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Special thanks to...

amygdala for providing the main basis of this walkthrough.

You can visit his/her/their website: http://forum.deepsilver.com/forum/member.php?u=54434

Handbook of the Warrior (A Risen Quest Walkthrough) by amygdala 2010 (contact: PM amygdala at Deep Silver Risen English forum)

Risen is a wonderful role playing game where you can play one of 3 factions, a Bandit, a Warrior of the Order or a Mage. There are some differences in the quests you will be given based on the character you chose to play, but the main differences are really in your ability to use magic or not. All factions including the Bandit can use magic scrolls, but there are few scrolls for offensive magic. The Warrior of the Order can use scrolls and will also gain the ability to cast crystal magic - fireball, ice and magic bullet. The mage can use scrolls, cast crystal magic and will acquire Rune magic where spells are memorized and no scrolls are required. In the game, you will get to decide which faction to join by the quests you chose to complete in Harbour Town. There is one exception to this. You can be captured' by the Warriors of the Order and be forced to become one of the Order with no other choices. If you want to play a Warrior of the Order, you might think it would be good to do this right away in your game. But this guide advises against it. You will miss out on a LOT of quests and experience. If you follow the sequence laid out in this guide, you eventually will get the choice of joining the Order (or not). So be patient, my young padawan.

Risen, while being somewhat open-ended, is really a quest-driven game so the guide is organized primarily into the quests you are given and advice on how to complete them. In the game, via your Journal, quests are divided into World quests, Bandit quests, Harbour Town quests and Volcano Keep quests, and your quest journal will keep track of Current quests and Completed quests. You will find that there is sometimes no logic as to how a quest is classified. You may, for example, be given a quest by someone in Harbour Town, but it is classified as a World quest. You will often find, depending on the way you play, that you may complete a quest before it is given to you. That's OK because once you eventually meet the quest giver, your dialogue choices will reflect this. There are often overlapping quests, where you begin a quest and it becomes merged with another quest from someone else. There are also quests that never show up in the Current column of your journal (that is, no one gives you the quest), but will be Completed none-the-less when you do something or find something. Also, I have never encountered a time limit for a quest. You can take as long as you like to finish it within the chapter it was given. Some quests can span into the next chapter. So even though the quest giver may say ". . . and you must hurry", you don't have to hurry.

This walkthrough is intended primarily for new players who want documentation of the various quests and something to guide them through their completion. Discussions on which faction to play and character development can be found elsewhere on the forums.

Like almost all role-playing games, your Main Quest is to find the big bad guy (in this game he is called the Titan or Titan Lord) and defeat him to save the world from annihilation. The game is divided into 4 chapters. In Chapter 1 you basically develop your character by gaining experience and increasing various skills and abilities. During Chapter 1, typically near the end' of the chapter, you will need to consider which direction to take - whether to become a Bandit, Warrior of the Order or a Mage. Making this decision begins Chapter 2. The main goal of Chapter 2 is to find 5 crystal disks that open a portal into the big volcano of the island and where you learn in-game that you have to find and defeat the Titan. When you finally find and return the crystal disks to the appropriate person, you will open the entrance to the volcano and begin Chapter 3. The main goal of Chapter 3 is to fight your way through the caverns of the big volcano in a search for knowledge of how to find and defeat the Titan. The main goal of Chapter 4 is to find pieces of the Titan Armour which are required to defeat the Titan. Chapter 4, and the game, end when you defeat the Titan.

I played through the game three times as a Warrior of the Order because I found (totally my opinion and not advice for you), that the Bandit is somewhat limited because they can't use offensive magic and the Mage is somewhat redundant with scrolls and Rune magic being essentially the same. I found the Warrior character to be fun because I had both weapon skills and magic ability. Thus this walkthrough is written from the perspective of a Warrior of the Order.

The quests that I received during my play-throughs are preceded by a Q for quest. Read and absorb. Read and absorb.


Prologue or Before Chapter 1

Q Find survivors of the shipwreck

You begin the game, after the opening movie, washed up on a beach with no shoes, barely any clothes and no possessions. Your first quest is to find out if anyone else survived the shipwreck. You will find one person on the beach that is still alive - Sara - and you will be able to talk with her and have her join you briefly. This guide recommends coming back to her later and instead first search the beach and surrounding area. Search dead bodies and pick up things laying about. You eventually will be able to sell things for gold, so pick up and keep everything. There is no encumbrance (weight limit) in the game. On the beach, you will find a club and some sturdy branches which will serve as your first weapon. Search the beach and shallow water for mussels, potions, rum and wine and whatever. If you double-click on the mussels in your inventory screen some of them will give you a pearl which you can use later to create magic scrolls. Don't stray too close to the deep water of the ocean. Or better yet, do it one time and find out what happens.

