Lionheart: Legacy of the Crusader Walkthrough By Steven W. Carter scarter831@earthlink.net Version 1.02 Last Updated September 27, 2003 * ================= * * Table of Contents * * ================= * 01.00.00 Introduction 02.00.00 Character Development .01.00 Gender .02.00 Race .03.00 Spirits .04.00 Attributes .05.00 Traits .01 Racial .02 Regular .06.00 Perks .07.00 Skills 03.00.00 Companions 04.00.00 Equipment 05.00.00 Earned Perks 06.00.00 Gameplay Tips 07.00.00 Walkthrough .01.00 Starting Out .02.00 Barcelona Map .03.00 Barcelona Gate District .04.00 Barcelona Temple District .05.00 Barcelona Port District .06.00 Barcelona Sewers .01 Sewer Entrance .02 Hall of Beggars .03 Thieves Congregation .04 Dungeon One .05 Dungeon Two .06 Dungeon Three .07 Thieves Den .08 Unholy Oubliette .09 Troll Pit .07.00 The Four Factions .01 Inquisition .02 Knights Templar .03 Order of Saladin .04 Wielders .05 Dark Wielders .06 Bonus Summary .08.00 Thieves Versus Beggars .01 Thieves .02 Beggars .09.00 Forest Areas Map .10.00 Forest Areas .01 Crossroads .02 Barcelona Coast .03 Scar Ravine .04 Inquisition Exterior .05 El Bosque .06 Rio Ebro .07 Lago Del Rio Ebro .08 Slave Pit Exterior .09 Waterfall Passage .10 Goblin Camp .11 Bounty Hunter Camp .12 Old Shipwreck .11.00 Montserrat .01 Grove at Montserrat .02 Montserrat Chambers .03 Montserrat Deep Chambers .12.00 On the Road to France .01 Duero Plains .02 Pyrenees Mountains .13.00 Montaillou Map .14.00 Montaillou .15.00 Toulouse .16.00 Caverns of Nostradamus .01 Heart of Fire Entrance .02 Clan of the Hand .03 Ogre Den .04 Small Chamber .05 Clan Retreat .06 Tourniquet of Pain .07 Clan of the Skull .08 Stalagmite Grove .09 Contested Alcove .10 Nostradamus’ Demesne .17.00 The Crypt .01 Entrance to the Crypt .02 Antechamber .03 Retreat of Souls .04 Mausoleum of Clovis .05 Defiled Vault of Remigius .06 Doomed Plateau .07 Crypte de Trois .08 Merovingian Crypt .09 Burial Chambers .10 Crypt of the Lance .18.00 War! .01 Montaillou .02 Barcelona Temple District .03 Barcelona Gate District .04 Crossroads .05 Ether Plane .19.00 England .01 Druid Shrine Exterior .02 Temple of the Initiate .03 Meditation Chamber .04 Stone Chamber of Wyrmkind .05 Meditation Chamber Two .06 Meditation Chamber Three .07 Antechamber of Lore .08 Chamber of the Crystal .09 Meditation Sanctum .10 Exalted Chambers .11 Ether Plane .20.00 The Persian Desert .01 Desert Sprawl .02 Shifting Dunes .03 Lair of Azi Dahaka .21.00 The Fortress at Alamut .01 Maw of the Assassin .02 Acid Wash .03 Chamber of Torment .04 The Dark Temple .05 Sanctum of the Master .22.00 Bonus CD Content 08.00.00 Thanks 09.00.00 Revision History 10.00.00 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. Str Per End Cha Int Agi Luc ---- ---- ---- ---- ---- ---- ---- Pureblood 1-10 1-10 1-10 1-10 3-10 1-10 1-10 Demokin 1- 8 3-10 1- 9 2-10 3-10 3-10 1- 9 Feralkin 3-10 2-10 3-10 1- 9 3- 9 2- 9 2-10 Sylvant 1- 9 1-10 1-10 2-10 3-10 1-10 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 Damage Bonus 1 0 2 1 3-5 2 6 3 7-9 4 10 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 Damage Bonus 1 0 2-4 1 5-7 2 8-10 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 Action Points 1-3 6 4 7 5-7 8 8 9 9-10 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 to give up any perks, then remember that Lionheart is mostly a combat game, and so you should focus on traits that add offense or defense. Traits like Nasty Disposition, One Hander, Thick Skinned, and Arrows for Words are all possibilities. Or you can just skip traits altogether. They’re not 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) 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 “Inside the Inquisition Building” in section 07.04.00) 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 “Weng Choi’s Book Collection” in section 07.03.00) 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 \_ People: _/ c \_ _/M G I\_ a Amir _/H \ b Bartolome _/C S _/ c Cervantes / H _/ d Duke of Medina \_ \_ e Benito \_A q \_____________ Port f Fish Monger \_ \_ O _/ |P B \_______ District _ g Acolyte Garcia \_ \_ _/ s g | H| m |____ / \ h Hrubjub Temple \_ \_/ |___/ H |H K|H Xr\___ | / i Capt Isabella District \ E H | # / t \_/ n/ m Murder Victim |_____ | /D oH H | n Fernand Desoto L / v \ v__ \_ f _ \__ o Solitary Man | | __| |_/ \____ bTTT / \_ u| q Inqs Dominguez |v _/ | | a / TTT _ \_d \/ r Marisol \_____/ m| H _/ \_ \_ s Sqr Santiago h Gate | e _ \_i \_/ t Dumb Thug District \_ H _/ \_ \_ u Mute Sailor \___/ \_/ v Vendor Places: A Templar Armory (Sir Auric) K Shakespeare’s House B Book Shop (Weng Choi) L Lost Street C Cathedral (Lord Javier) M Machiavelli’s House D DaVinci’s Workshop P Potion Shop (Quinn) E Eduardo’s Balcksmithy S Shylocke’s Building H House T Tavern I Inquisition Building (Raphael) X 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. Outside Barcelona, east of the city gates. 