               Lionheart: Legacy of the Crusader Walkthrough

                            By Steven W. Carter
                          scarter831@earthlink.net

                                Version 0.65
                                Last Updated
                             September 09, 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
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.

This is, obviously, a work in progress.  Itll take me a while to go through 
the game and try out all the possible branches.  If you find something you 
think Ive missed (rather than just not gotten to yet) then please let me 
know and Ill credit you in the Thanks section.  If youre looking for 
information you cant find here, then your best bet is probably Interplays 
Lionheart forums:

   http://forums.interplay.com/

You might also have luck with a walkthrough posted on Interplays 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/

Id suggest you use the forums rather than ask me questions directly.  Im 
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 youre 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 youre female, then its possible Shakespeare will try to woo you and give 
you a ring.  Thats 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 isnt a lot of difference between them.  They differ by a perk 
here and a trait there, but mostly they play about the same.  There isnt 
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 youre 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 youre 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

If youre 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 (see Mana Capacity below).  It also 
adds numerous conversation options, and its supposed to increase attack 
range, through I havent noticed it.  Lastly, perception adds to ranged 
damage:

   Perception    Damage Bonus
            1               0
          2-4               1
          5-7               2
         8-10               3

You should always try to have a decent perception score.

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 doesnt 
sound like a whole lot, but realize you probably wont reach 300 hit points 
before the last battle.

Endurance also adds to the healing rate (not sure how this works), 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 doesnt seem to 
affect how people view you, and it doesnt give you more conversation 
options.  Since perception adds mana as well, unless youre planning to play 
a pure spellcaster, charisma is a good attribute to skimp on.

Intelligence
------------

Each point of intelligence adds 1 skill point per level.  Also, intelligence 
has a huge indirect influence on mana (see Mana Capacity below), so its an 
attribute you should always have a lot of.  However, intelligence doesnt 
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

Luck
----

Each point of luck from 6 up adds 2 points to fire / cold / electricity 
resistance, and adds 1 point to your critical chance.  Its also important 
for the slayer and sniper perks, and if you have 10 luck youll get to visit 
the Old Shipwreck area in the game.

Bonuses
-------

Its also useful to know that during the game youll 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.  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

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 receive +5 HP.

With the Brutish Hulk perk, you get (EN/3 + 3) extra hit points each level.

* =============== *
* 02.05.00 Traits *
* =============== *

02.05.01 Racial
---------------

There arent 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.  Thats not 
a good trade, especially since the +1 strength in the trait description 
doesnt allow you to bump your strength up to 9.

But here are the racial traits Id take:

Vampiric Fury (demokin): Healing spells and potions are pretty wimpy anyway, 
and this trait saves you some time and money.

Elephant Hide (feralkin): Gaining damage thresholds and resistances is a 
really good thing, and its worth the hit to your maximum agility.

Fiery or Frost Ancestry (sylvant): If youre 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 youre going to play a melee sylvant, this is 
the way to go.  Youll 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 arent 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, youll receive (probably) three fewer perks in the 
game, and youll lose out on one skill point per level, but youll receive 
six extra attribute points, and I think that is worth substantially more than 
the penalties.

If you really dont 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.  Theyre not required.

* ============== *
* 02.06.00 Perks *
* ============== *

Even if you select the skilled trait, youll still get at least 10 perks by 
the end of the game.  That means you dont have to agonize too much over what 
perks to take; youll probably be able to take most if not all of the ones 
useful to your character.

Still, you shouldnt waste perks.  You shouldnt 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 youre 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 Id 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 dont think you need to put 
over 100 points in any of them, and so you shouldnt 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 dont 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.  Shell only join you once 
youve gotten the quest to restore her spirit, and shell 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.  Hell join your party if you agree to hunt for La Bestia (see 
Cervantes and La Bestia in section 07.04.00), but hell 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 hell disappear from the game, and you wont 
be able to do his quests.  Once you complete the quest for his mechanical 
arm, hell join your party until you discover his treasure cave (refer to 
section 07.05.00 for information on both quests).

Ernesto
-------

Youll find this guy in Lago Del Rio Ebro (see section 07.10.07).  Hell stay 
with you for the entire game.

Fang
----

Youll 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 dont form any sort of lasting attachment to 
him.

Inquisitor Darsh
----------------

Youll find Inquisitor Darsh in the Goblin Camp (see section 07.10.10).  
Hell stay in your party until you return to Barcelona.

Inquisitor Diego
----------------

You can find Inquisitor Diego in the Duero Plains.  Hell stay with you until 
you defeat the Dark Inquisitors, or until you leave the area.

Lightning War Golem
-------------------

After you defeat Nanghaithya in Montaillou, youll find a key on his body.  
The key will open a nearby door, and inside youll 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.

Wounded Knight
--------------

Youll find the wounded knight in the sewers, on the Thieves Congregation 
level.  Hes part of the Knights Templar initiation quests (see section 
07.07.02), and hell 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 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)

Boots of Arid dJinn: +12 speech, +12 barter, -3 one-handed, -3 two-handed
   (for completing Bartolomes quest to rescue his brother Renaldo)

Bow of Icy Carnage: +20% cold damage, +20% piercing damage (sold by a
   shopkeeper at the Duero Plains)

DaVincis Crossbow: same rate of fire as a longbow, +4 critical chance, +12%
   piercing damage (for completing the DaVincis 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 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)

Maelstrom Bow of the Horde: +25% electricity damage, +20% piercing damage
   (for locating Jean Phillippe Cihlars treasure)

Marco Polos Boots: +20 carry weight, +1 endurance (for freeing Marco Polo
   from the Trapped Ether Plane)

Ring of Fiery Death: +20% fire damage (for completing or faking the success
   of Grumdjums quest in Lago Del Rio Ebro)

Ring of the Prophet: +3 AC, +4 slash 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)

Shakespeares Ring of Promise: +1 charisma, +10 speech (for being female,
   completing the Shakespeares 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)


*****************************************************************************
* 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)

Galileos 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 Davincis Crossbow in section 07.05.00)

Thief Comrade: title perk (see section 07.08.01)

Weng Chois Shaolin Secret: +20 unarmed, +20 evasion (see Weng Chois 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 detect 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 arent decided until you open them up.  Similarly, the 
equipment sold by shopkeepers isnt decided until you talk to them.  So you 
can save and load to ensure (or at least make more likely) that youll 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 wont 
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 wont 
add much lag to the time between attacks, and so its 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 isnt causing you 
any problems, dont 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, youll automatically 
sell or buy the item.

The critical chance value shown on the attributes screen is not how likely 
you are to get a critical hit.  Its 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.


*****************************************************************************
* 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 doesnt run away, 
then you can also kill him for an extra 52 exp.

   Boot?  Ass?  Hey!  You die! -- Slaver

There isnt any point to exploring the rest of the slave pits area.  Locked 
doors will probably stop you anyway, but even if they dont theres a 
wandering master assassin in there who will kill you easily.  (Youll see 
master assassins again in about 30 levels.)  So wield your short sword (if 
you got one from the slaver), and then head east.  Youll find another slaver 
you can kill, plus the exit.

Outside the slave pits youll run into Signor Leo, who turns out to be 
Leonardo DaVinci (this isnt supposed to be a surprise, but for some reason 
the game obscures who he is initially).  After DaVinci teleports you to 
Barcelona, youll talk to him and your spirit again and learn, among other 
things, that youre a distant descendant of Richard the Lionhearted.  Youll 
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  Shakespeares House
B  Book Shop (Weng Choi)            L  Lost Street
C  Cathedral (Lord Javier)          M  Machiavellis House
D  DaVincis Workshop               P  Potion Shop (Quinn)
E  Eduardos Balcksmithy            S  Shylockes 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 youll find a pair of goblins, Hrubjub and Bludjund, 
with a dead city guard.  If you inform the pair that youre not a friend of 
the guards, theyll 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 dont 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 youre quick, you 
can do a little better.  Instead of killing the goblins, tell them you wont 
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) youll be able to tell the western gate guard that 
you killed the goblins, and hell 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 isnt 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 youll learn 
that a relic under the care of the Order of Saladin has been stolen, and that 
hes worried that relics under the guard of the Knights Templar might be in 
danger as well.  Hell also let you know that because youre a Westerner, 
youre 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 youll find four murder victims.  Theyll all 
have had their fluids drained, and theyll all have bite marks on their 
necks.  Heres 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 Shakespeares 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 hell 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 hell 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 shell 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, hell grow suspicious and attack you.

When you find corpse #4, youll 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 Chois Book Collection
---------------------------

When you enter Weng Chois 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 Shylockes quest to 
collect money from Shakespeare (see Shakespeares 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 Shakespeares muse 
quest (see Shakespeares Woes in section 07.05.00).  Note: You can also 
read it for +15 speech.

5. History of the Crusades.  Youll find this book in Shylockes building, in 
the chest closest to the desk (its the lead chest, I believe).  Shylocke 
and his goons wont 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 youve done Shakespeares quests first, and make sure you dont 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.  Youll 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 youre 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 youre 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 woodcutters house in El Bosque.  You must be working on the 
first Wielder initiation quest to get access to the cavern

10. Poetry Book.  This is in a chest in a secret room behind the Goblin 
Khans throne.

11. Tome of Geomancy.  This is in a chest next to Brambles in La Calle 
Perdida.  Brambles wont 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) youll 
complete the quest and earn Weng Chois 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 youll 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.  Youll get a 10% 
discount on his wares.

El Guapo the Potato Thief
-------------------------

On the eastern side of the district, youll 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 arent 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, youll find a grumpy guard.  If your 
speech rating is high enough (35 is enough), you can ask him for news, and 
hell tell you how he was a door guard at the observatory and let Galileo in 
when he wasnt supposed to.  As a result, he was demoted to his current 
unenviable position.

Raymundo the Merchant
---------------------

Along the western wall of the district youll find Raymundo the Merchant.  If 
you ask him about unusual merchandise and then about magical bows, hell 
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 youll 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 youve killed Relican, pick up the potion 
of transformation that he drops, and then return to Brambles.  Youll 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 isnt any way to help Brambles *and* join the Dark Wielders.

Search for the Five Ways Crystals
---------------------------------

In La Calle Perdida youll 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.
5.

The Way Gates
-------------

In the western part of La Calle Perdida (see section 07.07.04 for information 
about how to enter the area) youll find several way gates.  If you consider 
the gates to be positions on a clock, then theyll 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.  Youll also find a
       mechanism that requires a lever.  If you ask Pedro Guitterez (the
       Keeper of Ways) about it, hell 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 youll 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), hell drop a random magic item and
       youll receive 500 exp.

 1:30  The Crossroads.

 4:30  Quinns shop.

 7:30  The Trapped Ether Plane.  Youll quickly find that this way gate was a
       trap, as a spellcaster taunts you and some undead attack you.  Once
       youve 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 youll need to talk to the
       templar spirit again to get him to help Polo.  Once youre 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, youll receive Marco Polos 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,
       theyll create a land bridge to the final island.  On this island
       youll find more undead to kill, but eventually youll face the
       madman.  For this confrontation you have two choices: you can convince
       him to commit suicide, or you can kill him.  Either way youll earn
       257 exp, and youll 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).  Theyll 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, youll find that its locked up 
pending an investigation.  There are three ways to get inside, coinciding 
with the three factions you can join.  If youre at least a squire with the 
Knights Templar or an acolyte with the Inquisition, you can say youre there 
on official business, and the guards will let you in.  If youre with the 
Wielders, you can bluff the guards by saying youre 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 DaVincis 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 wont be able to get the perk.

Shylockes Building
-------------------

This building will start out locked, but once Shylocke returns youll be able 
to complete some quests involving him and Shakespeare (see Shakespeares 
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 Chois quest (see Weng Chois 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, hell ask you to act as a bodyguard and protect him from 
assassins.  If you agree, then as soon as you leave his house hell 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.  Youll receive 250 exp and 
150 gold.  If you then ask him about the assassins, youll learn that hes 
the one who helped the assassins track you down.  That information gives you 
the option of attacking him.  If you do, youll get 400 exp for his death.  
Otherwise hell walk away.  There doesnt seem to be any reason not to kill 
him.

