Lionheart - Legacy of the Crusader
By Steven W. Carter
scarter831@earthlink.net
Version 1.02
Last Updated
September 27, 2003
* ================= *
* Table of Contents *
* ================= *
01.00.00 Introduction
02.00.00 Character Development
.01.00 Gender
.02.00 Race
.03.00 Spirits
.04.00 Attributes
.05.00 Traits
.01 Racial
.02 Regular
.06.00 Perks
.07.00 Skills
03.00.00 Companions
04.00.00 Equipment
05.00.00 Earned Perks
06.00.00 Gameplay Tips
07.00.00 Walkthrough
.01.00 Starting Out
.02.00 Barcelona Map
.03.00 Barcelona Gate District
.04.00 Barcelona Temple District
.05.00 Barcelona Port District
.06.00 Barcelona Sewers
.01 Sewer Entrance
.02 Hall of Beggars
.03 Thieves Congregation
.04 Dungeon One
.05 Dungeon Two
.06 Dungeon Three
.07 Thieves Den
.08 Unholy Oubliette
.09 Troll Pit
.07.00 The Four Factions
.01 Inquisition
.02 Knights Templar
.03 Order of Saladin
.04 Wielders
.05 Dark Wielders
.06 Bonus Summary
.08.00 Thieves Versus Beggars
.01 Thieves
.02 Beggars
.09.00 Forest Areas Map
.10.00 Forest Areas
.01 Crossroads
.02 Barcelona Coast
.03 Scar Ravine
.04 Inquisition Exterior
.05 El Bosque
.06 Rio Ebro
.07 Lago Del Rio Ebro
.08 Slave Pit Exterior
.09 Waterfall Passage
.10 Goblin Camp
.11 Bounty Hunter Camp
.12 Old Shipwreck
.11.00 Montserrat
.01 Grove at Montserrat
.02 Montserrat Chambers
.03 Montserrat Deep Chambers
.12.00 On the Road to France
.01 Duero Plains
.02 Pyrenees Mountains
.13.00 Montaillou Map
.14.00 Montaillou
.15.00 Toulouse
.16.00 Caverns of Nostradamus
.01 Heart of Fire Entrance
.02 Clan of the Hand
.03 Ogre Den
.04 Small Chamber
.05 Clan Retreat
.06 Tourniquet of Pain
.07 Clan of the Skull
.08 Stalagmite Grove
.09 Contested Alcove
.10 Nostradamus Demesne
.17.00 The Crypt
.01 Entrance to the Crypt
.02 Antechamber
.03 Retreat of Souls
.04 Mausoleum of Clovis
.05 Defiled Vault of Remigius
.06 Doomed Plateau
.07 Crypte de Trois
.08 Merovingian Crypt
.09 Burial Chambers
.10 Crypt of the Lance
.18.00 War!
.01 Montaillou
.02 Barcelona Temple District
.03 Barcelona Gate District
.04 Crossroads
.05 Ether Plane
.19.00 England
.01 Druid Shrine Exterior
.02 Temple of the Initiate
.03 Meditation Chamber
.04 Stone Chamber of Wyrmkind
.05 Meditation Chamber Two
.06 Meditation Chamber Three
.07 Antechamber of Lore
.08 Chamber of the Crystal
.09 Meditation Sanctum
.10 Exalted Chambers
.11 Ether Plane
.20.00 The Persian Desert
.01 Desert Sprawl
.02 Shifting Dunes
.03 Lair of Azi Dahaka
.21.00 The Fortress at Alamut
.01 Maw of the Assassin
.02 Acid Wash
.03 Chamber of Torment
.04 The Dark Temple
.05 Sanctum of the Master
.22.00 Bonus CD Content
08.00.00 Thanks
09.00.00 Revision History
10.00.00 Permissions and Updates
Appendices
A. Skills
B. Perks
C. Object Modifiers
*****************************************************************************
* 01.00.00 INTRODUCTION *
*****************************************************************************
Lionheart: Legacy of the Crusader is a role-playing game developed by
Reflexive Entertainment and published by Black Isle Studios and Interplay
Entertainment. It uses the SPECIAL character development system from the
Fallout games, and, at least for half of the game, uses the system to create
an interesting, intricate environment -- one worthy of a walkthrough.