On one of the bodies on the beach you will find a hunting knife that is a bit better weapon that a branch. Near another body on the beach you will encounter a sea vulture, your first enemy to fight. Ready your weapon and beat it senseless.

If you walk along the cliff on the left side of the beach (as you face away from the ocean) you will eventually see a red mushroom, and nearby you'll find a small shield, rusty sword and a small healing potion. This guide recommends using the sword and shield as your primary weapon and defense. This is a very effective combination that you will use throughout the game. Of course you will get better swords and shields as the game progresses. A short distance further along the cliff wall, you will come to a cave that is inhabited by gnomes. While they may look like push-overs, don't underestimate their fighting ability at this point in the game (you are weak and they are not). You can return to this cave later. You may also want to clear the immediate surrounding area inland from the beach of beasts such as young stingrats, wolves and vultures. Take the meat from their dead inventory.

After you have explored, return to poor Sara on the beach and nudge her awake. Talk a bit and she will join you to begin the quest Q Take Sara to safety.

Q Take Sara to safety

Follow Sara along the path. You will come across beasts to fight unless you cleared them earlier. You want to pick up every item and plant you come across, which is a good habit for the rest of the game. Explore every nook and cranny for items or plants. A bit further along the path you will find a cave entrance which is another entrance to the same cave containing gnomes that was mentioned earlier. Wait a bit before exploring the cave so you don't have to worry about Sara being hurt. When you do return, the cave contains, in addition to the gnomes, several unlocked chests for you to loot. A little further along the path you will come across a house and Sara will inform you that she will stay there for a while.

Q Investigate the abandoned house

When you enter the house for the first time you will complete the quest Q Investigate the abandoned house. There is a water barrel in back of the house that if you drink from it, you will replenish your health. Look for these barrels throughout the game. You can explore the house now and do the obvious things or you can return to Sara periodically to tell her of your discoveries. Eventually you will be given the following quests:

Q Find the key in the abandoned house

Look for a key lying next to the bed in the adjacent room and then talk to Sara (start Q Loot the chest in the abandoned house).

Q Loot the chest in the abandoned house

The chest is in the first room you entered. Take everything from inside, especially the frying pan which you will use throughout the game to cook food. Tell Sara what you found and she will ask you to fry some meat for her.

Q Take some fried meat to Sara

You should have raw meat in your inventory from a dead beast, or you will find a piece on the ground near Sara. Left click on the fire and you can cook raw meat and drumsticks. Give a piece of fried meat to Sara. The rest you can eat to replenish some health after a battle. There are several quests later in the game where somebody wants raw meat, so you should always keep some raw meat in your inventory (10 pieces or so).

Having done all this will then begin Chapter 1. Sara will decide to stay at the house for now. (Later you can tell someone she is there for some experience). You may want to explore a bit, return to the gnome cave or whatever. Some of the roaming monsters may be too tough for you now, so return later when you have increased your abilities.

A dilemma most new players struggle with is what sequence to do things. Here's what I did in my play-through as a Warrior of the Order, and I had fun doing it: (1) Do the quests and exploration that follow in this guide, then go to the (2) Bandit camp and complete many of the activities there, then go to (3) Harbour Town. (Note: in-game, this town is given two different names - Harbour Town and Harbour City). In Harbour Town you have much to do and here you will complete the quests that decide if you will join the Bandit faction or the join the Order/Mage faction. If you are following the Warrior path, after Harbour you will go to the (4) Monastery to join the Order and begin Chapter 2.

CHAPTER 1 Quests

Q Alone and abandoned

After you finish talking with Sara and start Chapter 1, take the path upwards from the house and fight any enemies you encounter. Shortly, you will reach a small ruined temple guarded by Grave Moths. The temple has a few interesting things inside, so explore it. Go back to the path and continue upwards until you come to another house. When you enter the house you will complete Q Alone and abandoned and you will be stopped by a bandit hunter named Jan.

Q Get yourself a decent weapon

During your discussion with Jan, he will tell you to search the house and get yourself a better weapon. You will find a good sword upstairs in the chest, and a crude map of the island. Talk to Jan again. You can tell Jan about Sara (Q Rescue Sara from the wilderness) if you wish. For some experience, have Jan show you the way to the bandit camp (start Q Follow Jan to the west) and to a small farm (start Q Follow Jan to the novices farm in the east).