Cervantes and La Bestia
-----------------------

Youll 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.  Hell 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 its 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, youll have 
learned that La Bestia appeared when Cervantes was near some windmills.  But 
if you didnt 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.  Youll 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.  Youll 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 youll 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 isnt high enough, then youll have to fight 
Don Quixote.  Your reward will be about the same, except youll 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, youll 
see a man fleeing from a couple Inquisitors.  If you turn him in, youll 
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. Theres 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 youll 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 high enough, you can tell the guard hes 
wanted upstairs, and then open the chest when he leaves.  (Unverified: If 
your speech skill is really high, 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 cant get him to leave at that point, then 
youll 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 youre there.  Tell him you have important information for the 
Grand Inquisitor, and the tithe guy will not only let you wander around, 
hell unlock the door to the Grand Inquisitors chamber to the east.

4. South of the tithe inquisitor youll 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, hell 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 dont get the keys, then youll still be able to pick open the 
cells, but youll have to sneak while doing it or else the guards in the room 
will attack you.  If you get the keys, then it wont matter if the guards see 
you or not.

5. In the room with the jailer, youll 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 youll 
find a Wielder.  (His name is Faust, although he wont introduce himself.)  
You can talk to him and not learn much, but if you open his cell hell escape 
and youll earn 150 exp.  In another cell youll find an inquisitor who will 
attack you.  In the only other cell you can currently open, youll find a 
prisoner wholl ask you to release the ghost of his dead wife.  Hell 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 youll lose the prisoners spirit) to release the ghost.  Then 
when you return to the prisoner, hell die but youll receive 250 exp.

7. On the western side of the Inquisition Chambers, youll 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.  Beyond the forcefield 
youll find a few cells where the prisoners will attack you (and die 
quickly).  Youll also find a staircase.

8. In the Lower Inquisition Dungeon (down the stairs beyond the blue 
forcefield) youll 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 youll 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, youll 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).

9. The Daeva of Pain.  In an eastern cell in the Lower Inquisition Dungeon 
youll find the Daeva of Pain.  Itll 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 havent freed Faust yet, then if you tell him about the demon and 
free him, youll 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 
youll 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 itll just stand there and take 
it, plus say some funny things.  I dont think you can actually kill the 
daeva, but if you attack it long enough youll gain 50 exp and then 250 exp, 
and both times youll see the message Your knowledge of fighting unearthly 
creatures has increased.  This isnt a perk or anything, and Im 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

10. Galileo.  In a western cell in the Lower Inquisition Dungeon you can find 
Galileo.  He wont want to be rescued, but hell ask you to free Faust.  If 
you do (even if its to let the Daeva of Pain kill him) then Galileo will 
grant you Galileos Magical Battery perk (+50 mana), and youll 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 hell tell you that he stashed a 
spirit in the globe there.

Note: If youre visiting Galileo because of the Wielder initiation quest, 
youll need to ask him about the spirit using the dialogue option marked with 
the book (quest) symbol.  Then hell not only tell you about the spirit in 
the observatory, hell cast a spell on you so you can see it.

Torquemadas Quest
------------------

Also in the Inquisition building (on the eastern side of the Inquisition 
Chambers), youll find the Grand Inquisitor Tomas Torquemada.  Speak the 
truth to him and say you use your spirit for good, and hell ask you to kill 
the Goblin Khan in the forests west of Barcelona (this might require you to 
be playing a tainted race).  Youll find the Khan in the Goblin Camp area 
(see section 07.10.10).  When you return from completing the deed, youll 
receive 1000 exp and 150 gold.

Theres a perk called Torquemadas Divine Boone, but it doesnt appear in the 
game.

Note: There is a secret door in the southern wall of Torquemadas room.  
Youll need a lockpick rating of 90 or so to open it, but inside youll find 
two chests.  One of the chests will contain the book Centuries.

* ================================ *
* 07.05.00 Barcelona Port District *
* ================================ *

Fish Monger
-----------

North of the tavern you can talk to the fish monger, Carlos Desoto.  Youll 
learn that creatures named vodyanoi have eaten away at his business -- 
literally -- and that now he carves their skulls to make money.  Hell even 
offer to buy their skulls from you, if you should find any.  Hell 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, hell only pay you 10 
gold per skull.

Shakespeares 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 Shakespeares muse back from Shylocke, and to 
convince Shylocke to extend Shakespeares debt.

Shylockes building is in the middle of the Temple District, but if you go 
there youll 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, youll find Shylocke in a heated debate with 
the explorer Cortes.  Its important that you side with Cortes, even though 
that will upset Shylocke.  If you dont side with Cortes, then hell 
disappear and you wont 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 Shakespeares 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.  Its 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 
Shakespeares debt.  Youll be able to convince him that Shakespeares play 
will make him a lot of money, and hell decide to extend Shakespeares debt.  
(If your speech skill is under 50, youll only get a dialogue option to call 
Shakespeare a moron, and Shylocke will offer you a job to extract money from 
him.  Dont do it!  Youll be able to get this quest after completing both of 
Shakespeares quests.  If you do it now youll fail Shakespeares debt 
quest.)

   No doubt the man has some writing talent, but he lacks the common sense
   to ever be successful. -- Shylocke

Return to Shakespeares house and tell him the good news.  Youll receive 500 
exp for completing the debt quest, and youll receive 500 exp plus the book 
Eloquent Works (+15 speech) for completing the muse quest.

If youre female you now have to make a decision.  The next time you talk to 
Shakespeare hell try to woo you.  If you let him youll receive 
Shakespeares Ring of Promise (+1 charisma, +10 speech) but you wont be able 
to have a regular conversation with him after that -- hell keep wanting to 
kiss you -- and so you wont be able to complete Shylockes quest, should you 
take it.  However, if you reject Shakespeares advances as harshly as 
possible (by always selecting the bottom dialogue option), then youll be 
able to have regular conversations with him, and complete Shylockes quest.

So if youre male or a ring-avoiding female, head back to Shylocke and ask 
him about work.  Hell give you the quest to collect money from Shakespeare.  
Once you go back to Shakespeare and threaten him enough, hell 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 Chois book 
collection quest, but there are enough books available that you dont need 
to.

DaVincis Crossbow
------------------

When you talk to DaVinci in his workshop, youll be able to ask him about his 
machines and his latest invention, a repeating crossbow.  Hell tell you 
that he needs some gears from his steam engine, but that the steam engine 
isnt 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 itll give 
you the gears.  But when you give the gears to DaVinci (for 500 exp) hell 
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.  Ive 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 cant 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 youll receive 
1000 exp plus the crossbow itself (same rate of fire as a longbow, +4 
critical chance, +12% piercing damage).

DaVincis Secret Chamber
------------------------

In DaVincis 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, youll 
be teleported to DaVincis secret chamber, and youll gain 1000 exp.  (If you 
play other notes, youll see some funny lines from the steam engine.)

Inside the secret chamber youll 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 youll find an Inquisitor preaching to some 
tainted humans.  One of the tainted will ask why they arent allowed into the 
Temple District, and hell promptly get whacked on the head.  Follow him 
north and talk to him.  Youll 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.

Youll find Renaldo in the Lower Inquisition Dungeon (down the stairs beyond 
the blue forcefield).  When you give him the potion hell disappear and 
youll earn 150 exp.  Then when you talk to Bartolome youll 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 youll receive Boots 
of Arid dJinn (+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, youll 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.  Hell 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.  Hell 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 docks.  Just 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 youve already talked to 
Isabella and asked her this question before, youll still need to ask it 
again to complete Fawkes quest.)

When you return to Fawkes, youll 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 dont want to do it, go ahead and accept the quest.  
Then youll have two options:

1. Go through with the assassination.  Go back to the Duke and convince him 
theres a person hiding in the courtyard to DaVincis 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, youll 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, youll 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 arent any ramifications for whether you help England or Spain.

Drunk Bar Patron
----------------

In the bar next to where Cortes and Shylocke start out, youll find a bar 
patron speaking gibberish.  Drink enough ale or Serpents 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 dont have to buy anything.)  Then if you give the 
drunk guy gold for more ale, hell teach you some fighting moves, and youll 
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, youll find a demokin sailor.  
Hes part of the Captain Morales quest (see section 07.10.02).  I dont 
think it matters what you say to him at this point, or if you insult him.

Give Cortes a Hand
------------------

Youll find Cortes in the tavern, arguing with Shylocke.  Side with Cortes in 
the matter; if you dont then you wont 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 hell tell you that Leonardo DaVinci is 
supposedly creating a mechanical one for him.

So head on over to DaVincis workshop and talk to DaVinci.  Hell 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 Eduardos shop in the Gate District.  Eduardo will tell you that the 
lava trolls in the city sewers have Red Ore, but that youll 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, hell give you some gears and a rod for DaVinci, and youll 
earn 250 exp.  Then when you give the items to DaVinci, hell give you 
Cortes mechanical arm, and youll receive 100 more exp.  Finally, when you 
give the arm to Cortes, Cortes will join your party and youll receive the 
Cortes Treasure quest.  Youll also receive 1500 exp.

Cortes Treasure
----------------

Youll 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 
dont 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 youll 
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.  Youll 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, hell also leave behind 
some gold and a random magical item.

Inside the cave youll find an assortment of chests, traps, and hidden 
caches.  Youll also find some pirate ghosts who wont be thrilled to see 
you.  Once you loot the southern part of the cave and try to pass through the 
ghosts, theyll become hostile and attack.

   Avast!  What kind of fool are you that you would trespass into the dread
   Cruelcuts lair? -- Ghost pirate

To get to the real pirate treasure, you need the Eye of the Dragon.  Once you 
pick it up, youll 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, youll find undead creatures in the main 
part of the treasure cave, but they shouldnt pose much of a problem.

The Solitary Man and the Thug
-----------------------------

In the northern part of the district, youll 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 
(youll get 25 exp).  You can also tell the thug that theres some gold on 
the beach, and the thug will dutifully run down there and look for it (but 
you wont get any exp).  If you just kill the pair, youll 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, youll find a man named 
Gomes.  Hell offer to sell you a gem for 100 gold, but you can just kill him 
and get the gem for free (plus get 71 exp).

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 youll wander into the Troll Pit, a small area 
connected to the northern edge of the Hall of Beggars, and youll find Tomas 
in the northeastern part of that area behind a secret door.  When you reach 
him hell run off, but when you talk to Marisol again youll receive 200 exp.

   Finally!  Its 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 thats 
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, youll 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 
youll find that the brother is already dead, but after you kill the three 
vodyanoi next to him (for 111 exp), youll be able to pick up some low-level 
equipment and some gold.  Then when you return to give Fernand the bad news, 
youll 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 shell 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 Chois special 
wares.  (Weng Choi is a merchant on the northern edge of the Gate District.  
See the Weng Chois Book Collection quest in section 07.03.00 if you 
havent met him yet, or if you havent 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 youll receive 500 exp and 
50 gold.

The Cathar Couple
-----------------

In one of the (locked) houses in the southwestern part of the district, 
youll find a Cathar couple.  It doesnt seem to matter what you say; theyll 
just attack.  If you have trouble in the battle, then you can just leave the 
house and re-enter once youve healed.  For killing the couple youll get 74 
exp, plus some loot from the nearby shelves.

* ========================= *
* 07.06.00 Barcelona Sewers *
* ========================= *

Almost as soon as you enter the sewers youll 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 Ill 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, theyre not a part of the thieves guild, so dont kill them (if you 
do youll 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.  Youll 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.)  Im not sure if you can pick open the big 
door or not, but once you make your way around to the other side, youll find 
a chest with a key in it, and the key will unlock the door.

On this level youll 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.  Youll 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 wont 
see this unless you talk to him), and hell be carrying the Sword of Eduardo.  
This is an item for a Knights Templar initiation quest (see section 
07.07.02).  If youre 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 youll find an exit to Dungeon Two (through a 
tunnel), and at the northern edge youll 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.  Its 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 youll find a 
lot of thieves wandering around.

There are a few things of interest to find:

1. Juanita Suarez, the thief guildmaster.  Youll 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 shes not very tough.  (And she moves slowly, so if youre a ranged 
attacker, then you can attack and retreat and never get hit.)

2. Enriques sword.  Youll find it on one of the thieves in the room 
southwest of Juanita.  Its part of the beggar quests (see section 07.08.02), 
so if you joined the thieves, dont worry about trying to get it.

3. A wounded Knight Templar.  Youll find him lying near the center of the 
level (you should be able to see him when you cross the northernmost bridge).  
Theres a path to him on the western side of the area, next to the bridge 
there.  Youll have to escort him out of the area -- its one of the Knights 
Templar quests (see section 07.07.02) -- and hell 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 youll earn a 
whopping 50 exp.