The walkthrough portion of this guide is now (relatively) complete. I used
the retail release of the game for most of the walkthrough. I dont think
the 1.1 patch changes anything in terms of balance or how quests work.
If you find something you think Ive missed, 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
That is, the damage bonus is the strength attribute divided by two and
rounded (if necessary) to the closest even integer.
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 and to your casting speed (see Mana
Capacity and Casting Speed below). It also adds some conversation options
(one quest requires that you be a demokin or have 5 perception), and it adds
to ranged damage:
Perception Damage Bonus
1 0
2-4 1
5-7 2
8-10 3
That is, the damage bonus is the perception attribute divided by three and
rounded (if necessary) to the closest integer.
Endurance
---------
Each point of endurance adds 2 hit points during character creation and 1/3
of a hit point each time you level up. That is, each point of endurance will
probably net you about 15 hit points by the end of the game. That doesnt
sound like a whole lot, but realize you probably wont reach 300 hit points
before the last battle.
Endurance also adds slightly to the healing rate (see Healing Rate below),
and, for every point at six or higher, it adds 2 points to poison / disease
resistance.
Charisma
--------
Charisma adds to your mana capacity (see Mana Capacity below). However, it
does not affect how many companions can join you, and it doesnt seem to
affect how people view you, and it doesnt give you more conversation
options. So only upgrade this attribute if youre planning to use a lot of
mana in the game.
Intelligence
------------
Each point of intelligence adds 1 skill point per level. Because of the
skill points, intelligence also has a huge indirect influence on mana (see
Mana Capacity below), so 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
That is, action points are simply the agility attribute divided by two and
rounded (if necessary) to the closest even integer.
Luck
----
Each point of luck from 6 up adds 2 points to fire / cold / electricity
resistance, and adds 1 point to your critical chance. 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, plus perhaps add another attribute point from dealing with
an efreet. So if you want to visit the Old Shipwreck area (which requires 10
luck), for example, you only need to create a character with 8 luck.
Mana Capacity
-------------
MC = 2*PE + 3*(CH + LU/2) + (magic skill points) * (2*CH + PE) / 12
Mana Regeneration Rate
----------------------
The mana regeneration rate is fixed at 0.15 mana points per second (or 9
points per minute). The boots of spirit regeneration add another 0.15 per
second, and the armor of magery adds 0.40.
Casting Speed
-------------
CS = AP / 2 + PE / 8
Hit Points
----------
HP = 15 + ST + 2*EN + (level-1) * (EN/3 + 3) + (melee skill bonus)
The melee skill bonus is for the unarmed, one-handed and two-handed skills.
For every 50 points you have in one of the skills, youll receive +5 HP.
With the Brutish Hulk perk, you get (EN/3 + 3) extra hit points each level.
Healing Rate
------------
HR = 1 + EN / 10 + (level) / 5
Combat Speed
------------
This speed is for both melee and ranged weapons.
CS = AP / 2 + (ST + EN) / 8
* =============== *
* 02.05.00 Traits *
* =============== *
02.05.01 Racial
---------------
There 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. (But note: you only leech hit
points from melee attacks.)
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.
Jehanne dArc
-------------
Youll find Jehanne on the Doomed Plateau in the crypt. If your speech skill
is high enough (100 is enough) you can convince her to join you once youve
spoken to the Spirit Council. Then you can either keep her in your party for
the rest of the game, or end her curse when you speak to the efreet (see
section 07.17.10).
Jehanne is the best companion in the game, with about 200 hit points and
resistances. She can stay alive even in difficult battles.
Knight of Saladin
-----------------
Hell join you if you talk to him at the Shifting Dunes, and stay with you
for the rest of the game.
Lightning War Golem
-------------------
After you defeat Nanghaithya in Montaillou, 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.
Roger Templeton
---------------
Templeton will approach you when you enter the Temple of the Initiate, and
hell offer to help you against the druids. If you accept his offer, hell
stay with you for the rest of the game.
