be difficult to kill, so if you re still a low level, you might want to put off this quest for a bit. But after you do kill him (worth 500 exp), return to Juanita and tell her the news (worth 500 more exp), and she ll decide you can be trusted by the thieves guild. Then she ll give you a job to... 3. Rob from the house next to the cathedral in the Temple District. Juanita will even give you a key, so this should be pretty easy. Anyway, go to the house (it s between the cathedral and Machiavelli s house), and help yourself to what you find inside -- some gold and a magical item in a hidden cache, plus some gold in the shelves. Then when you return to Juanita you ll have to give her a cut of the profits, but you ll also receive 500 exp, and Juanita will give you a new job to... 4. Collect dues from a guy in the Port District. Juanita will say the guy lives near Leonardo DaVinci, but that s not a very helpful description. The guy really lives next door to Shakespeare. When you enter his house, he ll automatically give you 125 gold. Then when you return to Juanita she ll take her cut once again but she ll also give you Bracers of Stealthy Cunning (+20 sneak, +5 speech), and you ll also receive the Thief Comrade title perk (which does absolutely nothing). Then Juanita will you do she ll rob private quarters, generate anything

suggest you spend a little quality time together, but if you of 500 gold. She ll also open a secret door to her and you ll find a chest there, but the chest never seems to useful (however, it might get you back your 500 gold).

07.08.02 Beggars ---------------To start doing quests for the beggars, you first have to find Enrique Garcia, the leader of the beggars. He s in the sewers, on the Hall of Beggars level, at the southern edge of the map. When you talk to him, he ll give you a series of quests: 1. Recover Enrique s sword. You can find the sword on the Thieves Congregation level. It ll be on a thief in the room southwest of Juanita Suarez, the thief guildmaster. When you bring the sword back to Enrique, you ll receive 200 exp and 25 gold. Then he ll ask you to... 2. Kill Juanita Suarez, the thief guildmaster. Chances are you had to do this to get to Enrique s sword, but if not head back to the Thieves Congregation and kill her. (She s in the northwestern part of the level.) For this deed you ll receive 200 exp and Enrique will ask you to... 3. Steal the chalice from the Inquisition. If you go down the western staircase in the Inquisition building, you ll find a chest with a guard next to it. The chalice is inside the chest. To get the chalice you can either sneak while picking open the chest, or, if your speech skill is high enough, you can tell the guard he s wanted upstairs and then open the chest when he leaves. If your speech skill is really high (64 is enough) you can even get the guard to open the chest for you. When you give the chalice to Enrique, you ll receive 200 exp and 175 gold, and he ll ask you to... 4. Destroy the lava troll menace. You have to kill the lava trolls for a

couple other quests anyway, so why not? You can find the lava troll area through an exit at the northern edge of the area, slightly northwest of the entrance. After you kill the trolls, return to Enrique to earn 200 exp and 200 gold. Then Enrique will ask you to... 5. Discover a cure for wererat lycanthropy. The first person to see for this quest is Quinn the potion dealer, located in his shop in the Gate District. He ll tell you that he can t make a curative potion for the disease without a piece of the Prime Wererat. You ll find such a piece (wererat fur) in the wererat cave in the northeastern corner of the Slave Pit Exterior (see section 07.10.08 for details). When you give the fur to Quinn, he ll give you a lycanthropy cure potion. Then just take the potion to Enrique in the sewers, and you ll receive 200 gold and a potion of permanent +1 luck. You ll also receive the Beggar Comrade perk, which doesn t do anything so far as I know. * ========================= * * 07.09.00 Forest Areas Map * * ========================= * Bounty Goblin Hunter------Camp Camp | | Scar Ravine Waterfall | | Inquisition Passage | Shipwreck Exterior | | ____________/ | \ | / | Lago Del------El Bosque------Crossroads-------------Barcelona Rio Ebro | | | | | | | | Slave Pit Rio Ebro-------Barcelona Exterior Coast * ===================== * * 07.10.00 Forest Areas * * ===================== * There are a handful of forest areas west of Barcelona. They involve more combat than Barcelona does, so start exploring them when you get tired of walking and talking. Eventually, quests in Barcelona will start directing you into the forest areas. For highlights about what each forest area contains, see the subsections below. 07.10.01 Crossroads ------------------This is a pretty tame region, as you might expect since it s the first area outside of Barcelona. There are lots of low level creatures to kill, plus three things of note: 1. Sir Esteban (near the eastern exit). He ll tell you about the dangers in the area -- goblins, wasps and thieves -- and he ll give you a quest to eliminate each. But watch out! As soon as you agree to eliminate the goblins, a group of them will attack you! Luckily, they re not very tough. Be sure to pick up the blood bracers one of them will drop, and hang onto it until Esteban asks for it. You can find the goblins in the southwestern corner (near the blue crystal),

the wasps in the northwestern corner, and the thieves in the southeastern corner. You ll also have to battle with numerous wolves in the area. As far as I know, things like wolf pelts and wasp stingers don t serve any purpose, and you should just sell them. Killing the wasps and goblins is straightforward, but for the thieves you have some options. If you re tainted and if you recognize the head thief Ramon as tainted, you can convince him to leave (350 exp). You can pay Ramon 30 gold to make him leave (400 exp). You can lie about paying Ramon gold to make him leave (350 exp). Or you can just kill him, like Esteban wants (about 200 exp and a little bit of gold). Once the thieves are gone, be sure to loot the three chests around the campfire, plus the two nearby caches of gold. When you complete the quests, you ll receive 700 exp, 150 gold, and a long bow of carnage for killing the goblins; 35 gold for turning in the blood bracers (about twice as much as you d get for selling them); 600 exp and 100 gold for killing the wasps; and 700 exp and 150 gold for dealing with the bandits. Note: Sir Esteban s three quests comprise one of the Knights Templar initiation quests (see section 07.07.02). 2. Alvaro the Merchant (in the middle sell, but you won t get the option to you ve helped any daevas to escape). check with him often, and save before

of the area). He has special wares to see them if your karma is bad (like if His special wares are pretty good, so you do.

3. Fang and the hunter. South of Esteban you ll find a hunter attacking Fang the bear. The bear will immediately join your party, and you ll have to decide what to do about the hunter. You can kill him, scare him, or buy him off. You can even try to let him have the bear, but Fang will probably kill him and you ll have Fang in your party anyway. Regardless of the option you choose, you ll earn about 50 exp. 4. A blue crystal. Blue crystals like the one in the southwestern corner act as teleporters, and they ll allow you to move to any location on the world map. But be warned! When you use them you can end up in the ethereal plane (or ethereal wasteland, or ethereal ruin, etc.) instead and have to fight some enemies. The enemies you face will be based on your level, so the ethereal plane can be a good place for exp and equipment, or it can be a pain, depending on your view. You ll end up in the plane about 10% of the time. If you want to get there more often, click on a blue crystal, and if the world map comes up, just exit it and try again. Note: When you enter the Crossroads from the east or west, a random citizen will appear with you and start walking. If the citizen is a vendor and you have a high enough barter skill, you can ask to see the vendor s special wares. 07.10.02 Barcelona Coast -----------------------There are a few things of interest in this area: 1. A windmill. If you have Cervantes with you then you can complete his quest here (see Cervantes and La Bestia in section 07.04.00). 2. A red crystal. You can click on red crystals three times, and each time they will summon undead creatures to fight you. The first wave will have

brittle skeletons, the second wave will have huge brittle skeletons, and the third wave will have lesser brimstone reavers (how many of each you face depends on your level). The crystals aren t a part of any quest, so your only reward regarding them is the exp (and maybe equipment) you get. So don t bother touching them unless you can kill the creatures they summon. Note: It s a good idea to move away from the red crystal before fighting. Otherwise you might inadvertently click on the crystal again and cause more enemies to appear. Another note: The undead creatures are summoned when you click on the crystal, meaning they ll only stay about a minute before they disappear. That means if you want to kill them (and especially the last wave since it s the one that drops equipment), you need to kill them quickly. Exorcism is the way to go (if you have it), but firepowder kegs can also help. 3. The ghost of Captain Morales. If you talked to Captain Isabella or the Duke of Medina in the Port District, you might remember one of them mentioning Captain Morales and how he fell overboard and drowned during a storm a couple months back. Well, when you talk to his ghost you ll learn that he was actually murdered, and that a crewmember witnessed the foul deed. So head back to the Port District. The crewmember you re looking for is the mute sailor at the end of the northernmost dock. When you talk to him you ll learn that his tongue was cut out because of something he saw -- the murder of Morales -- and that prevents him from telling you who did it. However, he ll pantomime that a horned (demokin) sailor knows the answer as well. The demokin sailor is in the tavern, standing in the shadows in the back area. If your perception is high enough (I think 5 is enough) or if you re a demokin yourself, then you ll recognize that he s a demokin, and you ll be able to ask him about the murder. At the worst, he ll mention that she did it, but if you threaten him (and have at least 7 strength) he ll accuse Captain Isabella directly. Note: If you re slightly short in strength, you can drink Serpent s Bile to briefly bump it up by 2. Regardless, when you talk to Captain Isabella she ll readily admit her guilt. This gives you some options. If your barter skill is high enough you can shake her down for 1000 or 2500 gold. If your speech skill is high enough you can convince her to turn herself in (400 exp). You can also listen to her story and then keep quiet (400 exp) or lie about keeping quiet (100 exp) and then turn her in to the duke (500 exp and 150 gold). When you return to Captain Morales, you ll receive 500 exp and he ll tell you about a treasure he found next to the prow of the nearby rowboat. Just turn on your find traps/doors skill to find the treasure, which should contain gold, three potions and a magic item. Afterwards, as long as you didn t have to go to the duke, you can return to the mute sailor to let him know he s safe from Captain Isabella s wrath. You ll receive 100 exp, 75 gold, and a potion of extra healing. 07.10.03 Scar Ravine -------------------You ll find a bunch of wasps hovering around this region, plus a few vodyanoi keeping them company. You ll also find three things of note: 1. Gloria and the goblin. On the eastern side of the area you ll find a

goblin preparing to eat a little girl. If you ve met the woodcutter from El Bosque, then you should recognize that the girl is Gloria, his daughter. If your speech skill is high enough (96 is more than enough) you can convince the goblin that you ll take the girl to the Goblin Khan (worth 50 exp). Otherwise you ll have to fight him (worth 49 exp). Either way the girl will run home to her father. 2. A cave entrance in the northwestern corner. 3. A cave entrance in the northeastern corner. The two caves are linked. They ll also be full of goblins and wasps. When you go into the western cave, you ll discover that wooden spikes divide the area into two halves, and that you can t get to the northern half. But never fear, you ll also find a large yellow crystal in the eastern cave, and it will teleport you to the northern half of the western cave. In the northern half of the western cave you ll find a chest with magnetized silver in it. This is an item for the third Knights Templar initiation quest (see section 07.07.02). You ll also find another large yellow crystal. This one will take you to a new part of the western cave. The new part of the western cave will have more wasps in it (including a large blue cursed wasp), plus a chest and yet another large yellow crystal at the end. This last yellow crystal will take you back to the southern half of the western cave. Note: In the eastern cave you ll also find a hut with a banner outside that reads (in part), Those that can see what the world offers them are greatly rewarded. Inside the hut you ll find a trap and three hidden gold caches. Another note: If your luck is 10 or higher when you enter the Scar Ravine, an exit in the southeastern part of the area will lead to a shipwreck (see section 07.10.11). 07.10.04 Inquisition Exterior ----------------------------This is a small area that simply connects the Crossroads to the lower chambers of the Inquisition building from the Temple District in Barcelona. All you can do here is kill a handful of wolves. 07.10.05 El Bosque -----------------In the center of this area you ll find Felipe the Woodcutter. If you re working on the Wielder initiation quests, then refer to section 07.07.04 for how to get darkwood from him. You might also notice that Felipe seems troubled. If you ask him what s wrong, he ll tell you that his daughter Gloria vanished one night and that he fears she s been abducted. You can find Gloria in the Scar Ravine, guarded by a single goblin. It s not a boss goblin or anything, so dispatch it quickly. Gloria will then run home, and when you talk to the woodcutter again you ll receive 500 exp and 200 gold. There is also a broken blue crystal in the area (in the northeastern corner), but I don t know if anything can be done with it. 07.10.06 Rio Ebro