Q Rescue Sara from the wilderness

You can tell Jan about Sara and in Chapter 2 you will find her in the Bandit's camp. If you do not tell Jan about Sara, a bit later you can tell a monk named Tristan instead (described below). In the latter case, in Chapter 2, Sara will be with the monks (at Severin's location). Neither one is better and neither one has any consequence to the game. You just get some experience for doing this.

Q Follow Jan to the west / Q Follow Jan farther

Ask Jan to show you to the Bandit camp and you will start Q Follow Jan to the west. He will stop near the path to a small ruined temple and cautions you about the Warriors of the Order that are at that temple. He will tell you not to go there. (And so do I, at least for now). You can then follow Jan further (Q Follow Jan farther) and he will take you near the entrance to the bandit camp.

Q Follow Jan to the novices farm in the east

When Jan begins to walk back to his house, ask him to show you to the farm. You can then follow him to the path that leads to the novice's farm (Tristan's farm). After you say goodbye to Jan, go to this farm and complete some more World quests for xp and gold.

Q Help the novice's farm

Talk to Tristan who is sweeping the dirt just in front of the house. When you ask him about helping you find Harbour Town he will tell you to help his men on the farm in return (Q Help the novice's farm). You should finish the farm quests - Q Kill the hungry wolves and Q Help Thomas in the fields, and then talk to Tellur who is working in the nearby grain field. Afterwards, return to Tristan and he will allow Tellur to lead you to the east gate of Harbour if you want.

Q Help Thomas in the fields

Thomas needs help in harvesting the plants (grain) in his field. Walk through his grain field and look for the screen labels indicating you have found some grain. While grain is a little greener than the other plants, they are hard to see. Once you have found 10 plants talk to Thomas.

Q Kill the hungry wolves

Henson, who is standing outside of the barn, asks you to kill hungry wolves that are eating his pigs. The wolf cave is just to the east of Tristan's house. Kill one wolf outside and 4 inside the cave to complete the quest. Normally, wolves in this game can be pretty tough. The name hungry' wolves makes them sound tough, but they are actually a bit easier to kill than normal wolves. (They probably should be labeled starving' wolves to indicate they have been weakened by lack of food). In the cave you will find a gold vein which you cannot interact with until you get the prospecting skill later in the game. There is a back exit to the cave but I would recommend not venturing out that way just yet.

Once you've killed the 5 wolves, go back to Henson who is standing just outside of the cave. He will tell you that a Warrior of the Order from the mage camp has come to the farm. You should not let the warrior see you or he'll attack and take you to the Monastery. Letting him capture you will limit your choices for joining a faction and for learning rune magic. Do what Henson says and avoid him.

Henson will tell you to walk to the barn and sleep in the bed. When you wake up, the warrior will be gone. Talk to Henson and get your reward for killing the wolves. Talk to Tristan to get even more xp. Now you can inquire again about having someone show you the way to Harbour Town. This is good for some xp, so do it.

Q Follow Tellur / Q Follow Tellur across the dangerous lake / Q Keep following Tellur / and Q Follow Tellur one more time

Talk to Tellur and ask him to show you the way to Harbour Town. You need permission from Tristan, so go back to Tristan who will then allow you to ask Tellur to show you the way to Harbour. (On your way to Harbour, you will see animals to fight but you don't have to right now). Tellur will make 4 stops and complete 4 quests for some good xp. Follow Tellur (Q), he stops at the lake; Follow Tellur across the dangerous lake (Q); he stops. Tell him to go on so Keep following Tellur (Q); he stops; say go on and Follow Tellur one more time (Q). He stops and the quests are complete. On this grand tour he shows you the path to the Monastery (don't go there yet) and the road to Harbour (don't go there yet).

Q Rescue Sara from the wilderness

This is the same quest listed above when you are talking to Jan. You can tell either Jan or Tristan about Sara to rescue her'. If you told Jan before, you won't get the option to tell Tristan. If you did not tell Jan about Sara, you can tell Tristan now instead. In this case, in Chapter 2, Sara will be at Severin's location. Neither one is better and neither one has any consequence to the game. You just get some experience for doing this.

Note: At this point I spent some time exploring and killing the monsters that I could handle. There are two quests for the Warriors of the Order you can complete now without being captured by them. So you may want to do these for some experience.