Note: The knight wont kill beggars, so if you joined the beggars its 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 youll 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 youll find Boots of the 
Walking Dead (-1 charisma, +3 ac, +8 to Raise Undead, +8 to Exorcism).

Note: Youll 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, youll find a treasure chest and hidden cache guarded 
by no less than seven traps.  Its a pretty easy way to make 750 exp if you 
can detect them all, and the (random) loot probably wont 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 thats it.

07.06.07 Thieves Den
--------------------

In this level youll be fighting some thieves, mostly archers and dogs (the 
two easiest thief types to kill).  Once you explore some of the area youll 
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 youll find three chests plus a hidden cache.

07.06.08 Unholy Oubliette
-------------------------

This area can be difficult because youll have to fight 2-4 undead creatures 
at once, and you probably cant 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, youll be able to open the door once you get to the other side.  
So just kill the undead you come across, and eventually youll find a big 
cross.  The cross will heal your health when you click on it, but since its 
located at the end of the level, its not especially useful.

There isnt anything else particularly useful in the level.

07.06.09 Troll Pit
------------------

The first troll you meet will talk to you, but there doesnt seem to be any 
way to talk your way through the area.  So youll have to fight the trolls 
(youll 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.  Hes 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.  Itll 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 youll 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 isnt 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 cant 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), thats 
it; you wont be able to continue with any of the other factions.  So only 
complete the first initiation quest when youve 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.  Theyre an offshoot of the Wielders, and youll 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.  Hell give you the following tasks:

1. Assist Inquisitor Dominguez.  Youll find Inquisitor Dominguez east of the 
observatory in the Temple District.  Hell stand out because hell 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 hes 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, youll receive 
35 gold and 250 exp.  Then when you return to Inquisitor Raphael, hell ask 
you to...

2. Pay a tithe of 1000 gold (or 1500 gold if youre tainted).  Remember, once 
you do this you wont 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 youll receive +5 HP, +5 unarmed, +5 
cold / fire / electrical resistance.  Once youve 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), youll 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 youve 
killed them all your log will update, so you should know when youre done.  
If you cant seem to find one of the Afflicted, its probably the beggar near 
the sewer exit to the Port District.  Once youve completed the deed and 
returned to Raphael, youll 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.  Youll find the woodcutter in El Bosque, but 
when you ask him for the darkwood, hell tell you that spirits have infested 
his darkwood cavern.  So go down there and kill all the undead, and when you 
return youll receive the darkwood and 750 exp.  Then when you see Raphael 
youll 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 youre on a mission for the 
Inquisition and hell 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, youll 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.  Its on the eastern side beyond a (possibly secret) door.  When 
you talk to Torquemada hell automatically create the rod for you, and youll 
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, youll receive a quest to kill the 
Goblin Khan.  But this isnt an Inquisition initiation quest.  Anybody can do 
this quest.  See Torquemadas Quest in section 07.04.00 for details.  To 
get your next Inquisition quest, go back to Raphael.  Hell 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).  Youll 
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 youll need to 
convince Darsh not to attack the goblins once he joins your party, and youll 
have to lie to the goblins so they dont realize youre rescuing him (which 
requires speech).  Regardless, once you return to Barcelona, youll 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, youll receive 
1000 exp more.  (If you get Darsh killed during your rescue attempt, youll 
still be able to complete the quest, but youll 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.  (Im not sure how 
different it might be to find the location if you havent found it already 
before getting the quest.  I think Raphael will give you Quinns name to 
start you out.)  Once you find the Wielder hideout, return to Raphael.  Then 
youll have a choice: to give the location or lie and say it doesnt exist.  
If you give the location, then youll receive the Hero of the Inquisition 
title perk, but all the Wielders (and their quests) will disappear, and you 
wont be able to use the way gate station any more.  If you lie, then La 
Calle Perdida will remain the same.  Either way, youll earn 2000 exp.

Note: Quinn wont mind if you give up the location of La Calle Perdida.  In 
fact, hell still call you friend of the Wielders.

Once you complete the last quest, youll 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.  Hell give you the 
following quests to perform:

1. Deal with the thief Benito, who is working in the Port District.  Youll 
find Benito the Thug in the southwestern part of the district.  When you 
approach him hell 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 hell 
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.  Hell follow you, and by drawing 
him away from his friends, youll be able to fight them all separately.

When you report back to Sir Auric youll 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 hell ask you 
to...

2. Donate 1000 gold to the faction.  Remember, once you do this you wont 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 youll 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 wont mention the 
Templar initiation quest at all.  In fact, he wont 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.  Youll 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 hell want to kill any thieves he encounters, so if you 
joined the thieves make sure youve done their quests first.  The knight 
wont attack beggars, so youre 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.  Youll gain 50 exp for that.  Then when you return to 
Sir Auric, youll receive 500 more exp, plus 200 gold.  Then when you visit 
Lord Javier youll receive another 200 exp, and hell 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.  Hell tell you that you need to 
undertake a test of valor to give the shield its strength, and hell ask you 
to...

5a. Retrieve Eduardos sword from Felgnash in the sewers.  If you have a high 
enough speech skill, or a high enough intelligence (maybe perception), or if 
youre 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 youll need to bop down into the sewers and find Felgnash the 
beggar.  Hell be in the Hall of Beggars (see section 07.06.02), on the 
island in the middle of the area.  Hell look just like the other beggars 
(wererats) in the area, and in fact, if you hover your mouse pointer over him 
hell 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) youll get an option to 
buy the sword from Felgnash.  Hell ask for 500 gold, but if your barter 
skill is high enough (45 is enough) youll be able to reduce the price to 200 
gold.  Then when you take the sword to Eduardo youll receive 500 exp and 150 
gold (youll only get the gold if you demanded payment).  But the sword wont 
be enough; Eduardo will also need you to...

5b. Retrieve some magnetized silver.  Its being guarded by a bunch of 
goblins in the Scar Ravine (see section 07.10.03).  Youll 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 youll find the chest with the 
magnetized silver in it.  When you give the silver to Eduardo, youll 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 youll receive another 
2000 exp, and hell ask you to...

6. Eliminate the slaver menace.  The slavers are covered in section 07.10.08.  
Theyre 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 youll 
receive 1500 exp and youll 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.

Youll 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.  Hell 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).  Theyll 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)hes really Ali 
Huban, and (s)hell give you a letter to deliver to Amir.  Youll also 
receive 100 exp.  Then when you give the letter to Amir, youll receive 250 
more exp, and youll 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 
youve 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 Chois 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, youll receive 150 exp, and youll 
appear at...

4. The trials of the Dream Djinn.  When you talk to the djinn youll have a 
choice, to test your intellect or your physical prowess.  If you decide to 
test your physical side youll 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 youll have to use another gem.  Also, 
although the djinn will heal you between battles, hell only heal 20 HP, and 
he wont affect your mana at all.  However, when he talks to you between 
battles, the game wont pause, and so you can sit and regenerate health and 
mana as long as you want. When you defeat all four waves, youll 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 theyre also multiple choice, theyre 
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 dont 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, youll receive the Scholar of the 
Crescent perk (+1 intelligence, +10 speech).  If you make a mistake (and 
dont 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, youll receive 2000 exp.

07.07.04 Wielders
-----------------

To become a Wielder, you first have to find the Wielders, and thats 
difficult because the Wielders have been labeled heretics and arent 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.  Hell mention there are some wizards hiding in the city.  
Ask him about the wizards and where to find them, and hell 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 hell 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 dont 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 youll gain 150 exp and find yourself in The Lost Street (La 
Calle Perdida).

Then talk to Cedric Alsen, and hell 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.  Youll find the woodcutter in El Bosque, but hell 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 youll find undead creatures that are a little more 
powerful than the ones you might have found in the sewers under Barcelona.  
Once theyre all dead (again), head back up to the surface and talk to the 
woodcutter.  Hell give you the darkwood you need, and youll gain 750 exp.  
Then when you return to Cedric, youll gain 300 exp and youll become an 
Apprentice Wielder, which will grant you +4% cold / fire / electrical damage, 
and +5 HP.  Youll also get the Wand of Spirits, which wont 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 wont be able to 
become a Knight Templar or Inquisitor, and you wont 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 hell cast a spell on you so you can see 
the one he left in the observatory.  Youll also earn 300 exp.  When you 
arrive in the observatory (if youre 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 youll receive 
+2 to all Divine and Thought magic branches, plus 25 mana.  Youll also earn 
100 exp.  When you get back to Cedric, youll receive 550 more exp, and hell 
ask you to...

3. Bring Relican the Arch Necromancer to justice.  That is, kill the guy.  
Youll find Relican in the Slave Pit Exterior area (see section 07.10.08), in 
the southwestern corner.  Once youve 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.)

Youll 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
----------------------

Youll 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 youll be directed to kill 
Relican.  However, when you meet him youll be able to take his side.  Hell 
ask you to carry his summoning ring into La Calle Perdida, and if you do 
hell take over the area.  Then if youre a Wielder hell ask you to...

1. Find the Scepter of Bone.  Leonardo DaVinci has the scepter (see 
DaVincis Secret Room in section 07.07.05), but its easy to retrieve.  
Once you present it to Relican youll 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 thats ok.

Note: If youre going to kill Quinn, make sure youve completed your beggar 
quests, if any.  Hes involved in the last one.

When you return to Relican youll earn 1550 exp, and youll 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.)

Youll 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)

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)

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)

* =============================== *
* 07.08.00 Thieves Versus Beggars *
* =============================== *

When you enter the sewers youll learn that theres a guild war going on 
between the thieves and beggars.  Depending on the side you choose to 
support, youll 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, youll have to fight the thieves and 
maybe the beggars.  If you join the Inquisition, youll 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 youll be taken to the 
Thieves Congregation.  You can find Juanita on that level in the northwestern 
corner.

When you reach Juanita, shell ask you to...

1. Recover Juanitas locket from the beggar who stole it.  Youll 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 youll 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, youll 
receive 200 exp, and shell 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.  Youll find the 
leader, Enrique Garcia, south of the island where the locket was.  Enrique 
can be difficult to kill, so if youre 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 shell 
decide you can be trusted by the thieves guild.  Then shell 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 (its between the cathedral and Machiavellis 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 youll have 
to give her a cut of the profits, but youll 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 thats not a very helpful description.  The 
guy really lives next door to Shakespeare.  When you enter his house, hell 
automatically give you 125 gold.  Then when you return to Juanita shell take 
her cut once again but shell also give you bracers of stealthy cunning 
(which might be a unique item, but its difficult to tell), and youll 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 shell rob you of 500 gold.  Shell also open a secret door to her 
private quarters, and youll 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.  Hes in the sewers, on the Hall of Beggars level, 
at the southern edge of the map.  When you talk to him, hell give you a 
series of quests:

1. Recover Enriques sword.  You can find the sword on the Thieves 
Congregation level.  Itll be on a thief in the room southwest of Juanita 
Suarez, the thief guildmaster.  When you bring the sword back to Enrique, 
youll receive 200 exp and 25 gold.  Then hell ask you to...

2. Kill Juanita Suarez, the thief guildmaster.  Chances are you had to do 
this to get to Enriques sword, but if not head back to the Thieves 
Congregation and kill her.  (Shes in the northwestern part of the level.)  
For this deed youll 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, youll 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 hes 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, 
youll receive 200 exp and 175 gold, and hell 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.  
Hell tell you that he cant make a curative potion for the disease without a 
piece of the Prime Wererat.  Youll 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, hell give 
you a lycanthropy cure potion.  Then just take the potion to Enrique in the 
sewers, and youll receive 200 gold and a potion of permanent +1 luck.  
Youll also receive the Beggar Comrade perk, which doesnt 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 its 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).  Hell tell you about the dangers in 
the area -- goblins, wasps and thieves -- and hell 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, theyre 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.  Youll also have to battle with numerous wolves in the area.  As far 
as I know, things like wolf pelts and wasp stingers dont 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 youre 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, youll 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 youd 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 Estebans 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 wont get the option to see them if your karma is bad (like if 
youve 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 youll find a hunter attacking Fang 
the bear.  The bear will immediately join your party, and youll 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 youll have Fang in your party anyway.  Regardless of the option you 
choose, youll earn about 50 exp.