----------------There are three things of interest in this area: 1. The haunted ship. The ship is located in the southeastern part of the area. You ll know you re getting close when a bunch of skeletons rush you. Once you ve defeated all the undead around the ship, you can loot a chest on the ship that should have several magical items in it. This is a good place to save to make sure you get something good from the chest. 2. An obelisk. It s located on an island on the western side of the area. If you re a Wielder and click on the obelisk, you ll receive +2 AC and +1 to the Divine Favor branch. 3. Cortes treasure cave. The cave is located in the southwestern part of the area. See Cortes Treasure in section 07.05.00. If Cortes is with you, then he ll create a land bridge to the cave, and you ll be able to go inside and get some loot. 07.10.07 Lago Del Rio Ebro -------------------------The first thing you ll see in this area is a blue crystal. You can use it to teleport to other areas on the world map (see section 07.10.01 for more information). The second thing you ll see is Grumdjum the goblin. Even though he s a goblin he ll talk to you first, and he ll ask you to kill the river dryad for him. You can find the dryad through the yellow crystal to the north. If you kill the dryad you ll earn 750 exp, and then when you return to Grumdjum you ll earn 500 more exp and receive a Ring of Fiery Death (+20% fire damage). Goblinkind has produced the greatest philosophers ever to walk this orb, great minds like Bloodspiller the Pensive, Bonecrusher the Pedantic, and Brain-Gnasher of the Fairy-Pogrom. -- Grumdjum If, on the other hand, you decide you don t want to side with the goblins, you ll have to fight Grumdjum (worth 575 exp) and the other goblins on your way to the yellow crystal. Then when you talk to the dryad, she ll ask you to kill the Goblin Khan (see section 07.10.10 for information on how to do this). After you complete the task, return to the dryad to receive a river pearl, a potion of (permanent) +1 luck, 500 exp, and 78 gold. However, if your speech skill is high enough (55 is enough) then the best thing to do is accept the quest from Grumdjum, then change your mind when you talk to the dryad, and then lure Grumdjum to his death. You ll get the Ring of Fiery Death, plus 600 exp, plus still be able to do the dryad s quest. There are a couple other things worth noting in the area: 1. A goblin camp in the southeastern corner (through the arches). Inside you ll find Ernesto, a demented Spaniard. Ask him about his home, and he ll decide he should go back to Barcelona to tell everybody about his exploits. Then you can decide whether or not to add him to your party. He ll stay for good. 2. A red crystal in the southwestern corner. See section 07.10.02 for information about red crystals.

07.10.08 Slave Pit Exterior --------------------------As you make your way south into the area, you ll find an alpha wererat fighting some goblins. If you re working on the final beggar quest, then don t worry when the wererat doesn t drop anything. The alpha wererat isn t the wererat you re looking for. Speaking of wererats, you ll find a wererat cave in the northeastern corner of the area. As soon as you enter the cave, your spirit will appear and let you know that Aesma, the Daeva of Hate and Fury, resides in the cave. So proceed slowly and cautiously. You ll find Aesma in the southeastern corner, through the yellow crystal portal. Note: East of the entrance, in a chest, you ll find the book History of the Fell Spirits. Aesma can be tricky to kill. He ll keep summoning minions, and if you kill him while a minion is still alive, he ll replace the minion with himself and return to full health. So make sure all the minions are dead before you strike the death blow. If you have an area attack spell (including exorcism), then let the spell damage the minions (who aren t very powerful) while you use your weapon on Aesma, and then only attack minions directly when Aesma is almost dead. Otherwise, just kill everything as best you can. If you get into trouble, you can always exit the room through the yellow crystal to the north. Note: Aesma will usually create a minion just as soon as you enter the room. So advance into the room to check for it. You don t want to do all the work of killing Aesma only to discover there was a minion hiding out of view. Once Aesma dies, he ll drop wererat fur, and you ll receive 1070 exp. The wererat fur is for the final beggar quest (see section 07.08.02). Also in the room you ll find a chest, and it (I think) will always drop a bow of some sort. Back outside the wererat cave, you ll find three things of interest: 1. A hut in the northwestern corner. A banner next to it will read, The path to glory is beset with tests of shrewdness. Choose wisely. Inside you ll find gold on the ground and a trapped chest. So detect the trap and then choose both. 2. Relican. You ll find him all by himself in the southwestern corner of the area, and you ll have some options for how to deal with him. If you ve met the Wielders, then you might have one or two quests to kill him. (The Wielders don t like him much and vice versa.) Killing him (which is easier than the build-up might indicate) will net you 189 exp, plus allow you to finish the Wielder quests. If you do kill Relican then don t forget to pick up the potion of transformation from his corpse. Well, explorer, you have discovered someone who does not want to be found. -- Relican If you decide, however, that Relican sounds like a cool guy, you can help him overthrow the Wielders by carrying his summoning ring into La Calle Perdida (for information on how to get there, refer to section 07.07.04), and then activating it once you get inside. If you re a Wielder, this will change your path to the Dark Wielders. See section 07.07.05 for details.

3. The entrance to the slave pits along the western edge of the area. When you go inside you should notice that the place looks familiar. This is where you started out the game. So if you came simply because of the Order of Saladin quest (see section 07.07.03), now you have another motivation. Anyway, there isn t much to do here. Just walk around killing thugs and thieves until you encounter the slaver captain. He ll talk to you first, and, depending on your speech skill, you might have some options. You can let him go (200 exp, 100 gold). You can kill him (125 exp, ~50 gold). You can demand money of him. For the latter case he ll reveal a secret room (that might not be detectable) with three gray wolves and a treasure chest inside. In all you ll get about 250 exp and 200 gold for this option. Are you some kind of fool to come near me? Do you not remember me? I am your master! You belong to me! -- Slaver captain Regardless of what you choose, you ll receive the shard of dreams (either directly or by picking it up off the ground). Then just mop up the rest of the thieves and thugs, and watch for hidden doors and caches (there are a few of them). 07.10.09 Waterfall Passage -------------------------This is simply a connector area between Lago Del Rio Ebro and the Goblin Camp. All you can do here is kill a bunch of vodyanoi. Note: if you leave at least one vodyanoi alive when you exit the passage, then when you return there will be a full set of vodyanoi again, and you can use the area to gain exp. The vodyanoi will stop spawning once you rescue Inquisitor Darsh, or if you complete the quest for Rakeb (unverified). 07.10.10 Goblin Camp -------------------Even if you ve killed every goblin to cross your path so far, you ll be able to talk to the goblins here when you first arrive. Better still, they ll allow you to walk around their camp unmolested, and so you can, among other things, find a goblin merchant (in a hut north of the goblin archer acting as a town crier) and get some extra quests. And for the icing on the cake, once you ve shopped and quested, you can turn around and kill the goblins for even more equipment and experience. Stand fast and be recognized, knave! You stand on Mongol soil, where goblins scheme and enemies boil. -- Goblin Note: Even if you don t want to play nice with the goblins, you might want to be friendly to them at first so you can move west through their camp and exit into the Bounty Hunter Camp, where you can buy a weapon that will kill goblins easily, and where you can get a quest to kill goblins if you re a feralkin. You ll also get 50 exp for being nice to the goblins. To get quests from the goblins, the northern edge of the area. the tunnels, you ll find Rakeb, to the Goblin Khan, who you don following quests:

you need to travel to the cave entrance at There, if you keep take the eastern branch in a goblin shaman. (The western branch leads t need to meet yet.) Rakeb will give you the

1. Clear the vodyanoi from the Waterfall Passage. You might have done that anyway on your way to the Goblin Camp. When you report your success to Rakeb

you ll earn 250 exp and 75 gold. 2. Collect the woodcutter s eyes and liver. The woodcutter is standing in the middle of El Bosque. If you haven t rescued his daughter yet (see section 07.10.05) or completed your Wielder initiation yet (see section 07.07.04) then you should delay this quest. But once you do kill the woodcutter (losing 50 karma in the process), his eyes and liver will automatically go into your inventory, and you ll receive 125 gold when you return to the shaman. If your barter skill is high enough, then instead you ll receive 250 gold, and the shaman will become a (really lame) shopkeeper. If you killed the dryad earlier (even if Grumdjum accidentally died in the process), you ll also be able to talk to the Goblin Khan and get a quest from him. He ll ask you to kill the bounty hunters in the area to the west, and to return to him their magical weapon. If you do so, you ll earn 250 exp and anywhere from 200 to 700 gold depending on your speech and barter ratings. You ll also receive the Goblin Champion title perk. I believe that s all the use you can get from being nice to the goblins, so from here pick a spot you like and then start fighting them (use force attack if you need to). Clearing the goblin camp should be straightforward, and while you re there you can also rescue Inquisitor Darsh (on the western side of the camp). If you convince him to leave with stealth and wit he ll follow you and not fight the goblins (which might be good if they re still friendly with you). Otherwise he ll help you fight. The stealth approach requires some speech skill to bluff your way past the goblins, and the other way just requires a lot of combat that you re probably going to perform anyway. So the fighting approach is probably best, especially since Darsh is a ranged (spell) attacker who won t rush off and get himself killed. But regardless of the choice you make, you ll receive 750 exp and the Amulet of the Grand Inquisitor (+10 speech, +2 AC, +1 healing rate) when you arrive back at the Gate District. Note: If you fight your way out with Inquisitor Darsh, you ll encounter some goblins in the Waterfall Passage. If you allow Darsh to turn you invisible, you ll gain 150 exp and you won t have to fight the goblins. If you decide to stay visible and fight the goblins, you ll receive over 300 exp. When you decide to fight the Goblin Khan, realize that he s another daeva -Tawrich, the Daeva of Hunger -- and so defeating him won t be easy. So kill the other goblins in the cave first (including Rakeb for 650 exp) and then move towards the northwestern corner. You ll find the Khan in a room with four goblin archers and a goblin shaman. You ll know you re close when you see a pair of banners. If you attack the Khan you ll find that he regenerates health very quickly. To prevent that you need to kill the goblins in the room with him. Of course, staying alive long enough to do that *and* kill the Khan can be tricky. If you have the weapon The Everlasting from the bounty hunters, you can probably just wade in and kill everything (using hectic mode since the bonus damage always hits ), but otherwise you ll have a couple options: 1) buy firepowder kegs and use them in the room to kill the helper goblins and perhaps the Khan himself (6 kegs is enough), or 2) use hit-and-run tactics to kill one or two goblins at a time, or 3) use a lot of potions. Regardless, once you have the Khan alone, he shouldn t be too hard to kill, and you ll receive 1070 exp once he dies. Note: There are also some secret doors in the goblin cave. One is along the western wall (prior to the Khan) and leads to a chest. Two more (in

sequence) are behind the Khan s throne and lead to four chests. You might want to save before opening the chests to increase your odds of getting something good. One of the chests always has a goblin poetry book in it. Another note: Once you kill some goblins in the cave, when you leave the cave you ll be attacked by a couple shamans and archers. 07.10.11 Bounty Hunter Camp --------------------------When you enter the area for the first time, a few goblins will come fleeing towards you. If you re quick, you can kill some or all of them. In the middle of the area you ll find Raylark, Fenclaw, and two other bounty hunters. If you talk to them you ll learn that they re hunting goblins, and that they have a secret weapon, a warhammer named The Everlasting (1-15+3 damage, +25 bonus damage to goblins even if you miss, +15 two-handed, +5 AC). If you have a high enough barter skill then you ll be able to buy The Everlasting from them for around 9000 gold. Otherwise you ll have to fight Raylark and the rest of his Savage Heart Company to get it (if you want it). Do not resist! I need to sever your head cleanly!