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 Dour Tidings: +10 sneak, +5 critical chance, -1 fortune, -500 karma
(found in the Rich Merchants Den) (Bonus CD content)
Amulet of the Grand Inquisitor: +10 speech, +2 AC, +1 healing rate (for
rescuing Inquisitor Darsh from the goblins)
Amulet of the Prophet: +3 AC, +4 slashing resistance (for asking Amir about
the dead body in the forest outside Barcelona)
Axe of the Feral Curse: 6-14+6 damage, bonus 66 damage to simple animals, +20
evasion, +20 sneak, -1 charisma (sold by a shopkeeper at the Duero Plains)
Bleeding Lance: +5 AC, +1 critical chance, +5 to the Divine Protective branch
(for completing the crypt quest)
Blood Ring of Richard the Lionhearted: +10% slashing and crushing damage, +30
mana (found by clicking the statue of King Richard in the Exalted
Chambers)
Boots of Arid dJinn: +12 speech, +12 barter, -3 one-handed, -3 two-handed
(for completing Bartolomes quest to rescue his brother Renaldo)
Bow of Fiery Smite: +25% fire damage, +40% piercing damage (found past the
last two mouths in the Chamber of Torment)
Bow of Icy Carnage: +20% cold damage, +20% piercing damage (sold by a
shopkeeper at the Duero Plains)
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 Hellfire: +25% fire damage, +5 fire damage threshold (sold by a
merchant in the southwestern corner of the Gate District after completing
his quest) (Bonus CD content)
Gauntlets of La Mancha: +1 luck, +4 unarmed, +4 one-handed, +4 two-handed, +4
ranged, +2 AC, +1 unarmed damage (for completing Cervantes quest)
Lion Shield: +10 AC, +10 crushing resistance, +10 slashing resistance, +15
piercing resistance, +1 crushing damage threshold, +1 slashing damage
threshold, +1 piercing damage threshold, -7% attack speed, -10 unarmed
(for completing one of the Knights Templar initiation quests)
Mace of Divinity: 5-11+3 damage, 3-9 bonus damage against undead, 3% chance
to kill undead outright, +1 to all Divine magic branches (found in the
first level of the crypt)
Maelstrom Bow of the Horde: +25% electricity damage, +20% piercing damage
(for locating Jean Phillippe Cihlars treasure)
Marco Polos Boots: +20 carry weight, +1 endurance (for freeing Marco Polo
from the Trapped Ether Plane)
Michels Amulet: +15% crushing and electrical resistance (given by Brother
Michel in Montaillou)
Ring of the Prophet: +3 AC, +4 slashing resistance (given by Na Roqua in
Montaillou)
Sacred Scimitar: 2-11+3 damage, +5 critical chance, +10 pierce resistance
(for completing the trial of physical prowess at the Dream Djinn)
Sceptre of Bone: +2 to all Thought magic branches, +2 to all Tribal magic
branches (found in Leonardo DaVincis secret chamber)
Scorching Blade: 1-6 slashing damage, 4-18+3 fire damage, +25% fire
resistance (sold by Ali Akbah in the Desert Sprawl)
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)
Sword of Rigor Mortis Frost: 1-8 damage, bonus 2-10 cold damage, 50% cold
resistance, 15% chance of freezing undead for 4 seconds (sold by a
merchant in the southwestern corner of the Gate District after completing
his quest) (Bonus CD content)
True Cross: +1 strength, +1 endurance, +10 combat skills, +10 Divine
Fortitude branch (found at the final battle)
Wand of Spirits: +2 to all Divine and Thought magic branches, +25 mana (for
completing one of the Wielder initiation quests)
*****************************************************************************
* 05.00.00 EARNED PERKS *
*****************************************************************************
During the game, by solving quests or performing other actions, you might
earn some extra perks. Here is a list of them:
Beggar Comrade: title perk (see section 07.08.02)
Brambles Patience: +5 lockpick, +5 sneak, +6 HP, +1 critical chance (see
Restoring Brambles in section 07.03.00)
Debt of Brimstone: negative karma, +1 critical chance, +5 to the Tribal
Necromancy branch (see Inside the Inquisition Building in section
07.04.00)
Dervish of the Crescent: +5 to all combat skills (see section 07.07.03)
Drunken Boxing: +3 unarmed (see Drunk Bar Patron in section 07.05.00)
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 find doors/traps skill on as much as possible. There are
hidden doors, traps, and cached equipment all over the place, and you get
experience each time you find something.
The contents of chests 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 it or buy it.
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.