4. A blue crystal.  Blue crystals like the one in the southwestern corner act 
as teleporters, and theyll 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.  Youll 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 vendors 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 arent a part of any quest, so your 
only reward regarding them is the exp (and maybe equipment) you get.  So 
dont bother touching them unless you can kill the creatures they summon.

Note: Its 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 theyll only stay about a minute before they disappear.  
That means if you want to kill them (and especially the last wave since its 
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 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 youll learn that he was 
actually murdered, and that a crewmember witnessed the foul deed.

So head back to the Port District.  The crewmember youre looking for is the 
mute sailor at the end of the northernmost dock.  When you talk to him youll 
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, 
hell 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 (6 seems to be enough) or if youre 
a demokin yourself, then youll recognize that hes a demokin, and youll be 
able to ask him about the murder.  At the worst, hell mention that she did 
it, but if you threaten him (and have at least 7 strength) hell accuse 
Captain Isabella directly.

Note: If youre slightly short in strength, you can drink ale and Serpents 
Bile to briefly bump it up by 2.

Regardless, when you talk to Captain Isabella shell readily admit her guilt.  
This gives you some options.  If your barter skill is high enough you can 
shake her down for 1000 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, youll receive 500 exp and hell tell you about a treasure he found 
next to the prow of the nearby rowboat.  Just turn on your detect skill to 
find the treasure, which should contain gold, three potions and a magic item.

You can also return to the mute sailor to let him know hes safe from Captain 
Isabellas wrath.  Youll receive 100 exp, 75 gold, and a potion of extra 
healing.

07.10.03 Scar Ravine
--------------------

Youll find a bunch of wasps hovering around this region, plus a few vodyanoi 
keeping them company.  Youll also find three things of note:

1. Gloria and the goblin.  On the eastern side of the area youll find a 
goblin preparing to eat a little girl.  If youve 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 youll take the girl to the Goblin Khan (worth 50 exp).  
Otherwise youll 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.  Theyll also be full of goblins and wasps.  When 
you go into the western cave, youll discover that wooden spikes divide the 
area into two halves, and that you cant get to the northern half.  But never 
fear, youll 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 youll find a chest with magnetized 
silver in it.  This is an item for the third Knights Templar initiation quest 
(see section 07.07.02).  Youll 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 youll 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 youll 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 youll find Felipe the Woodcutter.  If youre 
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 whats wrong, hell tell you that his daughter 
Gloria vanished one night and that he fears shes been abducted.

You can find Gloria in the Scar Ravine, guarded by a single goblin.  Its not 
a boss goblin or anything, so dispatch it quickly.  Gloria will then run 
home, and when you talk to the woodcutter again youll receive 500 exp and 
200 gold.

There is also a broken blue crystal in the area (in the northeastern corner), 
but I dont 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.  Youll know youre getting close when a bunch of skeletons rush you.  
Once youve 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.  Its located on an island on the western side of the area.  
If youre a Wielder and click on the obelisk, youll 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 hell create a land bridge to the cave, and youll be able to go 
inside and get some loot.

07.10.07 Lago Del Rio Ebro
--------------------------

The first thing youll 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 youll see is Grumdjum the goblin.  Even though hes a 
goblin hell talk to you first, and hell 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 youll earn 750 exp, and then when you return to Grumdjum 
youll 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 dont want to side with the goblins, 
youll 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, shell 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.  Youll get the Ring 
of Fiery Death, plus 600 exp, plus still be able to do the dryads quest.

There are a couple other things worth noting in the area:

1. A goblin camp in the southeastern corner (through the arches).  Inside 
youll find Ernesto, a demented Spaniard.  Ask him about his home, and hell 
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.  Hell 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, youll find an alpha wererat 
fighting some goblins.  If youre working on the final beggar quest, then 
dont worry when the wererat doesnt drop anything.  The alpha wererat isnt 
the wererat youre looking for.

Speaking of wererats, youll 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.  Youll find Aesma in the southeastern corner, 
through the yellow crystal portal.

Note: East of the entrance, in a chest, youll find the book History of the 
Fell Spirits.

Aesma can be tricky to kill.  Hell keep summoning minions, and if you kill 
him while a minion is still alive, hell 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 arent very powerful) 
while you use your weapon on Aesma, and then only attack minions directly 
when Aesma is almost dead.  Otherwise, just kill everything as best you can.  
If you get into trouble, you can always exit the room through the yellow 
crystal to the north.

Note: Aesma will usually create a minion just as soon as you enter the room.  
So advance into the room to check for it.  You dont want to do all the work 
of killing Aesma only to discover there was a minion hiding out of view.

Once Aesma dies, hell drop wererat fur, and youll receive 1070 exp.  The 
wererat fur is for the final beggar quest (see section 07.08.02).  Also in 
the room youll find a chest, and it (I think) will always drop a bow of some 
sort.

Back outside the wererat cave, youll find three things of interest:

1. A hut in the northwestern corner.  A banner next to it will read, The 
path to glory is beset with tests of shrewdness.  Choose wisely.  Inside 
youll find gold on the ground and a trapped chest.  So detect the trap and 
then choose both.

2. Relican.  Youll find him all by himself in the southwestern corner of the 
area, and youll have some options for how to deal with him.  If youve met 
the Wielders, then you might have one or two quests to kill him.  (The 
Wielders dont like him much and vice versa.)  Killing him (which is easier 
than the build-up might indicate) will net you 189 exp, plus allow you to 
finish the Wielder quests.  If you do kill Relican then dont forget to pick 
up the potion of transformation from his corpse.

   Well, explorer, you have discovered someone who does not want to be
   found. -- Relican

If you decide, however, that Relican sounds like a cool guy, you can help him 
overthrow the Wielders by carrying his summoning ring into La Calle Perdida 
(for information on how to get there, refer to section 07.07.04), and then 
activating it once you get inside.  If youre a Wielder, this will change 
your path to the Dark Wielders.  See section 07.07.05 for details.

3. The entrance to the slave pits along the western edge of the area.  When 
you go inside you should notice that the place looks familiar.  This is where 
you started out the game.  So if you came simply because of the Order of 
Saladin quest (see section 07.07.03), now you have another motivation.

Anyway, there isnt much to do here.  Just walk around killing thugs and 
thieves until you encounter the slaver captain.  Hell talk to you first, 
and, depending on your speech skill, you might have some options.  You can 
let him go (200 exp, 100 gold).  You can kill him (125 exp, ~50 gold).  You 
can demand money of him.  For the latter case hell reveal a secret room 
(that might not be detectable) with three gray wolves and a treasure chest 
inside.  In all youll get about 250 exp and 200 gold for this option.

   Are you some kind of fool to come near me?  Do you not remember me?  I am
   your master!  You belong to me! -- Slaver captain

Regardless of what you choose, youll receive the shard of dreams (either 
directly or by picking it up off the ground).  Then just mop up the rest of 
the thieves and thugs, and watch for hidden doors and caches (there are a few 
of them).

07.10.09 Waterfall Passage
--------------------------

This is simply a connector area between Lago Del Rio Ebro and the Goblin 
Camp.  All you can do here is kill a bunch of vodyanoi.

07.10.10 Goblin Camp
--------------------

Even if youve killed every goblin to cross your path so far, youll be able 
to talk to the goblins here when you first arrive.  Better still, theyll 
allow you to walk around their camp unmolested, and so you can, among other 
things, find a goblin merchant (in a hut north of the goblin archer acting as 
a town crier) and get some extra quests.  And for the icing on the cake, once 
youve shopped and quested, you can turn around and kill the goblins for even 
more equipment and experience.

   Stand fast and be recognized, knave!  You stand on Mongol soil, where
   goblins scheme and enemies boil. -- Goblin

Note: Even if you dont want to play nice with the goblins, you might want 
to be friendly to them at first so you can move west through their camp and 
exit into the Bounty Hunter Camp, where you can buy a weapon that will kill 
goblins easily, and where you can get a quest to kill goblins if youre a 
feralkin.  Youll also get 50 exp for being nice to the goblins.

To get quests from the goblins, you need to travel to the cave entrance at 
the northern edge of the area.  There, if you keep take the eastern branch in 
the tunnels, youll find Rakeb, a goblin shaman.  (The western branch leads 
to the Goblin Khan, who you dont need to meet yet.)  Rakeb will give you the 
following quests:

1. Clear the vodyanoi from the Waterfall Passage.  You might have done that 
anyway on your way to the Goblin Camp.  When you report your success to Rakeb 
youll earn 250 exp and 75 gold.

2. Collect the woodcutters eyes.  The woodcutter is standing in the middle 
of El Bosque.  If you havent rescued his daughter yet (see section 07.10.05) 
or completed your Wielder initiation yet (see section 07.07.04) then you 
should delay this quest.  But once you do kill the woodcutter, his eyes and 
liver will automatically go into your inventory, and youll receive 125 gold 
when you return to the shaman.  If your barter skill is high enough, then 
instead youll receive 250 gold, and the shaman will become a (really lame) 
shopkeeper.

Unverified: If you killed the dryad earlier, youll also be able to talk to 
the Goblin Khan and get a quest from him to kill the bounty hunters to the 
west.  Youll get a (worthless?) title perk for this, versus +1 luck from the 
dryad, so it doesnt seem to be a good idea.

I believe thats all the use you can get from being nice to the goblins, so 
from here pick a spot you like and then start fighting them (use force attack 
if you need to).  Clearing the goblin camp should be straightforward, and 
while youre there you can also rescue Inquisitor Darsh (on the western side 
of the camp).  If you convince him to leave with stealth and wit hell 
follow you and not fight the goblins (which might be good if theyre still 
friendly with you).  Otherwise hell help you fight.  The stealth approach 
requires some speech skill to bluff your way past the goblins, and the other 
way just requires a lot of combat that youre probably going to perform 
anyway.  So the fighting approach is probably best, especially since Darsh is 
a ranged (spell) attack who wont rush off and get himself killed.  But 
regardless of the choice you make, youll receive 750 exp and the Amulet of 
the Grand Inquisitor (+10 speech, +2 AC, +1 healing rate).

Note: If you fight your way out with Inquisitor Darsh, youll encounter some 
goblins in the Waterfall Passage.  If you allow Darsh to turn you invisible, 
youll gain 150 exp and you wont have to fight the goblins.  If you decide 
to stay visible and fight the goblins, youll receive over 300 exp.

When you decide to fight the Goblin Khan, realize that hes another daeva -- 
Tawrich, the Daeva of Hunger -- and so defeating him wont be easy.  So kill 
the other goblins in the cave first (including Rakeb for 650 exp) and then 
move towards the northwestern corner.

Youll find the Khan in a room with four goblin archers and a goblin shaman.  
Youll know youre close when you see a pair of banners.  If you attack the 
Khan youll find that he regenerates health very quickly.  To prevent that 
you need to kill the goblins in the room with him.  Of course, staying alive 
long enough to do that *and* kill the Khan can be tricky.  If you have the 
weapon The Everlasting from the bounty hunters, you can probably just wade in 
and kill everything, but otherwise you have a couple options: 1) buy 
firepowder kegs and use them in the room to defeat the other goblins, and 
then attack the Khan, or 2) use hit-and-run tactics to kill one or two 
goblins at a time, or 3) use a lot of potions.  Regardless, once you have the 
Khan alone, he shouldnt be too hard to kill, and youll receive 1070 exp 
once he dies.

Note: There are also some secret doors in the goblin cave.  One is along the 
western wall (prior to the Khan) and leads to a chest.  Two more (in 
sequence) are behind the Khans throne and lead to four chests.  You might 
want to save before opening the chests to increase your odds of getting 
something good.  One of the chests will always have a goblin poetry book in 
it.

Another note: Once you kill some goblins in the cave, when you leave the cave 
youll be attacked by a couple shamans and archers.

07.10.11 Bounty Hunter Camp
---------------------------

When you enter the area for the first time, a few goblins will come fleeing 
towards you.  If youre quick, you can kill some or all of them.

In the middle of the area youll find Raylark, Fenclaw, and two other bounty 
hunters.  If you talk to them youll learn that theyre hunting goblins, and 
that they have a secret weapon, a warhammer named The Everlasting (1-15+3 
damage, +25 bonus damage to goblins even if you miss, +15 two-handed, +5 AC).  
If you have a high enough barter skill then youll be able to buy The 
Everlasting from them for around 9000 gold.  Otherwise youll have to fight 
Raylark and the rest of his Savage Heart Company to get it (if you want it).