-- Raylark

If you re a feralkin, then after you ask Raylark who he is and what the Savage Heart Company is, you can ask to join him. He ll tell you that the company is full, but he ll offer to split the goblin bounty with you if you can kill a dozen goblins. Plus, he ll offer more if you can kill the goblin shaman Rakeb. For killing a dozen goblins you ll receive 750 exp and 450 gold, and for killing Rakeb you ll receive 1000 exp and 550 gold. Also in the area you can find a green crystal (see the Search for the Five Ways Crystals entry in section 07.04.00 to learn more). This particular crystal will grant +1 to all combat skills. Lastly, you should find a couple blood bracers on the ground. You can sell them to Sir Esteban at the Crossroads for 35 gold each. 07.10.12 Old Shipwreck ---------------------Note: You can only access this area if your (current) luck is 10 or higher. This is a small area that features a shipwreck and some wimpy undead guardians. Once you fight your way through the guardians, you ll find three chests and a hidden cache. * =================== * * 07.11.00 Montserrat * * =================== * Regardless of the faction you joined, once you complete its initiation quests, you ll receive a quest to protect / acquire the relic at Montserrat. You ll still be able to go back to Barcelona when you take on the quest, but you re probably better off completing the quests there (and in the sewers and nearby forests), because the creatures will get more difficult the further you move into the storyline. 07.11.01 Grove at Montserrat ----------------------------

Note: The only way to get to this location is to teleport in via the blue crystals. You ll find yourself in a grove outside of Montserrat, the temple where the relic is. The grove will lead you first to the east and then to the west, and along the way you ll be able to fight some snakebreeds and some other forest critters, plus visit a couple caves. As far as I can tell, neither cave has anything interesting in it, unless you ve been searching for just the right bear pelt to match your boots. You ll find the temple along the northern edge of the area, and, if you continue west all the way to the western edge (after crossing the river), you ll find a red crystal. See section 07.10.02 for more information on red crystals. The big door (with the star on it) in the northeastern corner of the area is the exit from Montserrat, and you ll be able to use it eventually. 07.11.02 Montserrat Chambers ---------------------------When you enter Montserrat, the doors will close behind you. It might then appear like you re stuck inside, but there s actually a mechanism next to the doors that you can use to open them back up. (It s on the left side, but it blends in pretty well and can be difficult to see.) Inside the chambers, you ll first be attacked by a handful of snakebreeds. So creep forward until they make a sound, and then retreat back to the entrance doors so you can face as few as possible. Then explore the area. After killing more stuff, you ll eventually find yourself at the southern edge of the area. A hallway there will lead to the next area. Note: Don t worry. The Montserrat Chambers area is just oddly shaped. You didn t miss any secret doors. 07.11.03 Montserrat Deep Chambers --------------------------------The hallway will branch almost immediately, but the two branches will later join up to the southeast. Once you ve killed everything, continue southeast from where the hallways re-connect, and you ll shortly find Brother Montgomerie. He ll tell you that the relic was stolen, and that the creatures who took it headed north. Then, with his last few breaths, he ll tell you to seek out Brother Michel on the other side of the Pyrenees. The conversation will net you 2500 exp and mark the Pyrenees area on your world map. Horrible, powerful beasts. Monsters, assassins. They went... north. They seek more relics. -- Brother Montgomerie * ============================== * * 07.12.00 On the Road to France * * ============================== * To seek out Brother Michel, you ll first have to fight your way through a couple areas to get to him. 07.12.01 Duero Plains --------------------Note: The only way to get to this location is to teleport in via the blue

crystals. However, it might be difficult to see the area on the world map. It s the pentagram-in-a-circle east of Barcelona. As soon as you enter the area, Inquisitor Diego will run up to you and ask for your help against some Dark Inquisitors to the north. If you agree to help him, then you re stuck; you ll have to help him. However, if you refuse, you can come back later and decide to help him, or you can decide to help the Dark Inquisitors instead. So that s the way to go if you want to keep your options open. If you decide to help Inquisitor Diego, then the Dark Inquisitors will attack you when you approach them. There will be five, and they ll all be spellcasters (with fire and electrical attacks) so you might want to buff up your resistances before taking them on. Once they re all dead you ll receive 1000 exp, 100 gold and two potions, and Inquisitor Diego will leave. (If you left Diego behind somewhere in the area, then you ll receive the reward when you approach him.) If you decide to help the Dark Inquisitors, they ll ask you to kill Inquisitor Diego. You ll get 93 exp for the deed itself, and then when you return to the Dark Inquisitors you ll receive another 1000 exp and the Dark Inquisitor you were talking to will turn into a (pretty good) shopkeeper. Elsewhere, you ll find a lot of poisonous plants in the area. When you walk past them they ll shoot poison spores in the air, and the spores will damage and poison you. If you have any companions with you (like, say, Inquisitor Diego) it s probably best to tell them to stop following you. The poison spores won t hurt you much, but they ll take out companions quickly. Besides the poisonous plants and the Dark Inquisitors, you ll find three other things of interest in the area: 1. A red crystal on the eastern side. It will work like all the other red crystals (see section 07.10.02). 2. Mauldo the Wilderness Merchant in the northeastern quadrant. He ll sell the Bow of Icy Carnage (+20% cold damage, +20% piercing damage) and the Axe of the Feral Curse (6-14+6 damage, bonus 66 damage to simple animals, +20 evasion, +20 sneak, -1 charisma). If you re competent with two-handed weapons, you should get the axe for a later part of the game. (You ll have to fight scorpions, and apparently scorpions are considered simple beasts.) 3. The hired goons. In the middle of the area you ll be accosted by three hired goons. They ll demand money from you, but you should be able to refuse and kill them pretty easily. (Unverified: The goons might be related to Shylocke. If you borrowed money from him then the goons might try to collect from you rather than rob you.) 07.12.02 Pyrenees Mountains --------------------------This area is mostly one big battle, with wolves on the western side and rock titans on the eastern side. Rock titans are big and potentially nasty, so move carefully so you don t end up fighting several at once. There are three things of interest in the area: 1. A cave on the western side. Inside you can kill some wolves. 2. A big door / wall in the middle of the area. It separates the southern

half of the map from the northern half, and there isn t any way to open it (even when you get to the other side). 3. A cave on the eastern side. You ll have to go through this cave to bypass the door / wall in the middle of the area. Inside the cave you ll find a lot of ogres to kill, and in the northeastern corner you ll find a woozy ogre that you can talk to. The ogre will tell you that he hears the voice of Aka Manah in his head, and that Aka Manah commands him to kill you. However, he ll resist the command and leave north. When you follow him you ll find yourself in a second cave. This cave will be much like the last one, only smaller. Once you ve killed all the ogres in the second cave, head for the eastern exit. It will lead to Aka Manah s lair. (The exit in the northwestern corner will return you to the Pyrenees Mountains, but you won t be able to go through it until you deal with Aka Manah.) As soon as you enter the lair, your friendly spirit companion will pop up to let you know that Aka Manah is a daeva. Then, when you walk far enough into the lair, Aka Manah will start talking to you. If your speech skill is high enough (75 is enough) you can convince him that he s more powerful than his master, and you ll earn 2500 exp when he leaves. Otherwise, you ll have to fight him Since Aka Manah is a daeva, it shouldn t come as a surprise that fighting him will be tricky. He ll create mirror images of himself three times, once at the very beginning of the fight and then twice after that. The mirror images will be much weaker than Aka Manah, so determining which version is real and which ones aren t should be easy. (If you do a lot of damage to one, it s a fake.) So concentrate your attacks on the real Aka Manah, and let area affect spells take care of the images. If you don t have any area affect spells, then just bludgeon away until everything stops moving. Aka Manah won t gain back any hit points when he creates images, so you can just wear him down until he dies. You can even run back to the second cave to heal if you need to. Once Aka Manah dies you ll earn 2500 exp. I don t think he ever drops anything particularly valuable, so if you can talk your way past him, that s the route to take. With Aka Manah gone (one way or the other), you ll be allowed to leave the second cave and head to the northern half of the Pyrenees Mountains area. However, as soon as you exit the cave you ll be greeted by about five ogres, so make sure you re rested first. Then just head for the northern edge of the map. There you ll find a blue crystal, and when you click on it you ll be able to teleport to Montaillou * ======================= * * 07.13.00 Montaillou Map * * ======================= * _________ __________ ____________ | \ \ S |_/b d | | n \_/ /\___/\_ | | |__ / | | G \___ \ C| | \ \ | | TTTT | | | | EEE TTTT |__| | | EEE __ | | l YYYY | | | | g YYYY | | | |_____________ ___/ | |

People: b d g h

Beatrice DaVinci Guillaume Henri

l m n t

Places: A Adelie s House B Beatrice s House

Louis Maury Nanghaithya Lucius

| | ___ \_ | ____B____H_| | | \_ \_ | | ___________| | \_ \ | H| | \ \__|h | | |_A______M____ \ __ | |___________t____|H | m | | W| |___/ |______|

C E G H M S T

Blue Crystal Temple W Witch s House Grave Stone Y Mayor s House House Brother Michel s House Head Statue Tavern

* =================== * * 07.14.00 Montaillou * * =================== * Your goal in Montaillou is to talk to Brother Michel, but of course there are many other things you can do. The Spirit Gem -------------North of where you start out (up some stairs) you ll find Leonardo DaVinci next to a wrecked flying machine. Ask him what he s doing in Montaillou and he ll tell you that he came to pick up a spirit gem, but that the merchant, Guillaume, failed to show up. Volunteer to track down Guillaume. This machine will fly again, and this time it will fly higher and faster... unless of course an unexpected upwind collapses the manifold, and then it will be a burning heap. -- Leonardo DaVinci You ll find Guillaume far west of town. Be careful what you say to him. He might try to trick you out of some gold and then disappear (I m not sure if you can find him again if he does that). So ask him about the spirit gem first, and he ll tell you that Inquisitor Fournier confiscated it from him. Inquisitor Fournier is located in the temple west of the town square. If you ve completed both of his tasks (see Inquisitor Fournier s Tasks below), or if your speech skill is high enough, then you can lie to him and say that the gem is dangerous and needs to be destroyed. Then he ll give you the key to the chest in the temple, and you can get the gem from it. If your speech skill is too low and you prefer not to do any quests for Inquisitor Fournier, then you can use the same trick you might have used to collect some of Weng Choi s books earlier: sneak and then pick the chest open to get the gem without anybody noticing. Regardless, when you give the gem to DaVinci you ll receive 1750 exp and 1000 gold. Find Nostradamus ---------------Besides finding out checking up on you. gifts, and that you won t know where to

about the spirit gem, you can also ask DaVinci why he is He will mention that he d like to help cultivate your should seek out the seer Nostradamus. However, DaVinci find him.