Q Fluttering grave moths

If you take the path toward the Monastery, you can talk to some of the monks without fear of being captured by the Order. Avoid most of the monks you see. You can talk to Derry who is at a campfire near some crates. He tells you about some grave moths nearby. Kill them and return to him for xp.

Q Bryn's dangerous monsters

Bryn is almost at the entrance to the Monastery and is quaking in his boots about some scary monsters nearby. These turn out to be only some gnomes (3 sly gnomes). Kill them for Bryn and return for a reward. You can also give him a beer for some xp and gold (Q A beer for Bryn). Don't talk to any other monk now or you will be captured.

Note: I would recommend that at this point, go to the Bandit camp and do most of the quests there. Doing quests in the bandit camp now DOES NOT commit you to being a bandit at this time. You will be allowed to make this choice when you do quests in Harbour Town later. In the bandit camp, you will gain lots of xp and gold and be able to train in various weapon and other skills.

Chapter 1 Bandit Camp Quests

Your ultimate goal here is to obtain an audience with the Don (Don Esteban), the leader of the bandits. No one will let you in to see the Don until you have fulfilled one particular quest for the 5 pieces of the sword. Do lots of other quests first.

Q Go hunting with Doug / Q Dangerous Prey

Doug is the first bandit you meet as you enter from across the bridge. He will stop you as you try to enter the camp and force a conversation. Talk to him to get some background information. You will receive a map of the immediate area from Doug and learn that he needs help in slaying a big rotworm. Agree to help and follow him into the swamp and help him kill the rotworm. In return you'll receive some gold and 5 pieces of raw meat for Rachel who you will meet in just a bit. Do not cook and eat this meat. Helping Doug is part of the quest Q Hunter's need to return to hunting. When you kill the rotworm with Doug, you will complete the Q Dangerous Prey quest. Doug will sell you stuff and particularly pay attention to the fact that he can teach the Gut Animals skill and will sell tools to remove parts from animals. These may be too expensive to buy right now, but you may wish to when you have the gold. Your journal will keep track of Traders and Trainers for you.

You'll see a few weed plants near where you kill the rotworm. Start collecting weed for a later quest and xp but don't venture too far into the swamp yet if you are not ready; i.e., weapon skill, etc.

Enter the camp. You can talk to anybody and start any quest you like. Here is a sequence that works. Talk to Rachel, who is the camp cook (and the Don's wife) and ask a lot of questions. When you first talk to her, she gives you a piece of fried meat. Don't eat that. You will need it for a later quest (to give to Brogar). Rachel will eventually give you the Q Gold Fever quest; it will take a while to complete this one. As you complete many of the camp quests, you can come back and talk to Rachel and tell her things and get a bit of xp for each one.

Q Gold fever

Apparently there is some dissent in the camp amongst the leader, the Don, and some of the subordinates. Rachel will ask you to check out the situation at the camp. To finish Gold Fever, you need to finish three other quest lines: Q The workers are to work again, Q The hunters are to go hunt and Q Power struggle. When you finish these, report back to her that the camp is peaceful again, and the quest will be completed. I found it a good idea that whenever you finish a quest or several quests, go back and talk to everybody and anybody. Often you get some more experience even though you thought that person had nothing to do with the quest.

While talking with Rachel, if you ask "about your camp" she will tell you to get more meat for the gang (Q Meat for the gang).

Q Meat for the gang

When you went hunting with Doug you got 5 pieces of meat from him, and when you get 5 more pieces of raw meat, go back to Rachel to complete this quest. You can get some meat from Sam, hunt some of the animals in the area surrounding the camp or you may already have some in inventory.

Q Brogar's lackey

Go talk to Brogar who is a surly SOB. He will immediately ask you to bring him meat from Rachel. You have to give him the meat she gave you; giving him any meat but her's won't work. If you tell the jerk to get his own meat, his men will attack you and you're likely to die. If you have already met Rachel, you got the meat Brogar wants, if not, go back to her.

Q Lazy dog

After you give Brogar his meat, he will talk to you and tell you to get Clay to go back to work. Clay, who is sleeping by a campfire nearby will argue with you. You can either pay him 20 coins or beat him in a fight. Clay is supposed to replace a guy named Phil who is near the upper swamp. When you tell Phil about motivating Clay, you will get a reward. Next to where Clay was sleeping is an area of ground that is a lighter brown color. You can dig here to find a buried chest. A shovel is needed and one just happens to be right there.