   Do not resist!  I need to sever your head cleanly! -- Raylark

If youre a feralkin, then after you ask Raylark who he is and what the 
Savage Heart Company is, you can ask to join him.  Hell tell you that the 
company is full, but hell offer to split the goblin bounty with you if you 
can kill a dozen goblins.  Plus, hell offer more if you can kill the goblin 
shaman Rakeb.  For killing a dozen goblins youll receive 750 exp and 450 
gold, and for killing Rakeb youll receive 1000 exp and 550 gold.

Also in the area you can find a green crystal (see the Search for the Five 
Ways Crystals entry in section 07.04.00 to learn more).  This particular 
crystal will grant +1 to all combat skills.

Lastly, you should find a couple blood bracers on the ground.  You can sell 
them to Sir Esteban at the Crossroads for 35 gold each.

07.10.12 Old Shipwreck
----------------------

This is a small area that features a shipwreck and some wimpy undead 
guardians.  Once you fight your way through the guardians, youll find three 
chests and a hidden cache.

Note: You can only get to this area if your luck is 10 or higher.

* =================== *
* 07.11.00 Montserrat *
* =================== *

Regardless of the faction you joined, once you complete its initiation 
quests, youll receive a quest to protect / acquire the relic at Montserrat.  
Youll still be able to go back to Barcelona when you take on the quest, but 
youre probably better off completing the quests there (and in the sewers and 
nearby forests), because the creatures will get more difficult the further 
you move into the storyline.

07.11.01 Grove at Montserrat
----------------------------

Note: The only way to get to this location is to teleport in via the blue 
crystals.

Youll find yourself in a grove outside of Montserrat, the temple where the 
relic is.  The grove will lead you first to the east and then to the west, 
and along the way youll be able to fight some snakebreeds and some other 
forest critters, plus visit a couple caves.  As far as I can tell, neither 
cave has anything interesting in it, unless youve been searching for just 
the right bear pelt to match your boots.

Youll find the temple along the northern edge of the area, and, if you 
continue west all the way to the western edge (after crossing the river), 
youll find a red crystal.  See section 07.10.02 for more information on red 
crystals.  The big door (with the star on it) in the northeastern corner of 
the area is the exit from Montserrat, and youll be able to use it 
eventually.

07.11.02 Montserrat Chambers
----------------------------

When you enter Montserrat, the doors will close behind you.  It might then 
appear like youre stuck inside, but theres actually a mechanism next to the 
doors that you can use to open them back up.  (Its on the left side, but it 
blends in pretty well and can be difficult to see.)

Inside the chambers, youll first be attacked by a handful of snakebreeds.  
So creep forward until they make a sound, and then retreat back to the 
entrance doors so you can face as few as possible.  Then explore the area.  
After killing more stuff, youll eventually find yourself at the southern 
edge of the area.  A hallway there will lead to the next area.

Note: Dont worry.  The Montserrat Chambers area is just oddly shaped.  You 
didnt miss any secret doors.

07.11.03 Montserrat Deep Chambers
---------------------------------

The hallway will branch almost immediately, but the two branches will later 
join up to the southeast.  Once youve killed everything, continue southeast 
from where the hallways re-connect, and youll shortly find Brother 
Montgomerie.  Hell tell you that the relic was stolen, and that the 
creatures who took it headed north.  Then, with his last few breaths, hell 
tell you to seek out Brother Michel on the other side of the Pyrenees.  The 
conversation will net you 2500 exp and mark the Pyrenees area on your world 
map.

   Horrible, powerful beasts.  Monsters, assassins.  They went... north.
   They seek more relics. -- Brother Montgomerie

* ============================== *
* 07.12.00 On the Road to France *
* ============================== *

To seek out Brother Michel, youll first have to fight your way through a 
couple areas to get to him.

07.12.01 Duero Plains
---------------------

Note: The only way to get to this location is to teleport in via the blue 
crystals.  However, it might be difficult to see the area on the world map.  
Its the pentagram-in-a-circle east of Barcelona.

As soon as you enter the area, Inquisitor Diego will run up to you and ask 
for your help against some Dark Inquisitors to the north.  If you agree to 
help him, then youre stuck; youll have to help him.  However, if you 
refuse, you can come back later and decide to help him, or you can decide to 
help the Dark Inquisitors instead.  So thats the way to go if you want to 
keep your options open.

If you decide to help Inquisitor Diego, then the Dark Inquisitors will attack 
you when you approach them.  There will be five, and theyll all be 
spellcasters (with fire and electrical attacks) so you might want to buff up 
your resistances before taking them on.  Once theyre all dead youll receive 
1000 exp, 100 gold and two potions, and Inquisitor Diego will leave.  (If you 
left Diego behind somewhere in the area, then youll receive the reward when 
you approach him.)

If you decide to help the Dark Inquisitors, theyll ask you to kill 
Inquisitor Diego.  Youll get 93 exp for the deed itself, and then when you 
return to the Dark Inquisitors youll receive another 1000 exp and the Dark 
Inquisitor you were talking to will turn into a (pretty good) shopkeeper.

Elsewhere, youll find a lot of poisonous plants in the area.  When you walk 
past them theyll shoot poison spores in the air, and the spores will damage 
and poison you.  If you have any companions with you (like, say, Inquisitor 
Diego) its probably best to tell them to stop following you.  The poison 
spores wont hurt you much, but theyll take out companions quickly.

Besides the poisonous plants and the Dark Inquisitors, youll find three 
other things of interest in the area:

1. A red crystal on the eastern side.  It will work like all the other red 
crystals (see section 07.10.02).

2. Mauldo the Wilderness Merchant in the northeastern quadrant.  Hell sell 
the Bow of Icy Carnage (+20% cold damage, +20% piercing damage) and the Axe 
of the Feral Curse (6-14+6 damage, bonus 66 damage to simple animals, +20 
evasion, +20 sneak, -1 charisma).  If youre competent with two-handed 
weapons, you should get the axe for a later part of the game.  (Youll have 
to fight scorpions, and apparently scorpions are considered simple beasts.)

3. The hired goons.  In the middle of the area youll be accosted by three 
hired goons.  Theyll demand money from you, but you should be able to refuse 
and kill them pretty easily.  (Unverified: The goons might be related to 
Shylocke.  If you borrowed money from him then the goons might try to collect 
from you rather than rob you.)

07.12.02 Pyrenees Mountains
---------------------------

This area is mostly one big battle, with wolves on the western side and rock 
titans on the eastern side.  Rock titans are big and potentially nasty, so 
move carefully so you dont end up fighting several at once.

There are three things of interest in the area:

1. A cave on the western side.  Inside you can kill some wolves.

2. A big door / wall in the middle of the area.  It separates the southern 
half of the map from the northern half, and there isnt any way to open it 
(even when you get to the other side).

3. A cave on the eastern side.  Youll have to go through this cave to bypass 
the door / wall in the middle of the area.  Inside the cave youll find a lot 
of ogres to kill, and in the northeastern corner youll find a woozy ogre 
that you can talk to.  The ogre will tell you that he hears the voice of Aka 
Manah in his head, and that Aka Manah commands him to kill you.  However, 
hell resist the command and leave north.  When you follow him youll find 
yourself in a second cave.  This cave will be much like the last one, only 
smaller.

Once youve killed all the ogres in the second cave, head for the eastern 
exit.  It will lead to Aka Manahs lair.  (The exit in the northwestern 
corner will return you to the Pyrenees Mountains, but you wont be able to go 
through it until you deal with Aka Manah.)

As soon as you enter the lair, your friendly spirit companion will pop up to 
let you know that Aka Manah is a daeva.  Then, when you walk far enough into 
the lair, Aka Manah will start talking to you.  If your speech skill is high 
enough (93 is enough but 72 isnt) you can convince him that hes more 
powerful than his master, and youll earn 2500 exp when he leaves.  
Otherwise, youll have to fight him

Since Aka Manah is a daeva, it shouldnt come as a surprise that fighting him 
will be tricky.  Hell create mirror images of himself three times, once at 
the very beginning of the fight and then twice after that.  The mirror images 
will be much weaker than Aka Manah, so determining which version is real and 
which ones arent should be easy.  (If you do a lot of damage to one, its a 
fake.)  So concentrate your attacks on the real Aka Manah, and let area 
affect spells take care of the images.  If you dont have any area affect 
spells, then just bludgeon away until everything stops moving.  Aka Manah 
wont gain back any hit points when he creates images, so you can just wear 
him down until he dies.  You can even run back to the second cave to heal if 
you need to.  Once Aka Manah dies youll earn 2500 exp.  I dont think he 
ever drops anything particularly valuable, so if you can talk your way past 
him, thats the route to take.

With Aka Manah gone (one way or the other), youll be allowed to leave the 
second cave and head to the northern half of the Pyrenees Mountains area.  
However, as soon as you exit the cave youll be greeted by about five ogres, 
so make sure youre rested first.  Then just head for the northern edge of 
the map.  There youll find a blue crystal, and when you click on it youll 
be able to teleport to Montaillou

* ======================= *
* 07.13.00 Montaillou Map *
* ======================= *
 _________   __________   ____________
|         \  \    S    |_/b       d   |   People:
|  n       \_/ /\___/\_               |
|             |__      /              |   b  Beatrice      l  Louis
|           G    \___  \             C|   d  DaVinci       m  Maury
|                    \  \             |   g  Guillaume     n  Nanghaithya
|               TTTT  |  |            |   h  Henri         t  Lucius
|         EEE   TTTT  |__|            |
|         EEE          __             |   Places:
|      l         YYYY |  |            |
| g              YYYY |  |            |   A  Adelies House
|_____________    ___/   |            |   B  Beatrices House
              |  |   ___  \_          |   C  Blue Crystal
   ____B____H_|  |  |   \_  \_        |   E  Temple        W  Witchs House
  |   ___________|  |     \_  \       |   G  Grave Stone   Y  Mayors House
 H|  |               \      \__|h     |   H  House
  |  |_A______M____   \      __       |   M  Brother Michels House
  |___________t____|H  | m  |  |     W|   S  Head Statue
                       |___/   |______|   T  Tavern

* =================== *
* 07.14.00 Montaillou *
* =================== *

Your goal in Montaillou is to talk to Brother Michel, but of course there are 
many other things you can do.

The Spirit Gem
--------------

North of where you start out (up some stairs) youll find Leonardo DaVinci 
next to a wrecked flying machine.  Ask him what hes doing in Montaillou and 
hell tell you that he came to pick up a spirit gem, but that the merchant, 
Guillaume, failed to show up.  Volunteer to track down Guillaume.

   This machine will fly again, and this time it will fly higher and
   faster... unless of course an unexpected upwind collapses the manifold,
   and then it will be a burning heap. -- Leonardo DaVinci

Youll find Guillaume far west of town.  Be careful what you say to him.  He 
might try to trick you out of some gold and then disappear (Im not sure if 
you can find him again if he does that).  So ask him about the spirit gem 
first, and hell tell you that Inquisitor Fournier confiscated it from him.

Inquisitor Fournier is located in the temple west of the town square.  If 
youve completed both of his tasks (see Inquisitor Fourniers Tasks below), 
then you can lie to him and say that the gem is dangerous and needs to be 
destroyed.  Then hell give you the key to the chest in the temple, and you 
can get the gem from it.

If you prefer not to do any quests for Inquisitor Fournier, then you can use 
the same trick you might have used to collect some of Weng Chois books 
earlier: sneak and then pick the chest open to get the gem without anybody 
noticing.

Either way, when you give the gem to DaVinci youll receive 1750 exp and 1000 
gold.

Find Nostradamus
----------------

Besides finding out about the spirit gem, you can also ask DaVinci why he is 
checking up on you.  He will mention that hed like to help cultivate your 
gifts, and that you should seek out the seer Nostradamus.  However, DaVinci 
wont know where to find him.

To find Nostradamus, you have to talk to the witch Na Roqua.  You can find 
her in her hut in the southeastern corner of the area.  Then just ask her 
about Nostradamus, and shell mark his location on your world map.

See section 07.16.00 for more information on Nostradamus.

The Bear
--------

South of where you start out youll be attacked by a bear.  The bear will 
turn into a human when it dies.  I think this is just a preview that youll 
be fighting druids soon.

Aidan the Merchant
------------------

In the tavern (on the northern side of the town square) youll find a man 
labeled feralkin citizen standing next to the bar.  If you talk to him 
youll learn his name is Aidan and that hes a traveling merchant.  Hes the 
best merchant in Montaillou, if youre looking for weapons or armor, so be 
sure to check with him often.