To find Nostradamus, you have to talk to the witch Na Roqua. You can find her in her hut in the southeastern corner of the area. Then just ask her about Nostradamus, and she ll mark his location on your world map. See section 07.16.00 for more information on Nostradamus.

The Bear -------South of where you start out you ll see a bear. If you get too close to him, he ll attack you and then change to a human when he dies. If you stay a short distance away and follow him south, he will change into a human and then you can talk to him. At this point you can simply keep his secret, or blackmail him for 200 gold, or, if you re a feralkin, learn that he s a lycanthrope and that another family in the area has the same affliction. But nothing really seems to come of this conversation. Aidan the Merchant -----------------In the tavern (on the northern side of the town square) you ll find a man labeled feralkin citizen standing next to the bar. If you talk to him you ll learn his name is Aidan and that he s a traveling merchant. He s the best merchant in Montaillou, if you re looking for weapons or armor, so be sure to check with him often. Jean Phillippe Cihlar s Treasure -------------------------------This quest is a little convoluted. First you have to talk to the barkeep in the tavern, and tell him you re looking for some gold. He ll respond by telling you the legend Jean Phillippe Cihlar, the former owner of the tavern, and how that meat eater supposedly buried his treasure under a charmed statue. If you ask him what the charm is to open the statue, the barkeep will tell you that you can ask Cihlar s ghost yourself, provided you bring him his favorite wine. So head out to the cemetery (northwest of the tavern), and click on Cihlar s tombstone (at the northwestern side). Cihlar s ghost will appear, but he won t give you the charm. However, he ll say, Only one who lives as I lived shall spend my gold. So head back to the tavern and talk to the Inquisitor who is eating meat all by himself. He ll offer you some of his roast, which you should accept, even though it will tick off the Cathars in the tavern. Then when you leave the tavern some Cathars will accost you. You can fight them for minimal exp, or you can explain you re not with the church and that you support the goodmen and they ll let you go (worth 250 exp). Back in the cemetery, talk to Cihlar s ghost again. He ll smell the meat on your breath, and he ll give you the charm you need to open the statue. Leave the entrance open. Perhaps when it becomes known that someone has solved the mystery of my treasure, these foolish bumpkins will stop pouring wine on my grave as they have these many years. -- Jean Phillippe Cihlar s ghost You can find the statue north of the cemetery, across a bridge. When you click on it you ll be able to give it the charm phrase, and then you ll be able to enter the treasure chamber beneath it. Inside you ll find a single chest with a Maelstrom Bow of the Horde inside (+25% electricity damage, +20% piercing damage). Inquisitor Fournier s Tasks

--------------------------In the temple (on the western side of the town square) you can talk to Inquisitor Fournier. If you tell him you re on a mission to safeguard holy relics, he ll give you two tasks: to find a witch named Na Roqua, and to investigate the mayor. You ll find the mayor in his house on the southern side of the town square. To learn his secret, just get him to talk about his mistress Beatrice and how he accidentally transferred her mind into a chicken (see Saving Beatrice the Chicken below). When you return to Fournier you ll receive 250 exp. Na Roqua will be in her hut in the southeastern corner of the area, but you won t find her until you actually talk to her. Then when you return to Fournier you ll receive 250 exp. As far as I can tell, there isn t any downside to completing the quests. The mayor and the witch won t disappear or talk to you differently, and after completing the quests Inquisitor Fournier can be convinced to sell you potions (if you have a high enough speech skill). Completing Fournier s quests also makes the Spirit Gem quest easier (see above). Saving Beatrice the Chicken --------------------------When you talk to the mayor in his house (on the southern side of the town square), ask him about Brother Michel and then tell him that he can trust your discretion. He ll tell you how he accidentally transferred his mistress Beatrice s mind into a chicken, and how the chicken has run off. Agree to find Beatrice and take her to Na Roqua the witch so the botched spell can be reversed. You ll find Beatrice north of the town, east of the head statue where Jean Phillippe Cihlar buried his treasure. Ummm... er, bluck, cluk, bok ek!

-- Beatrice the chicken

When you talk to Beatrice she ll join your party. All you have to do now is lead her to the witch Na Roqua in the southeastern corner of the area, but be careful. Wolves will have spawned between where you find Beatrice and the witch, but luckily they ll pretty much ignore Beatrice and attack you. When you reach the witch, Beatrice will be restored and you ll gain 2500 exp. Then when you speak to the mayor next you ll receive 1000 gold, and the mayor will start selling magical items. You can also find Beatrice again (in her house at the docks), and if you ask her for a reward she ll give you a bottle of wine. Saving Henri s Father --------------------In the southern part of the area, next to a bridge, you ll find a little kid named Henri. He ll tell you that his father is under attack. So cross the bridge and protect the father, Maury the Shepherd, from the nearby vodyanoi. Once you ve saved the father you can drag his last gold piece away from him if you want (in sort of an amusing conversation). Otherwise there doesn t seem to be a reward, unless the good deed grants karma. Louis the Beggar ----------------

West of town you ll find a Cathar by the road. If you talk to him learn his name is Louis the Beggar, and, depending on the dialogue you make, you can either pay him 1-2 coins, or receive a coin from kill him, or leave him be. If there s anything special about him, know what it is.

you ll choices him, or I don t

Nanghaithya ----------In the northwestern part of the area you ll find Nanghaithya, another daeva. (Nanghaithya was the daeva killing people in Barcelona, so you might have met him before.) If your speech skill is high enough (110 is enough), you can scare him off by mentioning that you killed Aka Manah. He ll drop a key when he leaves. Otherwise you ll have to fight him, and, of course, with him being a daeva fighting him might not be easy. If you don t have an object of the prophet then Nanghaithya will keep changing form, and you won t be able to kill him. You can get an object of the prophet either from Amir in front of Barcelona (see Murder Victims in section 07.03.00) or from Na Roqua the witch in the southeastern corner. If you decide to get the object from the witch, you ll have to fight Nanghaithya first to trigger the necessary dialogue option with her. Once you have an object of the prophet killing Nanghaithya should be reasonably easy. He ll keep casting slow on you, and the casts will stack together, so eventually you ll barely be moving at all. But he won t attack when he casts, and so you ll have some free time to beat him up before he concentrates on damaging you. (This battle might be easier with a high agility. I think Nanghaithya will keep casting slow on you until your agility drops to 1.) If you have a spell that continuously damages an area of the map (like fire ring or ice storm), that s the way to go. Otherwise, just whack Nanghaithya until he dies. You probably won t be able to run away from the battle because of the slow spells, so make sure you have some healing potions with you just in case. After Nanghaithya dies, you ll receive 2750 exp and a stone key. The key will open the door behind Nanghaithya, and inside you ll find a mechanism and two sleeping piles of armor. When you pull the lever on the mechanism, a lightning war golem will join your party. There isn t any way to activate the second pile of armor. Brother Michel -------------You ll find Brother Michel in the second-to-last house on the docks. His house will be guarded by Lucius the rock titan, but Lucius won t want to let you enter. To get past Lucius, you have a few options. There are a few ways to talk your way past him (requiring 60 speech or 7 intelligence), and, if that fails, you can always fight a duel with him to prove your worth (requiring strength or maybe just enough health). If you can t talk or fight your way past Lucius then you probably have a bad character build. But all is not lost. Just like with intimidating the demokin sailor in Barcelona, you can drink wine or ale to bump up your strength (Serpent s Bile gives a +2 bonus, if you want to trudge back to Barcelona), and hopefully that will be enough to allow the duel to take place.

I have lost to a little person. How cruel are the ravages of time. Lucius

--

Inside the house you can finally talk to Brother Michel. He ll tell you about another relic, the Bleeding Lance, and how it lies is a nearby crypt. Brother Michel will also mark the location of the crypt on your world map. Note: For fun, click on the book next to Brother Michel a few times. This will trigger a quest to retrieve the lance. See section 07.17.00 for details. Trouble in Toulouse ------------------After speaking with Brother Michel, you ll witness a conversation between a woman named Esclarmonde and the mayor the next time you approach the town square (where the fountain is). Then when you talk to the woman, she ll tell you how Toulouse was attacked by rock titans, and how the titans have captured and plan to eat the inhabitants, including her husband Thierry. Agree to help her and Toulouse will show up on your world map. Next, go talk to the mayor. He won t want to do anything about Toulouse, and he ll claim that Montaillou is safe because Lucius is protecting it. That certainly sounds at odds with what Lucius told you before, so head back down to the docks to talk to Lucius again. Lucius will admit that he lied to the mayor, and he ll ask you to help him out. If you can kill the rock titans in Toulouse, then Montaillou will be safe and Lucius will also be safe. However, Lucius will ask that you give him the stone hearts from the four elder titans in the town, so that he can give them the proper funerary rites. You *must* speak with your blade. Do not attempt to parlay with them; they will recognize your strength and try to divert you from your purpose or trick you into helping them. -- Lucius This quest is (possibly) more complicated than it first sounds, and I ll cover the rest of it in the Toulouse section (07.15.00). Note: If you talk to Brother Michel before completing the Toulouse quest, and if you tell him you re going to fight the titans, he ll give you Michel s Amulet (+15% crushing and electrical resistance). * ================= * * 07.15.00 Toulouse * * ================= * When you arrive in Toulouse you ll be able to talk to a rock titan named Tereo. You can learn a little about the rock titans from Tereo, including that they ve been expecting you, but mostly he s just there to direct you to Lethos, who is located a little farther along the path. Note: If you have the quest from Lucius to kill the rock titans, you can attack them at any time. So you might want to do some talking first. When you talk to Lethos you ll learn that Lucius (aka Memnos) used to live in Toulouse, and that the rock titans sacked the town while looking for him. He ll then ask you to talk to Rhea to learn more about Memnos.