Q A bottle of beer for the drunkard

Out on one of the small islands of the swamp you will find Luis who is drunk and won't tell you much unless you give him beer. You may already have a bottle of beer, but if not, you can find several bottles scattered around the camp - sitting on top of crates not far from Beppo, in the house next to Lorenzo, and one in Brogar's house. Be careful when you pick things up, especially in someone's house as you might be attacked. You can also buy beer from Obel for 20 coins each. Once Luis is happy with his beer, it turns out that he has a lot of information and can teach hunting skills.

Q The workers are to work again / Q Dwight is to get back to work

Find a guy named Hawkins who is having some problems getting his men to work. Look around for Dwight (near where you found Clay) and tell him that you're the man who is ordering him back to work and he will go meekly. Find Branon sitting near a campfire (just above the fighting arena) and discover that he won't work because of some frightening monsters from the ruins (these are actually moths called Disgusting Insects). Find the moths hovering over one of the small islands near the camp and kill them. Go back to Branon and tell him and he will return to work (Q Get Branon to go back to digging). Also tell Ricardo standing near the bridge and you will get some additional gold for getting rid of the monsters (Q Disgusting insects). After your discussion with Ricardo, go back to Branon to sooth things with him (Q Branon needs help).

Enrico is sitting near a campfire on the other side of the swamp from the bandit camp. He will tell you that a ghost haunts him during work. You can tell this to Dwight and he'll suggest fooling his crazy friend. In a chest on the island where you fought the disgusting insects you will find a useless amulet'. Go back to Enrico and use the amulet to convince him to return to work (Q Protection against the ghosts of the ancestors). Eventually report all of this to Hawkins and get your reward. Hawkins will now sell you a worker's suit for 500 gold which will provide some protection for you.

Q Rhobart needs weed

NB: this quest will be classified as a World quest in your Journal

You will find Rhobart at the upper swamp, up the hill from the main camp. While talking with him you will find that he wants Weed. Offer to locate some and he will pay you 70 coins and give 50 XP for every 10 weeds that you bring him. Not a bad way to make some easy money and gain experience. You will find Weed scattered throughout the island; some near Rhobart and in many other locations. Collect Weed throughout most of the game and return to Rhobart for your gold and experience.

Q Beer for the gang

When talking with Rhobart he will ask you to deliver 10 bottles of beer to Rachel for 50 coins. Do that. You can play some shenanigans with the amount of gold you get from Rachel or give to back to Rhobart, but that's up to you. I found no consequence from lying to either one about the payment amounts.

Q Artifact delivery

You will find Beppo standing near the temple entrance and he needs help in moving some artifact crates. This is really part of the quest Q The workers are to work again, and when this quest is done, return to Beppo for a small reward.

Q The hunters are to go hunt

Sam is the master camp hunter but has been forced to do menial tasks (sawing firewood) for Brogar. He is one of three hunters that you need to find (Luis and Doug are the others.) This quest can get a bit confusing because you sometimes get dialogue choices that don't make sense at the time you get them. Sam, Luis, Brogar and Rachel are involved somehow in this quest.

After your first conversation with Brogar, talk to Brogar again and mention Sam. and tell him you think Sam should return to hunting for the camp. Afterwards you will receive this quest when you talk with Sam. To complete the quest, you also have to encourage Luis and Doug to hunt again. You likely have already helped Doug hunt for a rotworm at the entrance to the camp (Q Go hunting with Doug). When you talk with Luis, the drunkard on the island, he will ask you to kill Scurrying Stingrats nearby (Q Scurrying rats). Return to Luis and convince him to return to work. In order to complete the Hunters are to go hunt quest, you first need to finish the Power struggle which involves Rachel. After the Power struggle quest, return to Brogar and tell him to leave Sam alone. Finally return to Sam.

Q Gone with the gold

After completing the Brogar's Lackey quest, you can ask Brogar about some of his fighters. It turns out that one of them - Dorgan - has not returned. Talk to drunk Luis and for a beer, he will tell you where to find Dorgan. Dorgan is inside a cave a short distance away from Luis. Fight some grave moths to get into the cave and locate the dead body of Dorgan. His loot includes a list of names that is of interest to both Brogar and Rachel. It likely doesn't matter if you tell Brogar about the list, but I ended up giving the list to Rachel, mostly because I liked Rachel and did not like Brogar.

Q The best fighter in the bandit camp

If you talk with Craig, you discover that you can bet on fights in the arena to win some gold - that is, you bet that YOU will win the fight in the arena. If you win, you get double your bet back. Here are the fighters you can challenge in the arena and the amount of the bet required. The list is in order of the easiest' to the hardest' (this of course, depends on your fighting skill). You also don't have to do all of these right away. Do a couple of fights and come back for the others when you are stronger.