Jean Phillippe Cihlars Treasure
--------------------------------

This quest is a little convoluted.  First you have to talk to the barkeep in 
the tavern, and tell him youre looking for some gold.  Hell respond by 
telling you the legend Jean Phillippe Cihlar, the former owner of the tavern, 
and how that meat eater supposedly buried his treasure under a charmed 
statue.  If you ask him what the charm is to open the statue, the barkeep 
will tell you that you can ask Cihlars ghost yourself, provided you bring 
him his favorite wine.

So head out to the cemetery (northwest of the tavern), and click on Cihlars 
tombstone (at the northwestern side).  Cihlars ghost will appear, but he 
wont give you the charm.  However, hell say, Only one who lives as I lived 
shall spend my gold.

So head back to the tavern and talk to the Inquisitor who is eating meat all 
by himself.  Hell offer you some of his roast, which you should accept, even 
though it will tick off the Cathars in the tavern.  Then when you leave the 
tavern some Cathars will accost you.  You can fight them for minimal exp, or 
you can explain youre not with the church and that you support the goodmen 
and theyll let you go (worth 250 exp).

Back in the cemetery, talk to Cihlars ghost again.  Hell smell the meat on 
your breath, and hell give you the charm you need to open the statue.

   Leave the entrance open.  Perhaps when it becomes known that someone has
   solved the mystery of my treasure, these foolish bumpkins will stop
   pouring wine on my grave as they have these many years. -- Jean Phillippe
   Cihlars ghost

You can find the statue north of the cemetery, across a bridge.  When you 
click on it youll be able to give it the charm phrase, and then youll be 
able to enter the treasure chamber beneath it.  Inside youll find a single 
chest with a Maelstrom Bow of the Horde inside (+25% electricity damage, +20% 
piercing damage).

Inquisitor Fourniers Tasks
---------------------------

In the temple (on the western side of the town square) you can talk to 
Inquisitor Fournier.  If you tell him youre on a mission to safeguard holy 
relics, hell give you two tasks: to find a witch named Na Roqua, and to 
investigate the mayor.

Youll find the mayor in his house on the southern side of the town square.  
To learn his secret, just get him to talk about his mistress Beatrice and how 
he accidentally transferred her mind into a chicken (see Saving Beatrice the 
Chicken below).  When you return to Fournier youll receive 250 exp.

Na Roqua will be in her hut in the southeastern corner of the area, but you 
wont find her until you actually talk to her.  Then when you return to 
Fournier youll receive 250 exp.

As far as I can tell, there isnt any downside to completing the quests.  The 
mayor and the witch wont disappear or talk to you differently, and after 
completing the quests Inquisitor Fournier can be convinced to sell you 
potions (if you have a high enough speech skill).  Completing Fourniers 
quests also makes the Spirit Gem quest easier (see above).

Saving Beatrice the Chicken
---------------------------

When you talk to the mayor in his house (on the southern side of the town 
square), ask him about Brother Michel and then tell him that he can trust 
your discretion.  Hell tell you how he accidentally transferred his mistress 
Beatrices mind into a chicken, and how the chicken has run off.  Agree to 
find Beatrice and take her to Na Roqua the witch so the botched spell can be 
reversed.

Youll find Beatrice north of the town, east of the head statue where Jean 
Phillippe Cihlar buried his treasure.

   Ummm... er, bluck, cluk, bok ek! -- Beatrice the chicken

When you talk to Beatrice shell join your party.  All you have to do now is 
lead her to the witch Na Roqua in the southeastern corner of the area, but be 
careful.  Wolves will have spawned between where you find Beatrice and the 
witch, but luckily theyll pretty much ignore Beatrice and attack you.  When 
you reach the witch, Beatrice will be restored and youll gain 2500 exp.  
Then when you speak to the mayor next youll receive 1000 gold, and the mayor 
will start selling magical items.

You can also find Beatrice again (in her house at the docks), and if you ask 
her for a reward shell give you a bottle of wine.

Saving Henris Father
---------------------

In the southern part of the area, next to a bridge, youll find a little kid 
named Henri.  Hell tell you that his father is under attack.  So cross the 
bridge and protect the father, Maury the Shepherd, from the nearby vodyanoi.  
Once youve saved the father you can drag his last gold piece away from him 
if you want (in sort of an amusing conversation).  Otherwise there doesnt 
seem to be a reward, unless the good deed grants karma.

Louis the Beggar
----------------

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

Nanghaithya
-----------

In the northwestern part of the area youll find Nanghaithya, another daeva.  
(Nanghaithya was the daeva killing people in Barcelona, so you might have met 
him before.)  I dont think theres any way to talk yourself past him (if 
there is it requires more than 93 speech), and so youll have to fight him.

Of course, fighting him might not be easy.  If you dont have an object of 
the prophet then Nanghaithya will keep changing form, and you wont be able 
to kill him.  You can get an object of the prophet either from Amir in 
front of Barcelona (see Murder Victims in section 07.03.00) or from Na 
Roqua the witch in the southeastern corner.  If you decide to get the object 
from the witch, you have to fight Nanghaithya first to trigger the necessary 
dialogue option with her.

Once you have an object of the prophet killing Nanghaithya should be 
reasonably easy.  Hell keep casting slow on you, and the casts will stack 
together, so eventually youll barely be moving at all.  But he wont attack 
when he casts, and so youll have some free time to beat him up before he 
concentrates on damaging you.  (This battle might be easier with a high 
agility.  I think Nanghaithya will keep casting slow on you until your 
agility drops to 1.)  If you have a spell that continuously damages an area 
of the map (like fire ring or ice storm), thats the way to go.  Otherwise, 
just whack Nanghaithya until he dies.  You probably wont be able to run away 
from the battle because of the slow spells, so make sure you have some 
healing potions with you just in case.

After Nanghaithya dies, youll receive 2750 exp and a stone key.  The key 
will open the door behind Nanghaithya, and inside youll find a mechanism and 
two sleeping piles of armor.  When you pull the lever on the mechanism, a 
lightning war golem will join your party.  I dont think theres any way to 
activate the second pile of armor.

Brother Michel
--------------

Youll find Brother Michel in the second-to-last house on the docks.  His 
house will be guarded by Lucius the rock titan, but Lucius wont want to let 
you enter.  To get past Lucius, you have a few options.  There are a few ways 
to talk your way past him (requiring speech), and, if that fails, you can 
always fight a duel with him to prove your worth (requiring strength).

If you dont have enough speech or strength to get past Lucius then you 
probably have a bad character build.  But all is not lost.  Just like with 
intimidating the demokin sailor in Barcelona, you can drink wine or ale to 
bump up your strength (Serpents Bile gives a +2 bonus, if you want to trudge 
back to Barcelona), and hopefully that will be enough to allow the duel to 
take place.

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

Inside the house you can finally talk to Brother Michel.  Hell tell you 
about another relic, a sacred lance, and how it lies is a nearby crypt.  
Brother Michel will also mark the location of the crypt on your world map.

Note: For fun, click on the book next to Brother Michel a few times.

This will trigger a quest to retrieve the lance.  See section 07.17.00 for 
details.

Trouble in Toulouse
-------------------

After speaking with Brother Michel, youll witness a conversation between a 
woman named Esclarmonde and the mayor the next time you approach the town 
square (where the fountain is).  Then when you talk to the woman, shell tell 
you how Toulouse was attacked by rock titans, and how the titans have 
captured and plan to eat the inhabitants, including her husband Thierry.  
Agree to help her and Toulouse will show up on your world map.

Next, go talk to the mayor.  He wont want to do anything about Toulouse, and 
hell claim that Montaillou is safe because Lucius is protecting it.  That 
certainly sounds at odds with what Lucius told you before, so head back down 
to the docks to talk to Lucius again.

Lucius will admit that he lied to the mayor, and hell ask you to help him 
out.  If you can kill the rock titans in Toulouse, then Montaillou will be 
safe and Lucius will also be safe.  However, Lucius will ask that you give 
him the stone hearts from the four elder titans in the town, so that he can 
give them the proper funerary rites.

   You *must* speak with your blade.  Do not attempt to parlay with them;
   they will recognize your strength and try to divert you from your purpose
   or trick you into helping them. -- Lucius

This quest is (possibly) more complicated than it first sounds, and Ill 
cover the rest of it in the Toulouse section (07.15.00).

* ================= *
* 07.15.00 Toulouse *
* ================= *

When you arrive in Toulouse youll be able to talk to a rock titan named 
Tereo.  You can learn a little about the rock titans from Tereo, including 
that theyve been expecting you, but mostly hes just there to direct you to 
Lethos, who is located a little farther along the path.

Note: If you have the quest from Lucius to kill the rock titans, you can 
attack them at any time.  So you might want to do some talking first.

When you talk to Lethos youll learn that Lucius (aka Memnos) used to live in 
Toulouse, and that the rock titans sacked the town while looking for him.  
Hell then ask you to talk to Rhea to learn more about Memnos.

Before talking to Rhea, you might want to talk to Menoetius and Iapetus in 
the northeastern corner.  Menoetius will mention Nostradamus and mark his 
location on your world map (which is useful if you somehow couldnt get the 
location from the witch in Montaillou).  Iapetus will tell you about the 
creature that has been stalking and eating the humans in the town.  From his 
description, its pretty clear that Nanghaithya was the culprit, and you can 
even receive three large jewels from the rock titan as a reward for killing 
him.  (Nanghaithya is covered in section 07.14.00.)

If you now go visit Mathuo (the rock titan who was attacked by Nanghaithya) 
at the western edge of the town, youll be able to ask him about the attack.  
Among other things hell mention that he was dipping mercury to the 
southeast.  That will allow you to go to the location and click on a large 
rock to find titan mercury (the cul-de-sac with the rock is east of Rhea).  
You can now give the mercury to Mathuo, and, if you speech skill is high 
enough (93 is enough), suggest that he drink it with Poimaino, who is 
guarding the human prisoners.

If you get too close to Mathuo and Poimaino, they wont leave, and theyll 
even attack you.  So stay a screen away until they leave (switch the text 
panel to dialogue mode to see what they say), and then talk to Thierry the 
prisoner.  Tell him that the way is clear, and he and the other two prisoners 
will escape.  Then back in Montaillou youll receive 4000 exp when you talk 
to Thierry (at the town square), and you can even ask for a reward.  (You 
might get karma for declining the reward, but I dont think karma makes any 
real difference at this point in the game.)  If you decide the reward sounds 
good, Thierry will tell you that he hid 1000 gold in a tree stump at his 
house in the northwestern part of Toulouse.  Youll find the stump north and 
then west of the rock titans Klao and Baktron.  (Klao and Baktron will attack 
you if you try to move past them before learning of the stump.)  You can also 
head back to the prisoner area and watch a funny conversation between Mathuo 
and Poimaino, but dont go past Poimaino or else all the rock titans will 
turn hostile.

With the prisoner quest out of the way, you can finally head to the 
southwestern corner and talk to Rhea.  Youll learn that a titans memories 
are written on a crystal in its chest, and that by eating the crystal a titan 
gains the memories from it.  Youll also learn that Lucius / Memnos was 
responsible for keeping the collective memories of the tribe, and that now 
that hes grown old, a member of the tribe needs to eat his heart to preserve 
the memories.

Note: When you first see Rhea, shell be talking to a young titan named 
Ephebos.  To find out what the conversation is really about, head back over 
to Tereo and talk to him.

After the conversation with Rhea, go back and talk to Lethos again.  Hell 
ask you to kill Lucius / Memnos and return the crystal heart to him, or else 
lure Lucius / Memnos back to Toulouse, where the rock titans can take care of 
the oath-breaker themselves.

And so you have a choice: to kill the rock titans and return four stone 
hearts to Lucius, or kill Lucius and return his crystal heart to Lethos.  You 
cant do both, obviously.

If you decide to help the rock titans and kill Lucius, then you can either 
ask Lethos for gold or for a magic item (or both, if your barter skill is 
high enough), and then when you return from completing the deed, youll 
receive 1500-2000 gold and / or a random high quality piece of armor, plus 
2500 exp.  Youll also receive 1776 exp for killing Lucius.

Note: When you talk to Lucius you can also decide to stay out of the matter 
and earn 5000 exp, but then you wont get a reward from Lethos.