Before talking to Rhea, you might want to talk to Menoetius and Iapetus in the northeastern corner. Menoetius will mention Nostradamus and mark his location on your world map (which is useful if you somehow couldn t get the location from the witch in Montaillou). Iapetus will tell you about the creature that has been stalking and eating the humans in the town. From his description, it s pretty clear that Nanghaithya was the culprit, and you can even receive three large jewels from the rock titan as a reward for killing him. (Nanghaithya is covered in section 07.14.00.) If you now go visit Mathuo (the rock titan who was attacked by Nanghaithya) at the western edge of the town, you ll be able to ask him about the attack. Among other things he ll mention that he was dipping mercury to the southeast. That will allow you to go to the location and click on a large rock to find titan mercury (the cul-de-sac with the rock is east of Rhea). You can now give the mercury to Mathuo, and, if you speech skill is high enough (93 is enough), suggest that he drink it with Poimaino, who is guarding the human prisoners. If you get too close to Mathuo and Poimaino, they won t leave, and they ll even attack you. So stay a screen away until they leave (switch the text panel to dialogue mode to see what they say), and then talk to Thierry the prisoner. Tell him that the way is clear, and he and the other two prisoners will escape. Then back in Montaillou you ll receive 4000 exp when you talk to Thierry (at the town square), and you can even ask for a reward. Thierry will tell you that he hid 1000 gold in a tree stump at his house in the northwestern part of Toulouse. You ll find the stump north and then west of the rock titans Klao and Baktron. (Klao and Baktron will attack you if you try to move past them before learning of the stump.) If you decide to let Thierry keep the gold, you ll earn 100 karma instead. Note: If you return to the prisoner area, you can watch a funny conversation between Mathuo and Poimaino, but don t go past Poimaino or else all the rock titans will turn hostile. With the prisoner quest out of the way, you can finally head to the southwestern corner and talk to Rhea. You ll learn that a titan s memories are written on a crystal in its chest, and that by eating the crystal a titan gains the memories from it. You ll also learn that Lucius / Memnos was responsible for keeping the collective memories of the tribe, and that now that he s grown old, a member of the tribe needs to eat his heart to preserve the memories. Note: When you first see Rhea, she ll be talking to a young titan named Ephebos. To find out what the conversation is really about, head back over to Tereo and talk to him. After the conversation with Rhea, go back and talk to Lethos again. He ll ask you to kill Lucius / Memnos and return the crystal heart (mneme) to him, or else lure Lucius / Memnos back to Toulouse, where the rock titans can take care of the oath-breaker themselves. And so you have a choice: to kill the rock titans and return four stone hearts to Lucius, or kill Lucius and return his heart to Lethos. You can t do both, obviously. If you decide to help the rock titans and kill Lucius, then you can either ask Lethos for gold or for a magic item (or both, if your barter skill is high enough), and then when you return from completing the deed, you ll receive 1500-2000 gold and / or a random high quality piece of armor, plus 2500 exp. You ll also receive 1776 exp for killing Lucius.

Note: When you talk to Lucius you can also decide to stay out of the matter and earn 5000 exp, but then you won t get a reward from Lethos. Another note: If there s a way to lure Lucius back to Toulouse, I don t know what it is. (107 speech wasn t enough to get a dialogue option for it.) If you decide to kill the rock titans, then you ll have a long battle on your hands. The four elder titans you need to kill are Lethos (in the middle of the area), Menoetius and Iapetus (in the northeastern corner), and Rhea (in the southwestern corner). Once you ve killed them and, what the heck, all the other titans and ogres in the area (for about 7500 exp), and returned to Lucius in Montaillou, you ll receive 3500 exp and 2500 gold. * =============================== * * 07.16.00 Caverns of Nostradamus * * =============================== * You can only access these areas once you ve triggered the Nostradamus quest in Montaillou (see Find Nostradamus in section 07.14.00). When you complete the Nostradamus quest and the Crypt quest (covered in the next section), England and Spain will go to war, and Montaillou and Barcelona will suddenly look much different (that is, worse). So complete all the quests you can and do all the shopping you need to before completing the two quests. 07.16.01 Heart of Fire Entrance ------------------------------Note: The only way to get to this location is to teleport in via the blue crystals. Shortly after you arrive in the area, a monk will run up to you and start a conversation. He ll let you know that a battle rages on, with assassins trying to reach Nostradamus so they can use his visions for evil purposes. He ll also let you know that Nostradamus is undergoing a transformation of some sort. After the monk leaves, simply wander around and kill stuff. You ll find hujarks and snakebreeds (bad) fighting ogres (good), and you can join in if you want. As long as you deliver the killing blow, you ll get the exp. You ll also find another green crystal (see Search for the Five Ways Crystals in section 07.03.00). When you touch it you ll gain +1 to all Tribal magic branches. The entrance to the caverns can be found along the northern edge of the map. 07.16.02 Clan of the Hand ------------------------As soon as you enter the area, a half dozen hujarks and snakebreeds will close in on you. However, since you just entered the area, you ll be right next to an exit, and so you can exit and heal as much as necessary to kill those first few enemies. Over the rest of the area you ll find more hujarks and more snakebreeds, and some will even cast spells or summon more enemies. So, as always, proceed cautiously, and run back to the entrance area to heal if you need to. You ll also find four exits from the area, not counting the exit back to the

Heart of Fire Entrance. To the west you ll find an exit to the Ogre Den, to the northeast you ll find an exit to the Small Chamber, and near the middle you ll find an exit to the Clan Retreat. (Each of the passageways connecting the northern and southern halves of the area has an exit.) However, to progress farther into the cavern system you ll have to use the southeastern exit leading to the Tourniquet of Pain. 07.16.03 Ogre Den ----------------This is a small, circular area with more hujarks and snakebreeds to kill. It will mostly be straightforward -- until the end. When you kill the enemies and return to the exit, a hujark shaman and a bunch of snakebreed crushers will appear. The best thing to do at that point is run away like crazy and try to separate the enemies so you can fight them a couple at a time. The Old Man will pay handsomely for this one s head on a pike! shaman

-- Hujark

You ll receive 582 exp for killing the shaman. 07.16.04 Small Chamber ---------------------This is a very small area. If you re quick you can prevent a Wielder from getting killed. If you do that, then when you exit the area you ll have to face some extra enemies, but the Wielder will help out. Disappointingly, nothing will happen if you keep the Wielder alive in the fight. He won t even talk to you if you click on him. 07.16.05 Clan Retreat --------------------This is another small area where you can fight a few things and maybe save an ogre or two from getting killed. You ll probably have to fight a trio of hujarks after you leave. 07.16.06 Tourniquet of Pain --------------------------This is a small area that you ll have to fight your way through. Do you sense the trend yet? Anyway, this area is at least a little different than what you ve seen before, because other than the familiar hujarks and snakebreeds, there will also be siege engines continuously tossing boulders around. So be careful when you walk through the center of the area, and avoid the impact points (which are always the same). Otherwise, just fight your way from the southwestern corner to the northeastern corner, and exit the area there. 07.16.07 Clan of the Skull -------------------------This area is shaped something like a big U . You ll start in the northwestern corner, and you ll have to make your way to the northeastern corner. Again, there won t be anything special going on, or traps or secret doors to detect. Just kill stuff and keep moving forward. Also, if you feel so inclined, you ll find an exit to the Stalagmite Grove in the southwestern corner, and you ll find an exit to the Contested Alcove in

the southeastern corner. Note: The exit in the northeastern corner will take you to Nostradamus -- and a big fight. So save your game (and not just a quicksave) before going through. 07.16.08 Stalagmite Grove ------------------------This is another small area with some things to kill. On either side you can also save some ogres who are under attack, and then reward yourself by looting nearby chests. 07.16.09 Contested Alcove ------------------------You ll encounter a big fight going on when you enter the area. So help out the ogres if you want, but exit the area if the snakebreeds swarm you and you need to heal. Once the battle is over, use your find traps/doors skill to detect the hidden cache (and the trap) in the southeastern corner. The cache will produce a random magical object. 07.16.10 Nostradamus Demesne ----------------------------When you walk into the room you ll witness a cutscene where an assassin, a hujark shaman, and a hujark blademaster confront a Wielder and then kill him. As soon as the Wielder dies, the trio will turn on you -- and block the door behind you. So you ll have to fight them in one battle, and you ll probably need a few potions. The assassin is the toughest of the three, so you should save him for last and concentrate on the shaman first. Using an area affect spell or some firepowder kegs would be a good idea here, if you have them. You ll get 285 exp for the blademaster, 582 exp for the shaman, and 775 exp for the assassin. You ll also receive 5000 exp when you enter the room, since doing that will complete your Find Nostradamus quest. Once the bad guys are dead, talk to Nostradamus, who now looks like a big tree. He ll give you some information about the people who oppose you (Ahriman and Asha / Old Man / Betrayer), and why he was attacked, but he won t say anything particularly interesting. Once you end the conversation, a portal will appear next to the (former) exit, and you can use it to return to Montaillou. You are a shadow, an anomaly clouding my sight, a word begging to be spoken, but forgotten as it is uttered. -- Nostradamus * ================== * * 07.17.00 The Crypt * * ================== * You can only access these areas once you ve spoken to Brother Michel in Montaillou (see Brother Michel in section 07.14.00). When you complete the Nostradamus quest (covered in the previous section) and the Crypt quest, England and Spain will go to war, and Montaillou and Barcelona will suddenly look much different (that is, worse). So complete all the quests you can and do all the shopping you need to before completing the two quests. 07.17.01 Entrance to the Crypt ------------------------------

When you enter the area, you ll see a couple assassins break open the doors to the crypt and then raise some undead before going inside. So kill the undead and then follow them. Note: If you ve been meaning to put points into the Divine Smite spell branch, now is the time to do it. 07.17.02 Antechamber -------------------When you enter the antechamber, a spirit will demand that you choose one of the three crypts in the room, and then defeat whatever challenge it creates. It doesn t really matter which one you pick -- all three will create a couple wimpy undead creatures for you to kill -- but shortly after picking one the Guardian of the Lance will appear, and it will also attack. The Guardian of the Lance can be nasty because it has something like 300 hit points, plus a vampiric ability. But just keep whacking away at it and eventually it should go down. Once it dies, you ll discover it had a fake lance, and that you need to keep exploring the crypt. So turn on your find traps/doors skill and stand next to the southern wall until the secret door there is revealed. Then head south and exit the area. 07.17.03 Retreat of Souls ------------------------If you ve been cruising (more or less) through the combat in the game so far, this is where you might start having some problems, because the enemies here have lots of hit points and lots of resistances. For example, greater skeletons have over 200 hit points and resist over 50% piercing damage and over 60% cold damage. If those happen to be the two types of damage you do, or if you have similar match-up problems with other enemies, then the crypt can be a long, grueling affair. But just grit your teeth and get through it. Anyway, right next to the entrance to the area you ll find a circular pattern on the floor. In the center is an object surrounded by metal bars, on the southern side are three beams along the edge of the circle, and on the eastern side is a line of four beams outside the circle. Your goal on this level is to lower all the bars and beams so you can continue on to the next level. You ll also find three passageways leading away from the circular pattern room. Each passageway coincides with one of the beams along the edge of the circle. When you fight your way through a passageway and operate the mechanism at the end, the associated beam will go down. Note: At the southern end of the middle passageway (southeast of staircase) you ll find a secret door. In the room beyond you ll chest, four crypts, and an exit to the Mausoleum of Clovis. You before opening the crypts. One will have a group of huge ghouls another will have a couple revenants in it.