  1. Ricardo is the easiest (10 gold), but it will take a long conversation to get him to fight (Q Defeat Ricardo in the arena);
  2. Lorenzo (20 gold). You can fight Lorenzo twice in the game. He won't fight with you in the Best Fighter quest if you have beaten him before in the Q To the temple ruins with Lorenzo quest. So fight him in the arena first (Q Defeat Lorenzo in the arena), and then challenge him again later (Q To the ruins with Lorenzo).
  3. Craig (50 gold) will fight you next and he carries an important item you need. Take it and his other stuff when you defeat him in the arena (Q Defeat Craig in the arena). He won't pay you for your bet and he says that the stuff you took will more than compensate you, but that's OK, you got the important item (piece of a sword).
  4. Domingo (100 gold) will fight with you if you give him a beer (Q Defeat Domingo in the arena).
  5. The last fighter you can challenge is Brogar. You need to defeat the others above first and then tell Craig that no one will fight with you. Then go to Brogar, challenge him and defeat him in the arena (Q Defeat Brogar in the arena). He also carries a piece of the sword you need for another quest, so take it now. You can actually kill him after the fight (I mean REALLY kill him) and no one will mind. I recommend that you wait. You will meet him again later in the game and get your chance to kill him for good.

Q To the temple ruins with Lorenzo

After you defeat Lorenzo in the arena in the previous quest, go back to him and he offers to help you steal stuff from one of the temples. This is a trick, but follow him anyway and he will lead you to an area where you can fight him (or pay 50 gold). I say beat the stuffing out of him, again.

Q Forbidden games

It seems that the guys in the camp aren't really supposed to be fighting in the arena. You can tell Rachel that Craig is organizing these fights (The best fighter in the bandit camp quests above), and she will ask you to put a stop to it. You can go back to Craig and tell him to stop the fights and the fights in the arena will stop (the best fighter quest will be cancelled). You can also lie to Rachel that you have stopped the fights. Actually, you don't have to tell her anything. When you complete The best fighter in the bandit camp and report to Craig that no one else wants to fight you, you will end the Forbidden games quest.

Q Protection money in the bandit camp

After you've found Dorgan and completed the Gone with the gold quest, Brogar will want you to collects debts (protection money) from certain people in the bandit camp. You can get money from the following people: Oscar, Hawkins, Dwight, Obel, Rhobart, (Rhobart will give you a quest to do before he will pay - Q Rhobart's bog bodies quest), Luis, Branon, Doug, and Enrico. You can give the 200 coins you collect back to Brogar or keep the gold for yourself (why give it to that jerk). You don't have to give him the money, just tell him that you collected it and you are keeping it and he threatens to get even at some later time. When doing these collections, the people you get gold from may appear to get angry, but I have found no consequence to this. They still will trade, etc.

Q Rhobart's bog bodies

In order to get protection money from Rhobart, he will ask you to defeat three tough bog bodies by the waterfall near his house. These guys may be too difficult at this stage of your game, so be careful. Return to Rhobart and he will reluctantly pay his money.

Q Power struggle

You receive this quest after talking to Sam about Brogar. This quest also gets a bit confusing in exactly who to talk to, and when. When you have completed the Protection money in the bandit camp quest for Brogar, go tell Rachel that Brogar had ordered you to collect the debts and that you have already gotten the money. She will suggest that you threaten Brogar, (you need to have completed The best fighter in the bandit camp quest to get the dialogue line to threaten him). Brogar will capitulate (give up) and you can then go back and tell Rachel that Brogar gave up. You will be able to ask her about a place to sleep and she will give you Brogar's old house. Go back and tell Brogar to leave, that the house is yours now. Also during this conversation with Brogar, tell him to let Sam go hunting. Then go see Sam which will complete the Q Hunters are to go hunting quest. Whew! Got all that? What's up with these convoluted quests?

Q Golden fragments for Oscar

When you talk to Oscar the blacksmith, ask him if he knows how you can get to see the Don. He will tell you that you should give something to the Don and he mentions a sword that has been broken into 5 fragments (pieces). Oscar, of course, can repair this sword if you bring him the fragments. The people who have fragments are Luis, Craig, and Brogar and you find two fragments in chests.