Another note: If theres a way to lure Lucius back to Toulouse, I dont know 
what it is.  (107 speech wasnt enough to get a dialogue option for it.)

If you decide to kill the rock titans, then youll have a long battle on your 
hands.  The four elder titans you need to kill are Lethos (in the middle of 
the area), Menoetius and Iapetus (in the northeastern corner), and Rhea (in 
the southwestern corner).  Once youve killed them and, what the heck, all 
the other titans and ogres in the area (for about 7500 exp), and returned to 
Lucius in Montaillou, youll receive 3500 exp and 2500 gold.

* =============================== *
* 07.16.00 Caverns of Nostradamus *
* =============================== *

You can only access these areas once youve triggered the Nostradamus quest 
in Montaillou (see Find Nostradamus in section 07.14.00).  When you 
complete the Nostradamus quest and the Crypt quest (covered in the next 
section), England and Spain will go to war, and Montaillou and Barcelona will 
suddenly look much different (that is, worse).  So complete all the quests 
you can and do all the shopping you need to before completing the two quests.

07.16.01 Heart of Fire Entrance
-------------------------------

Note: The only way to get to this location is to teleport in via the blue 
crystals.  

Shortly after you arrive in the area, a monk will run up to you and start a 
conversation.  Hell let you know that a battle rages on, with assassins 
trying to reach Nostradamus so they can use his visions for evil purposes.  
Hell also let you know that Nostradamus is undergoing a transformation of 
some sort.

After the monk leaves, simply wander around and kill stuff.  Youll find 
hujarks and snakebreeds (bad) fighting ogres (good), and you can join in if 
you want.  As long as you deliver the killing blow, youll get the exp.

Youll also find another green crystal (see Search for the Five Ways 
Crystals in section 07.03.00).  When you touch it youll gain +1 to all 
Tribal magic branches.

The entrance to the caverns can be found along the northern edge of the map.

07.16.02 Clan of the Hand
-------------------------

As soon as you enter the area, a half dozen hujarks and snakebreeds will 
close in on you.  However, since you just entered the area, youll be right 
next to an exit, and so you can exit and heal as much as necessary to kill 
those first few enemies.

Over the rest of the area youll find more hujarks and more snakebreeds, and 
some will even cast spells or summon more enemies.  So, as always, proceed 
cautiously, and run back to the entrance area to heal if you need to.

Youll also find four exits from the area, not counting the exit back to the 
Heart of Fire Entrance.  To the west youll find an exit to the Ogre Den, to 
the northeast youll find an exit to the Small Chamber, and near the middle 
youll find an exit to the Clan Retreat.  (Each of the passageways connecting 
the northern and southern halves of the area has an exit.)  However, to 
progress farther into the cavern system youll have to use the southeastern 
exit leading to the Tourniquet of Pain.

07.16.03 Ogre Den
-----------------

This is a small, circular area with more hujarks and snakebreeds to kill.  It 
will mostly be straightforward -- until the end.  When you kill the enemies 
and return to the exit, a hujark shaman and a bunch of snakebreed crushers 
will appear.  The best thing to do at that point is run away like crazy and 
try to separate the enemies so you can fight them a couple at a time.

   The Old Man will pay handsomely for this ones head on a pike! -- Hujark
   shaman

Youll receive 582 exp for killing the shaman.

07.16.04 Small Chamber
----------------------

This is a very small area.  If youre quick you can prevent a Wielder from 
getting killed.  If you do that, then when you exit the area youll have to 
face some extra enemies, but the Wielder will help out.  Disappointingly, 
nothing will happen if you keep the Wielder alive in the fight.  He wont 
even talk to you if you click on him.

07.16.05 Clan Retreat
---------------------

This is another small area where you can fight a few things and maybe save an 
ogre or two from getting killed.  Youll probably have to fight a trio of 
hujarks after you leave.

07.16.06 Tourniquet of Pain
---------------------------

This is a small area that youll have to fight your way through.  Do you 
sense the trend yet?  Anyway, this area is at least a little different than 
what youve seen before, because other than the familiar hujarks and 
snakebreeds, there will also be siege engines continuously tossing boulders 
around.  So be careful when you walk through the center of the area, and 
avoid the impact points (which are always the same).

Otherwise, just fight your way from the southwestern corner to the 
northeastern corner, and exit the area there.

07.16.07 Clan of the Skull
--------------------------

This area is shaped something like a big U.  Youll start in the 
northwestern corner, and youll have to make your way to the northeastern 
corner.  Again, there wont be anything special going on, or traps or secret 
doors to detect.  Just kill stuff and keep moving forward.

Also, if you feel so inclined, youll find an exit to the Stalagmite Grove in 
the southwestern corner, and youll find an exit to the Contested Alcove in 
the southeastern corner.

Note: The exit in the northeastern corner will take you to Nostradamus -- and 
a big fight.  So save your game (and not just a quicksave) before going 
through.

07.16.08 Stalagmite Grove
-------------------------

This is another small area with some things to kill.  On either side you can 
also save some ogres who are under attack, and then reward yourself by 
looting nearby chests.

07.16.09 Contested Alcove
-------------------------

Youll encounter a big fight going on when you enter the area.  So help out 
the ogres if you want, but exit the area if the snakebreeds swarm you and you 
need to heal.  Once the battle is over, use your find traps/doors skill to 
detect the hidden cache (and the trap) in the southeastern corner.  The cache 
will produce a random magical object.

07.16.10 Nostradamus Demesne
-----------------------------

When you walk into the room youll witness a cutscene where an assassin, a 
hujark shaman, and a hujark blademaster confront a Wielder and then kill him.  
As soon as the Wielder dies, the trio will turn on you -- and block the door 
behind you.  So youll have to fight them in one battle, and youll probably 
need a few potions.  The assassin is the toughest of the three, so you should 
save him for last and concentrate on the shaman first.  Using an area affect 
spell or some firepowder kegs would be a good idea here, if you have them.  
Youll get 285 exp for the blademaster, 582 exp for the shaman, and 775 exp 
for the assassin.  Youll also receive 5000 exp when you enter the room, 
since doing that will complete your Find Nostradamus quest.

Once the bad guys are dead, talk to Nostradamus, who now looks like a big 
tree.  Hell give you some information about the people who oppose you, and 
why he was attacked, but he wont say anything particularly interesting.  
Once you end the conversation, a portal will appear next to the (former) 
exit, and you can use it to return to Montaillou.

   You are a shadow, an anomaly clouding my sight, a word begging to be
   spoken, but forgotten as it is uttered. -- Nostradamus

* ================== *
* 07.17.00 The Crypt *
* ================== *

You can only access these areas once youve spoken to Brother Michel in 
Montaillou (see Brother Michel in section 07.14.00).  When you complete the 
Nostradamus quest (covered in the previous section) and the Crypt quest, 
England and Spain will go to war, and Montaillou and Barcelona will suddenly 
look much different (that is, worse).  So complete all the quests you can and 
do all the shopping you need to before completing the two quests.

07.17.01 Entrance to the Crypt
------------------------------

When you enter the area, youll see a couple assassins break open the doors 
to the crypt and then raise some undead before going inside.  So kill the 
undead and then follow them.

Note: If youve been meaning to put points into the Divine Smite spell 
branch, now is the time to do it.

07.17.02 Antechamber
--------------------


*****************************************************************************
* 08.00.00 THANKS                                                           *
*****************************************************************************

Thanks to all the friendly posters at Interplays official Lionheart forums, 
especially Kurik, Galian, and alxkorvin.

Thanks also to the people who have sent me information through e-mail:

   can isin
   Chris "deadbyday" Jordan
   Chris Volcheck
   gamebm


*****************************************************************************
* 09.00.00 REVISION HISTORY                                                 *
*****************************************************************************

August 28, 2003 (vers 0.20)
---------------------------

Initial release.  Contains introductory material and most of the Barcelona 
city and sewers quests.

August 30, 2003 (vers 0.30)
---------------------------

Added more quests for Barcelona and the surrounding forests.

September 01, 2003 (vers 0.40)
------------------------------

Added more quests up through Montserrat.  Added more information to the 
attributes section (02.04.00).

September 03, 2003 (vers 0.45)
------------------------------

A minor update, mostly to correct the mistakes I made in the attributes 
section last time.  Also completed the thief quests and added some Templar 
quests.

September 05, 2003 (vers 0.50)
------------------------------

Completed the Templar quests.  Completed the Inquisition quests.  Added a 
faction bonus summary section (07.07.06).  Added to section 07.12.00.

September 07, 2003 (vers 0.60)
------------------------------

Corrected the mana and hit point formulae *again*, but they should finally be 
right this time.  Added skill reference information (Appendix A).  Completed 
the walkthrough through Toulouse.

September 09, 2003 (vers 0.65)
------------------------------

Added the Nostradamus quest (section 07.16.00) to the walkthrough.


*****************************************************************************
* 10.00.00 PERMISSIONS AND UPDATES                                          *
*****************************************************************************

This guide may be posted on any web site as long as the text is not changed 
and as long as I am informed of the posting.  I will always submit new 
versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the 
most up-to-date version of this guide, that is the place to look.


*****************************************************************************
* APPENDICES                                                                *
*****************************************************************************

* ========= *
* A. Skills *
* ========= *

Combat Skill         Points    Effect
------------         ------    ------

Unarmed                 100    This is difficult to tell, but the bonuses
                        200    are probably the same as for one-handed and
                        300    two-handed melee

One-handed Melee        100    +2 dmg
                        200    +4 dmg   > And an accuracy bonus?
                        300    +6 dmg

Two-handed Melee        100    +2 dmg
                        200    +4 dmg   > And an accuracy bonus?
                        300    +6 dmg

Ranged Weapons          100    +6% pierce dmg
                        200    +15% pierce dmg   > And an accuracy bonus?
                        300    +25% pierce dmg

Evasion                 100    +12% evasion, +20 AC
                        200    +24% evasion, +40 AC
                        300    +35% evasion, +60 AC

Divine Favor         Points    Effect
------------         ------    ------

Divine Might            100    +20% crush / slash dmg (63 sec)
                        200    +30% crush / slash dmg, +1 ST (96 sec)
                        300    +40% crush / slash dmg, +1 ST (130 sec)

Blessed Aim             100    +24 to melee / ranged skills,
                               +11% chance to hit (63 sec)
                        200    +39 to melee / ranged skills,
                               +19% chance to hit (96 sec)
                        276    +50 to melee / ranged skills,
                               +25% chance to hit (122 sec)

Greater Sight           100    +2 PE, +26 to find traps / doors (107 sec)
                        200    +2 PE, +46 to find traps / doors (195 sec)
                        251    +2 PE, +56 to find traps / doors (240 sec)

Divine Power            100    +2 ST, +1 EN (113 sec)
                        200    +2 ST, +1 EN (197 sec)
                        226    +2 ST, +1 EN (219 sec)

Spiritual Knight        100    knight with +65% HP, +3 dmg (3 min)
                        191    knight with +110% HP, +6 dmg (3 min)

Divine Smite         Points    Effect
------------         ------    ------

Weaken Enemies          100    Enemies receive -12% AC, -12% chance to hit,
                               -23% crush / electrical / fire resist,
                               (4 enemies, 18 ft, 30 sec)
                        200    Enemies receive -18% AC, -18% chance to hit,
                               -37% crush / electrical / fire resist,
                               (4 enemies, 25 ft, 30 sec)
                        300    Enemies receive -25% AC, -25% chance to hit,
                               -50% crush / electrical / fire resist,
                               (4 enemies, 25 ft, 30 sec)

Cripple Enemies         100    7-10 dmg, -20% enemy dmg (11 ft, 10 sec)
                        200    12-16 dmg, -20% enemy dmg (13 ft, 15 sec)
                        276    15-20 dmg, -20% enemy dmg, (13 ft, 15 sec)

Celestial Smite         100    12-18 fire & elec dmg
                        200    20-29 fire & elec dmg
                        251    24-35 fire & elec dmg

Exorcism                100    19-29 dmg, 15% disintegrate undead (10 ft)
                        200    24-36 dmg, 20% disintegrate undead (12 ft)
                        226    25-38 dmg, 20% disintegrate undead (12 ft)

Righteous Fury          100    25-35 dmg, +5 HP / 5 sec (11 ft, 30 sec)
                        191    30-40 dmg, +5 HP / 5 sec (13 ft, 30 sec)