the find a should save in it, and

If you haven t met any revenants before, then get used to the experience. They ll give you headaches for the remainder of the crypt, but luckily most of them are like the ones in the secret room: optional. But if you re determined to open every crypt, chest, and secret door in the game, then the best way to deal with revenants is fire. Another good way is exorcism. A third good way is to use the mace of divinity, which you ll come across later. You can also just use up a lot of potions if you want, and then head back to Barcelona and Montaillou every so often to buy more. Lastly, hit-

and-run tactics seem to work well. Either revenants only heal with their vampiric ability, or else their healing rate is really low. So as long as you can damage them, you can run away and heal and then finish them off later. It s boring but it works. Once you ve operated the three mechanisms in the three passageways, the bars around the object in the center of the circle will go down. Then, when you click on the object, the beams to the east will go down and the Second Guardian will attack you. This guardian looks just like a huge ghoul, but it won t summon anything and should be pretty easy to kill. Just stay away from the new passageway leading east or else you ll have to fight the guardian and a few of its closest friends, all at the same time. Your living soul burns these eyes. You must be slain and reborn into death. -- Second Guardian When you head down the eastern passage, be sure to use your find traps/doors skill. There are no less than three hidden doorways before the passage turns south, and in the third one you can find the Mace of Divinity (5-11+3 damage, 3-9 bonus damage against undead, 3% chance to kill undead outright, +1 to all Divine magic branches). Obviously, it s a pretty good weapon for fighting the undead, provided you re skilled with one-handed weapons. At the end of the eastern passage you ll find two mechanisms you can turn. The eastern one leads to a room with thee crypts and another mechanism in it. If you operate the mechanism, all the crypts will open and a bunch of undead creatures will attack you. A secret door will also become unlocked (although you ll still have to detect it). To avoid all the undead creatures attacking you at once, click on the crypts before clicking on the mechanism. In the next room you ll find two more crypts and another secret door. In the room beyond that you ll find another crypt and the exit to the Defiled Vault of Remigius. Back at the room with two mechanisms, when you turn the western one a whole bunch of huge ghouls will rush at you. Between them and the ghouls they summon, it s easy to get overwhelmed. If that happens, simply run away. The huge ghouls won t stray far from the western mechanism, and the summoned ghouls will stop chasing you after a while, and then eventually they ll disappear. At worst you should be able to use hit-and-run tactics wear the huge ghouls down and kill them. Beyond the ghoul welcoming committee, you ll find a passageway with more ghouls, terrors and crypts waiting for you. You ll also find more secret doors. One is just before the room with three crypts in it. If you use the mechanism it reveals, the beams in the room with three crypts will rise for about a minute. If you have a ranged attack, then you can use the mechanism to cage the creatures created by the crypts, and kill them without being attacked in return. A second secret door is in a room with two crypts and a chest in it. Beyond the door you ll find a crypt and two chests. The crypt has a couple revenants in it. The stairs down to the next level (the Doomed Plateau) can be found just southwest of the room with three crypts in it. 07.17.04 Mausoleum of Clovis ---------------------------You ll come under attack as soon as you enter the area. A zombie, a greater skeleton, some screaming terrors -- all of your friends just thrilled to see

you visit. If you need to, exit the area so you can heal. In the rest of the area you ll find some more undead to kill and some more crypts to open. The crypts will be pretty friendly until the last one. When you open up that one, a single revenant will appear, but when you kill it more skeletons, greater skeletons, and finally another revenant will all appear. When you manage to kill them all -- again, run out of the area if you need to -- the beams blocking the chest next to the last crypt will lower, and you ll find two random magical items and some gold inside. Then you can operate the mechanism next to the chest, and that will lower a section of wall so you can exit the area more quickly. 07.17.05 Defiled Vault of Remigius ---------------------------------This is a small area, barely big enough for the bunch of zombies and terrors that attack you when you walk in. Once the undead are defeated, notice the sword lying on the ground in the northeastern corner. It s the Blade of the Berserker (3-12+3 damage, -10 AC, +10% critical chance, +1 strength). When you open up the crypt in the area, three revenants will appear. Attack and retreat as necessary to kill them. Once they re dead, the beams on the eastern side of the room will lower, and you ll be able to open the chest there. Inside you ll find a random magical object. 07.17.06 Doomed Plateau ----------------------When you arrive in this area an undead templar will start talking to you. Don t fight him; the level will be difficult enough without the templar knights being against you, too. Once you tell the templar you re there to protect the relic, he ll tell you to seek out Jehanne (Joan of Arc). Of course, you won t be able to just walk up to Jehanne. If you explore the area around the undead knights, you ll find two passageways to the west that are currently blocked off. Just like in the previous level, you ll have to fight your way to a mechanism so you can open up the passageways. You ll also find two unblocked passageways leading away from the knights: one to the north and one to the south. It doesn t matter which one you take; both will lead you to the western side of the level, where you ll encounter Jehanne. Here are some things of interest you ll find along the way: 1. A secret door near the start (eastern side) of the southern passage. It leads to a pair of revenants and a chest. 2. A mechanism at the southern end of the southern passage. It lowers a section of wall leading to the Crypte de Trois. 3. A secret door near the end (western side) of the southern passage (near three crypts). It leads to a crypt. 4. A secret door near the start (eastern side) of the northern passage. It leads to a chest. 5. A secret door on the northern side of the northern passage. It leads to a crypt and chest.

6. A secret door near the end (western side) of the northern passage. It leads to a crypt. When you reach the western side of the level, you ll witness a cut scene where Jehanne and some undead templar knights fight off a bunch of undead creatures. Then when you approach Jehanne, she ll automatically start talking to you. Step no further, monster! I will not allow you to desecrate this sanctum nor take the Bleeding Lance from my care. -- Jehanne Don t fight her. Talk to her long enough for her to mention the Council, and how the Council has been guiding her, and then leave. East of Jehanne s position you ll find a mechanism. Turning it will lower the nearby wooden beams, plus lower two nearby wall sections (leading to more crypts). East of the mechanism you ll find a second mechanism. When you turn this one more wooden beams and another wall section will lower (these are the beams and wall section you might have noticed when you first entered the level). Beyond the last lowered wall section you ll first find some more undead to kill, and then you ll run into the Council that Jehanne mentioned. Talk to them to learn about the deal Jehanne made with an efreet, and that the Council calls Jehanne the Pious Child. Now head back to Jehanne. Tell her that you ve come to lift the efreet s curse, and then give the Pious Child dialogue option. Jehanne will realize you re there to help, and she ll lower the wooden beams west of her. If your speech skill is high enough (100 is enough), you can also convince Jehanne to join you. West of Jehanne you ll find a three-way intersection. To the south you ll find some crypts, to the north you ll find the exit to the Merovingian Crypt, and to the west you ll find the exit to the Burial Chambers (the next place you need to visit to get to the lance). 07.17.07 Crypte de Trois -----------------------A trio of revenants will attack you as soon as you enter the area. So attack and retreat as necessary to kill them. Once the dust settles, you ll find yourself in a small area with three crypts, two chests and a mechanism in it. The three crypts are locked, and, if they can be picked open at all, it must take a lockpicking skill in excess of 115. That means the only way to open the crypts is to use the mechanism, and of course that will open all three at the same time, and you ll quickly find yourself surrounded by huge ghouls, revenants, and ghoulish hags. So once you click on the mechanism, immediately run to the exit, and then fight the enemies there. That way you can quickly exit the area and heal if you need to. As far as I know, nothing interesting happens when you kill all the creatures from the three crypts. 07.17.08 Merovingian Crypt --------------------------

Once you fight your way to the southern end of the area, you ll find a crypt surrounded by wooden beams, plus two more sets of wooden beams blocking secret doors. If you explore to the east and west, you ll find mechanisms that lower the beams blocking the secret doors. Then beyond the secret doors you ll find mechanisms that lower the beams surrounding the crypt. When you click on the crypt a bunch of huge ghouls will appear, and you ll also receive a couple random magical objects. 07.17.09 Burial Chambers -----------------------This level is made up of three small areas. When you enter into the first one, you ll have to do some fighting, but eventually you ll come to a staircase leading to the Crypt of the Lance. Right next to the staircase is a secret door leading to a portal to the second area in the level. Note: There are three other secret doors in the first area. The second area has a portal to the third, and the third area has a portal into the Crypt of the Lance. However, you ll arrive in a barred-in area, and your only exit will be to the lance itself (and a nasty battle), and you won t be able to return to any other parts of the crypt. So you might want to explore the three areas in this level and then take the stairs from the first area into the Crypt of the Lance. That way you can see everything. 07.17.10 Crypt of the Lance --------------------------You ll walk in on a battle between templar knights and the undead. Once you ve helped the knights quiet things down, explore the immediate area. You should find two walls that can be lowered, plus some beams blocking a lamp. The efreet lives in the lamp. You should also find a mechanism to the east. When you use it one of the walls will lower, and when you use the mechanism it reveals, the beams blocking the lamp will lower. Save your game before clicking on the lamp. When you click on the lamp and talk to the efreet, you ll have some options. If your speech skill is high enough (100 is enough), you can wish for a wish granted in generous goodwill and then ask for either +1 strength, +1 intelligence, or +1 agility. If you don t get that speech option, then you can either ask the efreet to end the curse on Jehanne (for 1500 exp, but you ll lose Jehanne as a companion) or you can tell the efreet to get lost (300 exp). The other dialogue options are funny but don t net you anything. When you use the mechanism next to the efreet, that will open up the eastern side of the level. Then, once you fight through more undead, you ll come to a room with three crypts and some bars blocking a portal. (If you had teleported in from the Burial Chambers, you would have ended up on the other side of the bars.) To remove the bars, you have to open the eastern crypt. It has two revenants inside, but you don t really have to fight them. You can instead just run for the exposed portal. Note: Once you go through the portal, your only exit will be back to Montaillou. If you ve already completed the Nostradamus quest, then Montaillou and Barcelona will be under siege from the English, and most shopkeepers will be dead. So if you re carrying a bunch of stuff, you might want to head back to Montaillou or Barcelona to buy / sell some stuff first. When you go through the portal you ll be confronted by an assassin master. I