2. In a house in the middle of the Gate District. 3. Near Shakespeare’s house in the Port District. 4. 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. If your speech rating is high enough (35 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 ---------------------------- To convince the guards to let you into the Temple District, you first have to talk to Squire Santiago or Acolyte Garcia (east of the gate). They’ll tell you about the Knights Templar and Inquisition respectively, and tell you who you need to see to join either of those two factions. Then when you talk to the gate guards again, just do some name dropping to get through the gate. 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 assassins track you down. 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 building, you’ll see a man fleeing from a couple Inquisitors. If you turn him in, you’ll receive 5 gold. If you misdirect the pursuers, then when you talk to the man you can either blackmail him for 10 gold, accept a reward of 20 gold, or let him keep his gold. 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 (negative 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 in the middle of the Temple District, but if you go there you’ll find that the place is locked up, and a note on the door will indicate that Shylocke is in the tavern, which of course is back where you started, in the middle 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’ll find Renaldo in the Lower Inquisition Dungeon (down the stairs beyond the blue forcefield). When you give him the potion he’ll disappear and you’ll earn 150 exp. Then when you talk to Bartolome you’ll earn 250 exp and 300 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.” -- Drunk bar patron Demokin Sailor -------------- 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 not- so-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” you can damage the archers in the room using ranged attacks. 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 use: a green gem (see “Gomes and the Gem” in section 07.04.00), a river pearl (see section 07.10.07), or a Tear of Kwan Yin (on sale at Weng Choi’s shop). If you have more than one, use the green gem first because it will sell for the least of the three. When you give the gem to Amir, you’ll receive 150 exp, and you’ll appear at... 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 Bone. Leonardo DaVinci has the scepter (see “DaVinci’s Secret Room” in section 07.07.05), but it’s easy to retrieve. Once you present it to Relican you’ll earn 350 exp and Relican will let you keep it. Then Relican 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: +1 perception, +10 unarmed, +1 skill point per level, and +10 fire / cold / electrical resistance (and removes Acolyte bonus) Grand Inquisitor (?): 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 (?): 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 (which might be a unique item, but it’s difficult to tell), and you’ll also receive the Thief Comrade title perk (which does absolutely nothing). Then Juanita will suggest you spend a little quality time together, but if you do she’ll rob you of 500 gold. She’ll also open a secret door to her private quarters, and you’ll find a chest there, but the chest never seems to generate anything 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 of the area). He has special wares to sell, but you won’t get the option to see them if your karma is bad (like if you’ve helped any daevas to escape). His special wares are pretty good, so check with him often, and save before 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