Divine Fortitude     Points    Effect
----------------     ------    ------

Healing                 100    9-14 HP healed
                        200    14-22 HP healed
                        300    20-30 HP healed

Purify Body             100    +48% poison / disease resist,
                               74% chance to cure poison / disease (102 sec)
                        200    +65% poison / disease resist,
                               100% chance to cure poison / disease (174 sec)
                        276    65% poison / disease resist,
                               100% chance to cure poison / disease (229 sec)

Resist Elements         100    +45% fire resist, +40% cold resist (105 sec)
                        200    +65% fire resist, +60% cold resist (181 sec)
                        251    +75% fire resist, +70% cold resist (220 sec)

Divine Assistance       100    +3 magical damage threshold,
                               +2 physical damage threshold,
                               +16% AC, +20% mana capacity (50 sec)
                        200    +4 magical damage threshold,
                               +4 physical damage threshold,
                               +26% AC, +30% mana capacity (70 sec)
                        226    +4 magical damage threshold,
                               +4 physical damage threshold,
                               +29% AC, +30% mana capacity (75 sec)

Greater Resistance      100    +52% acid / electrical / fire / poison /
                               disease resist (80 sec)
                        191    +73% acid / electrical / fire / poison /
                               disease resist (98 sec)

Divine Protective    Points    Effect
-----------------    ------    ------

Aid                     100    +13 AC, +15 HP (50 sec)
                        200    +22 AC, +25 HP (75 sec)
                        300    +30 AC, +35 HP (75 sec)

Physical Aura           100    +23% physical resist, +3 physical threshold
                               (144 sec)
                        200    +35% physical resist, +3 physical threshold
                               (150 sec)
                        276    +35% physical resist, +3 physical threshold
                               (150 sec)

Holy Fire               100    3-7 fire dmg / 2 sec (15 ft, 74 sec)
                        200    5-10 fire dmg / 2 sec (15 ft, 124 sec)
                        251    6-12 fire dmg / 2 sec (15 ft, 125 sec)

Mana Shield             100    32% of damage is taken from mana (125 sec)
                        200    48% of damage is taken from mana (200 sec)
                        211    50% of damage is taken from mana (200 sec)

Thought Ice          Points    Effect
-----------          ------    ------

Frost Spike             100    10-14 cold dmg, enemy slowed by 5%
                        200    17-22 cold dmg, enemy slowed by 5%
                        300    25-30 cold dmg, enemy slowed by 5%

Ice Javelin             100    18-24 cold dmg, -21 enemy AC (60 sec)
                        200    30-39 cold dmg, -38 enemy AC (60 sec)
                        276    40-50 cold dmg, -50 enemy AC (60 sec)

Ice Ring                100    19-24 cold dmg (x8),
                               45% chance enemy slowed by 25% (60 sec)
                        200    29-38 cold dmg (x8),
                               60% chance enemy slowed by 25% (60 sec)
                        251    35-45 cold dmg (x8),
                               60% chance enemy slowed by 25% (60 sec)

Ice Missile             100    18-28 cold dmg, up to 21 cold splash dmg,
                               45% chance enemy slowed by 25% (60 sec)
                        200    23-37 cold dmg, up to 32 cold splash dmg,
                               60% chance enemy slowed by 25% (60 sec)
                        226    25-40 cold dmg, up to 35 cold splash dmg,
                               60% chance enemy slowed by 25% (60 sec)

Ice Storm               100    14-22 cold dmg / 2 sec, 10% chance enemy
                               slowed by 30% (16 ft, 16 sec)
                        191    18-26 cold dmg / 2 sec, 10% chance enemy
                               slowed by 30% (20 ft, 16 sec)

Thought Fire         Points    Effect
------------         ------    ------

Fire Orb                100    10-15 fire dmg, 1-6 bonus dmg after 2 sec
                        200    17-23 fire dmg, 1-10 bonus dmg after 2 sec
                        300    25-30 fire dmg, 1-10 bonus dmg after 2 sec

Dragons Breath         100    12-18 fire dmg
                        200    19-28 fire dmg
                        276    25-35 fire dmg

Fire Circle             100    7-12 fire dmg / 2 sec (8 ft, 13 sec)
                        200    10-16 fire dmg / 2 sec (8 ft, 18 sec)
                        251    12-18 fire dmg / 2 sec (8 ft, 20 sec)

Fireball                100    Up to 37 fire dmg, 1-6 bonus dmg after 2 sec,
                               66% chance enemy knocked down (15 ft)
                        200    Up to 45 fire dmg, 1-10 bonus dmg after 2 sec,
                               88% chance enemy knocked down (20 ft)
                        211    Up to 45 fire dmg, 1-10 bonus dmg after 2 sec,
                               90% chance enemy knocked down (20 ft)

Thought Electrical   Points    Effect
------------------   ------    ------

Static Charge           100    6-11 elec dmg, 25% chance to stun enemy 3 sec
                        200    11-16 elec dmg, 35% chance to stun enemy 3 sec
                        300    15-22 elec dmg, 35% chance to stun enemy 4 sec

Electrical Burst        100    9-13 elec dmg (13 ft)
                        200    14-20 elec dmg (18 ft)
                        276    18-25 elec dmg (18 ft)

Lightning Bolt          100    24-39 elec dmg
                        200    38-59 elec dmg
                        251    45-70 elec dmg

Lightning Storm         100    8-14 elec dmg / 2 sec (8 ft, 16 sec)
                        200    11-19 elec dmg / 2 sec (10 ft, 16 sec)
                        226    12-20 elec dmg / 2 sec (10 ft, 16 sec)

Thunder Clap            100    23-38 elec dmg, 50% chance to knock down enemy
                               for 7 sec (10 ft)
                        191    30-45 elec dmg, 50% chance to knock down enemy
                               for 10 sec (12 ft)

Thought Protective   Points    Effect
------------------   ------    ------

Magical Shield          100    +12 AC, +9% physical resist,
                               +1 physical threshold (124 sec)
                        200    +18 AC, +20% physical resist,
                               +1 physical threshold (150 sec)
                        300    +25 AC, +30% physical resist,
                               +1 physical threshold (150 sec)

Poison Ring             100    7-10 pois dmg (x8), 7-10 bonus dmg after 2 sec
                        200    13-17 pois dmg (x8), 13-17 bonus dmg after 2 s
                        276    17-22 pois dmg (x8), 17-22 bonus dmg after 2 s

Halo of Frost           100    3-7 cold dmg / 2 sec, 30% chance enemies
                               slowed by 30% for 10 sec (15 ft, 124 sec)
                        200    5-10 cold dmg / 2 sec, 60% chance enemies
                               slowed by 30% for 10 sec (15 ft, 125 sec)
                        251    6-12 cold dmg / 2 sec, 60% chance enemies
                               slowed by 30% for 10 sec (15 ft, 125 sec)

Halo of Fire            100    4-8 fire dmg / 2 sec, 30% bonus dmg after 2
                               sec (15 ft, 125 sec)
                        200    6-11 fire dmg / 2 sec, 30% bonus dmg after 2
                               sec (15 ft, 125 sec)
                        226    7-12 fire dmg / 2 sec, 30% bonus dmg after 2
                               sec (15 ft, 125 sec)

Mana Shield             100    30% of damage is taken from mana (125 sec)
                        191    40% of damage is taken from mana (193 sec)

Tribal Necromancy    Points    Effect
-----------------    ------    ------

Raise Enemy             100    Enemy receives 40 HP, does 80% dmg
                        200    Enemy receives 60 HP, does 110% dmg
                        300    Enemy receives 80 HP, does 125% dmg

Corpse Bomb             100    Corpses explode for up to 10 acid dmg (15 ft),
                               creates poison cloud of 6 dmg (8 ft, 30 sec)
                        200    Corpses explode for up to 16 acid dmg (20 ft),
                               creates poison cloud of 6 dmg (8 ft, 30 sec)
                        276    Corpses explode for up to 20 acid dmg (20 ft),
                               creates poison cloud of 6 dmg (8 ft, 30 sec)

Raise Undead            100    Summons soul reaver with 92% HP and 92% dmg,
                               plus a bonus of 3 dmg
                        200    Summons soul reaver with 150% HP and 150% dmg,
                               plus a bonus of 6 dmg
                        251    Summons soul reaver with 150% HP and 150% dmg,
                               plus a bonus of 6 dmg

Undead Energy           100    Raised creatures gain +32 HP, +5 dmg, and
                               +47 to acid / electrical / fire resist
                        200    Raised creatures gain +54 HP, +9 dmg, and
                               +75 to acid / electrical / fire resist
                        226    Raised creatures gain +60 HP, +10 dmg, and
                               +75 to acid / electrical / fire resist

Vampire                 100    Hits return 15% health (110 sec)
                        191    Hits return 20% health (120 sec)

Tribal Nature Fury   Points    Effect
------------------   ------    ------

Feral Lash              100    -18% enemy physical resist (30 sec)
                        200    -27% enemy physical resist (50 sec)
                        300    -35% enemy physical resist (70 sec)

Shamans Eye            100    Creates eye with sight radius of 27 ft,
                               +50 to find traps / doors (20 sec)
                        200    Creates eye with sight radius of 35 ft,
                               +50 to find traps / doors (20 sec)
                        276    Creates eye with sight radius of 40 ft,
                               +50 to find traps / doors (20 sec)

Balance of Nature       100    Returns 26% damage back to attacker (46 sec)
                        200    Returns 32% damage back to attacker (63 sec)
                        251    Returns 35% damage back to attacker (72 sec)

Monster Summoning       100    Summons 1 monster with 169% HP and 174% dmg
                               (3 min)
                        200    Summons 2 monsters with 250% HP and 250% dmg
                               (3 min)
                        226    Summons 2 monsters with 250% HP and 250% dmg
                               (3 min)

Insect Plague           100    6-9 acid & dis dmg / 2 sec (13 ft, 22 sec),
                               10% chance of 1-4 pois dmg / 2 sec (4-10 sec)
                        191    8-11 acid & dis dmg / 2 sec (13 ft, 30 sec),
                               10% chance of 1-4 pois dmg / 2 sec (4-10 sec)

Tribal Domination    Points    Effect
-----------------    ------    ------

Slow                    100    Enemies are slowed by 38% (14 ft, 22 sec)
                        200    Enemies are slowed by 50% (20 ft, 35 sec)
                        300    Enemies are slowed by 50% (20 ft, 47 sec)

Discord                 100    50% chance to turn an enemy to your side with
                               50% of its HP (25 ft)
                        200    76% chance to turn an enemy to your side with
                               50% of its HP (25 ft)
                        276    95% chance to turn an enemy to your side with
                               50% of its HP (25 ft)

Sleep                   100    32% chance of enemies sleeping for 20 sec
                               (14 ft)
                        200    44% chance of enemies sleeping for 30 sec
                               (20 ft)
                        251    50% chance of enemies sleeping for 30 sec
                               (20 ft)

Dominate                100    59% chance of charming an enemy for 117 sec
                               (25 ft)
                        200    75% chance of charming an enemy for 174 sec
                               (25 ft)
                        211    75% chance of charming an enemy for 180 sec
                               (25 ft)

Tribal Protective    Points    Effect
-----------------    ------    ------

Absorb Spirit           100    Transfers 7-17 HP from enemy to caster
                        200    Transfers 11-23 HP from enemy to caster
                        300    Transfers 15-30 HP from enemy to caster

Shroud of Darkness      100    +10 AC, +18 sneak (94 sec)
                        200    +16 AC, +30 sneak (100 sec)
                        276    +20 AC, +40 sneak (100 sec)

Armor of Bones          100    +18% crush / slash resist,
                               +16% cold / elec / fire resist (90 sec)
                        200    +26% crush / slash resist,
                               +22% cold / elec / fire resist (90 sec)
                        251    +30% crush / slash resist,
                               +25% cold / elec / fire resist (90 sec)

Animal Grace            100    +2 AG, +1 LU, +50 lockpick (65 sec)
                        200    +2 AG, +1 LU, +50 lockpick (85 sec)
                        226    +2 AG, +1 LU, +50 lockpick (90 sec)

Mana Shield             100    30% of damage is taken from mana (125 sec)
                        191    40% of damage is taken from mana (193 sec)

* ======== *
* B. Perks *
* ======== *

* =================== *
* C. Object Modifiers *
* =================== *


*****
Copyright  2003 by Steven W. Carter