don t think there s any way to talk your way past him, so be ready for a fight. The assassin will be sort of annoying to kill. He ll keep disappearing and then reappearing when he attacks you. However, area affect spells will still hit him, and companions will always be able to see him. So wear him down, and heal yourself when you can t see him, and you should be able to get through the battle. You ll get 1202 exp when the assassin dies. Note: If you start sneaking before you step on the portal, you can just sneak by the assassin master. All you have to do now is detect and disarm some traps, and operate a mechanism so you can grab the lance. Once it s in your possession, you ll gain +5 AC, +1 critical chance, +5 to the Divine Protective branch, and +1 fortune (whatever that is). A portal will appear when you have the lance, and it will take you back to Montaillou. * ============= * * 07.18.00 War! * * ============= * Once you ve completed the Nostradamus and Crypt quests, you ll discover that England and Spain have finally gone to war. The war will drastically change the Montaillou and Barcelona areas, mostly by killing off the majority of the shopkeepers. 07.18.01 Montaillou ------------------When you portal into the area, you ll find the Inquisitors and Knights Templar from the temple battling some English soldiers. That s your hint that war has started. So help out your allies as best you can, and then explore the rest of the area. Mostly what you ll find is more of the same, except you ll usually be on your own. The good news is that English soldiers are worth really good experience (around 400 exp each). The bad news is that for some reason they don t drop mana spirits. So if you rely on mana for your damage, try to be as stingy as possible when using it. Otherwise you ll have to do a lot of standing around and twiddling your thumbs between battles. (Of course, if there s a book you ve been meaning to read, maybe the downtime is just fine.) Almost everybody you met before will either be dead or missing. The witch will still be near her hut in the southeastern corner of the area, and you can still use her as a shopkeeper. But that s about it. Even the blue crystal will be destroyed. So to get back to Barcelona, you ll have to use the portal near DaVinci s flying machine. Note: Once you go through the portal you won t be able to return to Montaillou. 07.18.02 Barcelona Temple District ---------------------------------Barcelona will be much like Montaillou, with pockets of resistance against the English invasion. Most every building in the district will be blocked off, except for the cathedral. If you go inside there you ll learn that the

assassins have stolen the relic. You ll also be able to go into the crypt on the far side and click on the coffin to receive a magical shield. 07.18.03 Barcelona Gate District -------------------------------You ll find more English soldiers to kill here, but you ll also find a couple of shopkeepers. Eduardo will still be in his blacksmith s shop and Weng Choi will still be in his bookshop. So continue to kill all of the invading English, and do what shopping you can. Then leave the area for the Crossroads (the Port District is blocked off). 07.18.04 Crossroads ------------------This area is teeming with the English. However, unless you re being thorough, you don t have to kill them all. You just need to cut a swathe to the portal, located a little west of the center of the area, and then go through. So move slowly and carefully, and try to draw the English to you one or two at a time. Note: Unlike other recent portals, once you go through this one, you ll be able to return. 07.18.05 Ether Plane -------------------You ll immediately come under attack by a bunch of English archers, so kill what you can and then pop back through the portal to heal. Eventually you ll come to a second portal that will lead you to England. However, prior to the second portal you should come across a bridge leading southeast. Across the bridge you ll find Surrey O Connell, the supply master for the English army. He ll sell you items, and he makes a pretty good replacement for Alvaro. He ll also mention that something fell over the side, but I haven t found that to lead anywhere. Note: Behind Surrey is a chest with about 500 gold in it. However, Surrey will notice if you open it, and it takes more than 85 stealth to loot it without him calling the guards. * ================ * * 07.19.00 England * * ================ * 07.19.01 Druid Shrine Exterior -----------------------------This is where you ll end up when you take the portal from the Ether Plane. But there isn t anything to do here, so just head northeast until you can enter the druid shrine. 07.19.02 Temple of the Initiate ------------------------------As soon as you enter the shrine you ll witness some Knights Templar attacking a couple of druids. Then Roger Templeton will approach you and offer to help you against the druids. If you accept his offer, he ll join you and stay for the rest of the game. You ll also receive 400 exp.

After that just do the regular thing: explore the area, kill the bad guys, and search for hidden doors and traps. The bad guys on this level are still English soldiers, so you should have a pretty easy time of it (or at least a familiar time of it). Note: You ll find a few piles of books in the area that you can click on. The books supply you with mana (like mana spirits), but they only work four times. You ll find a couple of secret doors in the northeastern part of the area. Both lead to rooms where you can find a chest and a pile of books. You ll find another secret door at the southern edge of the area, past the trapped doorway. It leads to the exit for Meditation Chamber One. You ll find a last secret door in the southwestern part of the area. It leads to a chest. Lastly, you ll probably notice a big closed door south of where you entered the area. This is another one of those doors that you won t be able to open until you get to the other side. To get to the other side, you have to pass through the trapped doorway in the southern part of the area, and then head west. The stairs leading down to the next level can be found west of the big closed door. 07.19.03 Meditation Chamber One ------------------------------This is a very small area with almost nothing to do in it. In fact, it s so small and inconsequential you might worry there s a secret door somewhere that you re missing, but as far as I know there isn t. However, you can find a pile of books to click on if you re low on mana. 07.19.04 Stone Chamber of Wyrmkind ---------------------------------Once you kill all the English soldiers in the room where you start out, you ll find that there are two doors you can open and two that you can t (yet). So pick one of the doors you can open and go through. Eventually you ll be able to make your way through the entire level and open the other two doors. You won t find any secret doors on this level, but you will find three exits to other areas (not counting the exit back to the Temple of the Initiate): 1. The exit on the western side of the level leads to Meditation Chamber Two. 2. The exit in the room south of where you start out leads to Meditation Chamber Three. 3. The exit in the southeastern corner of the level leads to the Antechamber of Lore. The first two exits are optional. The third one is where you need to go to continue deeper into the druid shrine. 07.19.05 Meditation Chamber Two ------------------------------You ll have to fight a bunch of druids in this curvy little room, but as your reward you ll get to loot a chest and use a pile of books.

07.19.06 Meditation Chamber Three --------------------------------Druids and lightning war golems will attack you when you enter the room. If you have armor of polyelemental reflection, or if you have a good lightning resistance, then the battle should go easily. Otherwise, exit the area whenever you need to heal. Once the battle is over you ll be able to loot a chest and a shelf, and be able to use a pile of books for mana. 07.19.07 Antechamber of Lore ---------------------------This is a snaky level. You start in the northeastern corner and have to wind your way down to the southwestern corner, where you ll find the exit to the Exalted Chamber. You ll also find a secret door next to a pile of books on the eastern side of the level (south of where you start). Beyond it you can find a pair of chests. Farther into the level (about a third of the way through) you ll come across the exit to the Chamber of the Crystal. The chamber is an optional area, but it contains one of the five (green) Ways Crystals, and so you should definitely visit it. Past the exit to the Chamber of the Crystal, you can find the exit to the Meditation Sanctum, plus two more secret doors. These areas are all optional. Finally, at the end of the passage, you ll find the stairs down to the Exalted Chambers. 07.19.08 Chamber of the Crystal ------------------------------You ll have to fight quite a few English soldiers in the chamber, plus four war golems, but then you ll be able to loot a shelf and use a pile of books, and, better yet, be able to click on one of the (green) Ways Crystals (see section 07.03.00 for more information on the Ways Crystals). The crystal will net you +1 to all Divine magic branches. You can also find a secret door on the western side of the chamber. Beyond it you ll find a lightning war golem and a chest. 07.19.09 Meditation Sanctum --------------------------After you kill the two enter the sanctum, you farthest away lowers a walls or open doors to

druids and the fire war golem that greet you when you should find three mechanisms at the far end. The one wall to reveal two chests, and the other two lower reveal more enemies.

07.19.10 Exalted Chambers ------------------------This is the last level of the druid shrine. If you haven t visited Surrey in a while you might want to chat with him now and see if his selection has

improved any. Conveniently, you ll find a second staircase when you enter the chambers, and it leads to a secret room in the Temple of the Initiate (I don t think there s any way to detect the hidden room before this point). So it doesn t take very long to run back to Surrey. Once you re ready to proceed, go through the big doorway to the south. You ll witness a cut scene where an assassin chews out a druid master and takes off with Galileo. Then when you walk a little further into the room the druid will speak to you. He ll let you know that King Richard is buried in the next room, but eventually he ll attack. (I don t think there s a way to talk him out of fighting you. If there is, it requires over 100 speech.) The battle with the druid master will be very difficult or very easy, depending on a couple things. The druid master is a spellcaster, and he ll summon a bunch of war golems, and so you ll only face magical damage in the fight. So if you have armor of polyelemental reflection, or if you have good resistances, then the fight will be easy. If you re a melee character with poor resistances then you ll probably have a tough go of it, and need to use the staircases in the first room a few times. After the battle you ll find a book on the pedestal in the room. It works just like the piles of books before. Then when you explore farther into the area you ll find more English soldiers to kill, and, eventually, a large statue of King Richard. Click on the statue to receive the Blood Ring of Richard the Lionhearted (+10% slashing and crushing damage, +30 mana). Then head through the nearby portal to arrive in another pocket of the Ether Plane. 07.19.11 Ether Plane -------------------Just like the last Ether Plane, this is a way area between countries. When you make your way southeast and enter the portal there, you ll find yourself in Persia. * =========================== * * 07.20.00 The Persian Desert * * =========================== * 07.20.01 Desert Sprawl ---------------------Head generally northwest and you should run into a vendor named Ali Akbah. Ask him how business can be good in the middle of the desert, and then ask him about the bird men and the assassins. If your barter skill is high enough (85 is enough), you can also get a 5% discount on his wares, not that money should be much of a problem at this point (Akbah will say he s giving you a 10% discount, but it s only 5%). Akbah will have a nice variety of goods, but he s the last vendor in the game. Note: Akbah will always sell the Scorching Blade (1-6 slashing damage, 4-18+3 fire damage, +25% fire resistance). It s a nice one-handed weapon, but if you re a demokin with vampiric fury you shouldn t use it. You ll only leech hit points from the 1-6 slashing damage part. Over the rest of the area you ll find a whole lot of scorpions to kill. If you have a weapon that adds damage to simple creatures you can use it to good affect against the scorpions. If you have a sniper character with high luck, the scorpions might not even make it close enough to you to attack you. Otherwise just move slowly and lure the scorpions to you one or two at a

time, and run back through the portal if you need time to heal. Other than Akbah and the scorpions, there are two things of interest in the area: 1. Some sand spirits (aka bird men) running around a rock in the northwestern part of the area. If you have a high enough speech skill (100 is enough), and if you talked to Akbah about the bird men and the assassins, you can sell the spirit elder a rain recipe for 2000 gold (and 2000 exp). Then if any assassins get close to the sand spirits, the sand spirits will kill them. 2. Four assassins in the northern part of the area. If you can t kill them yourself (not likely), or if you just want the sand spirits to do it for you, complete the sale in #1 and then lure the assassins to the sand spirits. Nothing will happen after all four assassins have been killed, though (it would be cool if it started to rain), and the spirits won t even realize your system for rain doesn t work. If you decide you want to kill everything in the area, and do it on your own, then when the sand spirit elder approaches you, run away and make it follow. If you get it far enough away from the other spirits, you can fight it by itself (a good idea since it s nasty). Then you can probably lure the other spirits to you one or two at a time. The spirit elder and the other spirits are worth 848 exp each. Note: You can find a hidden magical object next to the rock the spirits are running around. The exit from the area is in the northeastern corner. 07.20.02 Shifting Dunes ----------------------You ll find this area to be much like the last one, with lots of scorpions to kill. You should also find: 1. A shipwreck in the southeastern corner. It s guarded by some undead creatures (but not revenants), and there is a chest nearby. 2. The fifth (green) Ways Crystal, east of the shipwreck. (See section 07.03.00 for more information about Ways Crystals.) When you touch the crystal you ll gain +1 to all of your thief skills. If this crystal completes the Ways Crystals quest for you, then you ll also receive +5 fire / cold / electrical resistance and an upgrade to your faction rank. 3. A Knight of Saladin, in the northeastern part of the area. He ll join you if you talk to him. The exit to the next area is in the northeastern corner. But be warned: you ll immediately start a conversation / battle in the next area, so save before moving on. 07.20.03 Lair of Azi Dahaka --------------------------When you enter the area, metal bars will pop up behind you and the dragon Azi Dahaka will challenge you. If your speech skill is high enough (130 is enough), you can get the dragon to leave without fighting and earn 10,000 exp. Otherwise you have to fight him.