  1. One is in a chest on the little island where you killed the disgusting insects.
  2. You will find a fragment in the cave where you find Dorgan's body (Gone with the gold).
  3. Craig has one that you can buy for 100 coins, or better yet, defeat him in the arena and take it from his inventory.
  4. Ask Luis about the fragments and he will give you his in exchange for 2 beers.
  5. Brogar is in possession of one fragment which you can take from him when you defeat him in the arena.

If you invest sufficiently in the pickpocket skill you can simply steal the fragments from Luis, Craig and Brogar.

Give the 5 fragments to Oscar and he will re-forge the sword for you. You can just keep the sword, but Oscar won't talk, trade or train anymore. Give the sword back to Oscar and then offer to buy it back for 200 coins. This will allow you to take it to the Don yourself. If you refuse to give it back when you walk past Domingo he will want to fught Bribe or fight him your choice. I fought him. I confronted Oscar and he will then talk, trade or train you again

Q An audience with Don Esteban

The only way to get to see the Don is to complete the reconstruction of the golden sword, from the fragments. After Oscar has made the sword and you have bought it back from him, you next have to tell Rachel that you have the sword. She will give you permission to see the Don and the guard at the entrance to the Don's hangout will let you in.

Bandit Camp after gaining access to The Don

Q Take the golden sword to Don Esteban

When you talk to the Don, you can give him the sword for a whopping 1000 xp. You have a lot of conversation choices with the Don and you should pick them all.

Q Situation report for the Don

During your conversation with the Don, he will ask you to check on the situation in Harbour Town. If you eventually become a Bandit yourself, this quest will be completed. If you complete the Harbour Town quests and decide to become a Warrior of the Order or Mage, this quest will automatically be canceled.

The Don's right hand man is Fincher and you should talk to him as he is involved with several quests. Fincher is also the only person in the game who can train you to sword level 10. [Note: I wanted to be a Warrior of the Order to use magic, but also I wanted to train in swords to a high level (10 is max). Once you commit to being with the Order, you can only train in swords up to level 7. To get around this, I did all of my sword training, BEFORE I committed to the Order in Harbour Town. So before I went to Harbour, I did all of the quests I could and roamed around the countryside and killed as many beasts as I could to gain enough experience and learning points to train in swords to level 10.]

Q Conquest of the artifact camp

After talking with the Don and giving him the sword, talk to Fincher. He suggests that you attack the Order forces gathered at some ruins near the bandit camp. (You don't have to do this and there is no consequence whether you do or not except for gain or loss of experience). You can let Fincher lead the attack, or you can lead it yourself. Fincher tells you to recruit some people in the camp to assist you. You can recruit Phil, Domingo, Ricardo, Craig and Lorenzo. Leave with your small army by going across the bridge and up the path a ways. You should have seen this ruin when you were given a tour by Jan. Walk close to an Order member and they will attack you. You need to kill everyone in the camp, including the leader named Rupert (Rudolf). Search the bodies and the area thoroughly after the battle and then return to tell both Fincher and the Don (Q Tell the Don about the success at the artifact camp) that you were successful in the attack on the artifact camp.

Q Salvage work

After you have returned from attacking the artifact camp, Fincher will tell you that the crates from the ruins need to be moved to the bandit camp. Go talk to Dwight, Hawkins, (he may require a bit of persuasion), Branon and Enrico. After they have left to get crates, return to Fincher to end the quest.

Q Tell Fincher about the strange temple entrance in the east

Next Fincher will send you to investigate the entrance to a strange temple in the east. Before you end the conversation, be sure to ask him for a decent map of the island. The location of the Temple in the east will be shown on your quest map. It's a long, arduous journey and will be fraught with peril. But by now you should have been building up your skills and won't be so fraught, even if there is peril. Exactly how to get to the temple is difficult to describe in words. It is probably better that you keep checking your quest map to see if you are getting close. You will want to be exploring everything and everywhere anyway. Once you have found the temple (you can't enter it yet), return to Fincher to get your reward and another quest.

Q Treasure hunter wanted

This quest overlaps with several others. Fincher will tell you that they need some treasure hunters (which you will find in Harbour Town) to help with the excavation of the eastern temple. The quest will be part of the quest you do in Harbour in freeing a treasure hunter named Olf and his two brothers. The quest will end when you talk to Olf.

Q A job for the triplets

This is a quest that overlaps with some quests you do in Harbour. You will talk with three brothers (the triplets) and help them escape Harbour Town (Q Treasure hunter wanted quest). You can then ask them to unlock the temple entrance in the east (if you've completed Tell Fincher about the strange temple entrance in the east). Afterwards report to Fincher about your dealings with the triplets. If you join the Order, you won't complete this quest, but the triplets will go to the eastern temple anyway. (They are required for some quests at the temple).