Enemies will almost always make a sound when they see you. So when you hear
something, you should immediately stop so you dont have to fight many
enemies at once.
The game occasionally corrupts saved game files. If youre unlucky, it will
corrupt your quicksave and your autosave. So you should create other saves
every couple hours just to be safe.
The requirements for perks only check your *current* attributes and skill
ratings. That means, for example, if your intelligence is 10 but you still
want to select Gain Intelligence, you can drink some booze to lower your
intelligence and then take the perk. You can also use thief potions to
enable you to take Master Thief (and skip the wimpier Thief perk).
*****************************************************************************
* 07.00.00 WALKTHROUGH *
*****************************************************************************
* ===================== *
* 07.01.00 Starting Out *
* ===================== *
You start out in a slave pen -- but not for long. After you finish talking
to your spirit, open the door to your cell. You have a couple options for
this: You can pick the lock (20 exp), or you can talk to the guard and
convince him to open the door (15-100 exp). If the guard 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 or the fourth Inquisition initiation quest to
get access to the cavern.
10. Poetry Book. This is in a chest in a secret room behind the Goblin
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. The Chamber of the Crystal (on the Antechamber of Lore level of the druid
shrine): +1 to all Divine magic branches
5. Shifting Dunes (the desert area just before Alamut): +1 to all thief
skills
Once youve clicked on all five crystals, youll gain +5 cold / fire /
electrical resistance, and youll gain a rank with your faction (see section
07.07.06 for the faction bonuses).
The Way Gates
-------------
In the western part of La Calle Perdida (see section 07.07.04 for information
about how to enter the area) 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 35, you can tell the guard hes wanted
upstairs, and then open the chest when he leaves; or, if your speech skill is
45 you can get the guard to open the chest for you.
Note: The guard will only start a conversation with you the first time you
try to open the chest. If you 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. The cross you need to
repair can be difficult to see because it blends in with the floor, but just
move your mouse pointer around west of the forcefield, and you should spot
it. Beyond the forcefield youll find a few cells where the prisoners will
attack you (and die quickly). Youll also find a staircase.
8. In the jail cell next to the blue forcefield cell, you can find a hidden
ring of the undead (+20 to raise undead).
9. In the Lower Inquisition Dungeon (down the stairs beyond the blue
forcefield) 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).
10. 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
11. 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. 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 didnt make it into
the final release of 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 contains the book Centuries.
* ================================ *
* 07.05.00 Barcelona Port District *
* ================================ *
Fish Monger
-----------
North of the tavern you can talk to the fish monger, Carlos Desoto. 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 dock. Talk to her
until you get the How do you plan on attacking England? dialogue option,
and then go back and report to Fawkes. (If 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.
You wont gain or lose any karma, either.
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 (or 80, if you have at
least 25 barter), but you can just kill him and get the gem for free (plus
get 71 exp).
Note: If you kill Gomes, then you can find the gem he would have sold you in
a hidden cache in the room. The cache will only appear after he dies, and it
will appear in addition to the gem he drops. (The gem he drops is probably a
bug.)
Find Tomas in the Sewers
------------------------
Next to the sewer entrance, a girl named Marisol will ask you to find her
brother Tomas, who is somewhere in the sewers. So go into the sewers and
look around. Eventually 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)
Grand Inquisitor (?):
Knights Templar
Squire: +5 HP, +4 one-handed melee, +4 two-handed melee, +4 ranged weapons
Warden Knight: +5 HP, +1 endurance, +1 healing rate, +8 one-handed, +8 two
handed, and +8 ranged (and removes Squire bonus)
Paladin (?):
Wielders
Obelisk bonus: +2 AC, +1 to the Divine Favor branch (see section 07.10.06)
Wand of Spirits: +2 to all Divine and Thought magic branches, +25 mana
Apprentice Wielder: +5 HP, +4% cold / fire / electrical damage
Wielder: +10 HP, +1 intelligence, +4 AC, +8% cold / fire / electrical
damage (and removes Apprentice Wielder bonus)
High Wielder: +15 HP, +1 intelligence, +1 charisma, +8 AC, +12% cold /
fire / electrical damage (and removes Wielder bonus)
* =============================== *
* 07.08.00 Thieves Versus Beggars *
* =============================== *
When you enter the sewers 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