Azi Dahaka will use fire and crushing damage against you. If you can resist those types of damage (especially the fire) then the dragon won t be much of a problem. Plus you can use the Knight of Saladin in the battle if you want. If you kill the Azi Dahaka you ll earn 11,000 exp. Once Azi Dahaka is gone, the bars behind you will lower again. You ll be facing a lot of archers (and thus a lot of piercing damage) in the Old Man s fortress, so you might want to take this opportunity to visit Ali Akbah and pick up some heavier armor. Then just head into the fortress. * =============================== * * 07.21.00 The Fortress at Alamut * * =============================== * 07.21.01 Maw of the Assassin ---------------------------You ll be greeted by an assassin master when you enter the fortress, but this one won t keep disappearing, and so he should be much easier to kill. Note: North of the entrance is a secret door leading to a chest. When you move farther into the fortress, you ll find a dome with mechanisms on either side. The mechanisms control the nearby doors, so once you click on them the dome will sit at the center of a four-way intersection. The direction you want to go is northwest, but if you travel in that direction you ll find your way blocked by metal bars. So you have to move through the doors to the northeast and southwest so you can operate mechanisms to lower the bars. Southwestern Door ----------------You ll find yourself on a ledge with (trapped) stairs leading down. If you turn on your find traps/doors skill, you ll also find two secret doors on the ledge. Both lead to chests, although the southern one also contains two assassins and a trap. Down the stairs you ll discover that you have to run a gauntlet of sorts. Assassins will be on ledges above you, and they ll shoot arrows at you as you pass. If you re a ranged attacker, then you can just move slowly forward and take out the assassins as you come to them. If you re a melee attacker, this level -- and, really, all the levels in the fortress -- will be much more difficult. You can try running up to the assassins and attacking them, or you can try luring them back to you. However, if you have lots of trouble here, then you really need to do something about your AC and piercing resistance. The lower levels will be even tougher. Eventually you ll come to a narrow passage with a blade moving across it. (The blade is the thing making that really annoying noise.) Once you kill the assassins nearby, you can go up the steps to the east and use the mechanism there to turn off the blade. Then you can head up the stairs to the north and operate three mechanisms there. One turns off (or on) a trap, one opens a door (leading back to the northwestern passage), and the third sets the bars around a chest in motion. Note: At the far (northwestern) side of the gauntlet you can find another secret door leading to a chest. Northeastern Door

----------------Once again you ll have to run a gauntlet, but this one is easier than the southwestern one (it doesn t have a nasty, trapped bottleneck). So just keep moving forward and killing things until you reach the three mechanisms and use them all. Note: You can find a secret door leading to a chest on the far (northwestern) side of the gauntlet. You can find another next to the mechanism controlling the blades-around-the-chest trap. Northwestern Passage -------------------With all the mechanisms in the side areas triggered, you can finally continue moving northwest from the dome. Eventually you ll find yourself in a room with a mechanism and a metal door. When you click on the mechanism, the metal door will open, and a secret door will also open and release an assassin master. Note: Don t forget to loot the two chests on your way to the room with the metal door. Past the metal door you ll find the stairs leading down to the next level, plus some more assassins to kill. You can also find another secret door. It leads to a trapped chest. 07.21.02 Acid Wash -----------------You ll start out on a raised platform. When you go down the (trapped) stairs, acid will start flowing from the east, so you ll only have a short time to head west to the next platform. On the second platform you ll only find a couple assassin masters. However, getting to the third platform requires a long walk to the south, and a bunch of assassins will fire at you along the way. You ll also have to deal with acid again. If you have a ranged attack, getting to the third platform is relatively easy. The acid won t flow very far for some reason, and so you don t have to rush to keep ahead of it. So you can just walk along the corridor and snipe at any enemies you see. If you don t have a ranged attack, then all you can do is run from the second platform to the third platform, and take your lumps from all the assassins firing at you. You should increase your piercing resistance as much as you can before you start, and then when you arrive at the third platform, immediately head north and click on the mechanism there. That will lower the bars to the north and allow you to get back to where you started. You can even exit the area if you want, to heal in peace. Then when you re ready to fight again, just use hit-and-run tactics to kill the assassins on the third platform. The stairs to the next level are southeast of the stairs leading up to the third platform. If you re a melee character and you don t want to take the time to kill all of the assassins on the level, then just run for the stairs instead of operating the mechanism. The next level will start out quietly, allowing you to rest in peace.

07.21.03 Chamber of Torment --------------------------If you head west you ll see some stone mouths against the wall, and the Old Man will walk over and taunt you. The mouths control traps, and the only way to bypass the traps is to find teeth to put into the mouths. So what you need to do on this level is find four teeth so you can get past the mouths and move closer to confronting the Old Man. What to do, I wonder? Well, I m sure you ll come up with... something. -- Old Man There are actually six teeth in the level. Disabling the first four mouths allows you to use the stairs leading to the next level. Disabling the two after that allows you to enter a treasure room. Four of the teeth are in plain sight, so progressing farther into the fortress should be no problem, but the other two teeth are sitting behind secret doors, and so you ll have to search for them. I m not going to give a blow-by-blow account of the level. It s much bigger than the previous two levels, but it contains the same types of enemies, so if you survived the Acid Wash then the encounters here should be easier. So I ll just list the locations of the six teeth: 1. 2. 3. 4. 5. of 6. of

Northeastern room (behind bars) Northwestern corner (next to a bridge) Southeastern area (next to a door) Southwestern room Southeastern area (in a chest past two secret doors, west and then north tooth #3). Southwestern area (in a chest past a secret door next to the westernmost the three doorways on the southern half of the level)

If you just want to move on as quickly as possible, you don t even need to find four teeth. The traps connected to the six mouths won t necessarily kill you. See below (the mouths are numbered from east to west, or in the order that you ll encounter them): 1. 350-500 a bug) 2. 350-500 3. 350-500 4. 350-500

cold damage, can resist (being able to resist the trap is probably fire damage, can t resist electrical damage, can t resist poison damage, can t resist

If you re a feralkin with the brutish hulk perk then you can probably trigger the first four traps and be ok as long as you rest up before each trap. Otherwise, if your cold resistance is high, you can trigger the first trap and be fine, and only have to find three teeth. When you get past the first four mouths, you ll find a staircase leading down, plus two more mouths: 5. 350-500 fire damage, can t resist 6. 350-500 fire damage, can t resist Beyond the last two mouths, you ll find a room with a chest in it. But turn on your detect traps/doors skill to discover the real prize. Beyond a secret door along the northern wall of the room you ll find a chest with a Bow of Fiery Smite (+25% fire damage, +40% piercing damage) in it.

07.21.04 The Dark Temple -----------------------This is another one of those areas that is easy if you re a ranged attacker and a pain if you aren t. Basically, you just need to get to the center of the area, but to do that you ll have to find the mechanisms that lower the bars that allow you access. However, everything you need is in plain sight, and the assassins here are the same ones you ve been fighting in the previous levels, and so it s just a matter of killing stuff and slowly making your way through the level. In the center of the area is a portal. When you approach it, heed the advice of your spirit. Going through will take you directly to the final battle against the Old Man. So save first, and also put on your best fire resistance equipment. 07.21.05 Sanctum of the Master -----------------------------When you enter this last area, a few things will happen. You ll immediately lose the Bleeding Lance, and the Old Man will start to perform his ritual to restore Ahriman to power. Then one of Leonardo DaVinci s siege engines will arrive and destroy the cage that is holding you. Finally, a Chaos Dragon will appear and attack you. All you have to do to win the game is defeat the dragon. Keeping DaVinci and Galileo alive is nice but not necessary (which is good, because it s difficult to keep them alive with a melee character). To make matters more complicated, the Old Man will continuously summon assassins and other enemies to attack you. None of the enemies themselves are difficult to kill, but their unending numbers plus the Chaos Dragon make the battle almost impossible to win. So there s a trick, of course. If you turn on your find traps/doors skill, you should detect a trapped globe on the western side of the room. When you disarm the globe the summoning will stop and you ll earn 7000 exp. (In case you re wondering how anybody might have noticed this, the globe glows briefly every time enemies are summoned into the room.) Note: Quaff a potion of master thievery if you have trouble detecting the trap on the globe. With the summoned enemies out of the way, run up to the Chaos Dragon and grab the True Cross (+1 strength, +1 endurance, +10 combat skills, +10 Divine Fortitude branch), and then run back to where your cage was. As long as you have a good fire resistance, you re pretty safe at that location. Then either just stand there and attack the dragon (for ranged attackers) or dash in to hit him when he draws back to breathe fire (for melee attackers). Meanwhile, try to kill the hujark acolytes that appear from time to time, to prevent them from killing DaVinci and Galileo. Eventually you should be able to wear down the Chaos Dragon (it doesn t have a good health regeneration rate). Once you kill it, the game will end and you ll witness a pretty crummy cut scene. Note: If your speech conversation options of the battle. Then at the end, and even

skill is 180 or higher, and if you exhausted all the with Nostradamus, you can potentially talk your way out you ll get much nicer responses from DaVinci and Galileo your spirit will chime in and congratulate you.

* ========================= * * 07.22.00 Bonus CD Content * * ========================= * If you received the bonus CD with your game (or, ah, somehow acquired the content) you ll get to go on an extra quest. This quest can be found in the Gate District of Barcelona, by talking to one of the vendors in the southwestern part of the district. The vendor will tell you that his sister Malihandra has been kidnapped, and that since he has tainted blood, the city guard won t do anything to help him. If you agree to help, he ll open up a door behind him. If you re perceptive, you can also notice that the merchant doesn t appear to be hurting money-wise, and get some extra gold for agreeing to help him. Beyond the door you ll find yourself in the Rich Merchant s Den, which looks a whole lot more like the sewers than any den I ve ever seen. Anyway, as you make your way clockwise through the area, killing thieves, dogs, and vodyanoi as you go, you should first find the Amulet of Dour Tidings (+10 sneak, +5 critical chance, -1 fortune, -500 karma), and then Malihandra in the southwestern corner (guarded by a bunch of thieves). Note: There s a locked door right next to the entrance. I m not sure if it can be picked, but you can open it by pulling the chain on the side opposite to where you start. Malihandra will join your party when you talk to her, but as soon as you move a ways back into the den, she ll leave you and tell you to inform her brother that she is safe. So exit the area and return to the Gate District, and when you talk to the merchant you ll earn 500 exp (and maybe 50 gold). The merchant will also offer to show you a special set of wares, including the Sword of Rigor Mortis Frost (1-8 damage, bonus 2-10 cold damage, 50% cold resistance, 15% chance of freezing undead for 4 seconds) and the Gauntlets of Hellfire (+25% fire damage, +5 fire damage threshold). That s all there is to the bonus content.

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