The next two quests are really only for those who will follow the bandit path. If you later decide to follow the Order path you will be given the quest to talk to Master Illumar, but will never complete it and you will not be given the Negotiating with the Volcano keep quest.

Q Talk to Master Illumar

You will be given this quest if you talk to Cormac, the alchemist in the Don's hideout. You will not meet Illumar until you enter the Monastery. You do not want to approach the Order warriors or the Monastery just yet. If you end up working for the bandits you will get a quest to negotiate with the Volcano keep where you can then enter the Monastery and talk with Illumar.

On the other hand, after you get this quest during you initial time in the bandit camp, and then you join the Order, the quest will never be completed (nor will it be cancelled from you Journal). It will remain there in your journal until the end of time.

Q Negotiating with the volcano keep

If you are dead set on becoming a bandit and not the much cooler Warrior of the Order, then after you become one of the Don's men (A package for the Don quest in Harbour Town), Don Esteban will order you to lead in the negotiations with the Inquisitor at the Monastery. Once given this quest, the mages will no longer attack you on block your way to the Monastery. At the entrance to the Monastery, inform Santiago that you've been sent by the Don and he will let you enter. You will meet Master Pallas who will give you a map of the place.

As you walk around the Monastery, you will meet Master Ignatius who you can ask about opening the gate. Talk to Pallas at the front door and he will now let you out of the Monastery. When you finally talk with the Inquisitor the Negotiating quest will end. You will then be instructed to follow the Inquisitor to the volcano entrance, where another chapter will begin. You will also receive your first teleport stone (Volcano Keep).

After you're a done in the Bandit Camp

Getting into Harbour Town

When you visit Tristan and the others at the farm, they will tell you that the best way to get into Harbour Town is to use the eastern entrance where you will need to pay 100 coins to Leto, the gate guard, to let you into the town. Leto will also give you a town map. At the western entrance you will be captured by the Order, so don't go to that entrance.

Q In Harbour Town

When you enter Harbour Town for the first time, you will automatically complete this quest. [you quest log will say the quest was given by Stan. There was no Stan in my game. Maybe Tristan?]

Escaping from and returning to Harbour Town

This is not a quest, but something you may wish, or even need to do. Once you enter Harbour Town, you are not allowed to leave until you've made your faction decision. But there is a way you can escape if you want to continue or finish some of your other outside activities. Climb the wall by the main west gate, jump down to the rocks and continue jumping until you reach the ground. The gate guards will attack if they see you, but you can outrun them easily. If you're lucky they won't see you.

Returning to the town using this method is a bit harder. Stand on the hill, looking toward at the town gate and jump into the nearby palm tree. You should reach the ledge you used during the escape. Carefully try to jump onto the rocks above. It may take a few tries but you should be able to reach the town wall. If the outside guards did see you when you escaped, when you return to town the guards in the upper district will remember that you escaped and attack you. I let them hit me a few times and ran far away (down to the lighthouse). They should return to their normal behavior of ignoring you and not attack again.

Harbor Town Quests

The goal In Harbour Town is to do several significant quests to either join the Don (bandits) or join the mages/order. There are 7 main decisive quests within Harbour Town, each of which you can do for the Order or for the Don. Completing 4 of the 7 quests for either the Don or the Order commits you to joining that faction. It is recommended that you can do 6 of the quests, 3 for the Don and 3 for the Order for the xp and gold, then for the 7th quest, you must make the choice to become a bandit or a warrior of the order/mage. All of the quests will have two alternative ways to complete them and two main people to deal with. I advise you to accept the quests from everybody, do as much as you can and then decide how you want to end the quest, either for the Don or for the Order. The game will keep track of how many you have done for each faction. You usually see in one of your dialogue choice "for the Order" or "for the Don". Once you chose the option, a popup on the screen will report that you have done 1/4 quests for the Order or 2/4 for the Don or some such.

The 7 critical quest pairs, the person to whom you should report and the faction to which they belong is listed below. D = For the Don; O = For the Order [these are not in any particular order of how they should be completed. You can do them in any order]. Also, keep in mind that there are non-critical quests that are part of the critical quest and may need to be solved first to continue.

  1. Protection money from Costa (Delgado - D) / Pretending to work for Delgado (Sebastian - O)
  2. Lukor wants the five armour plates (Lukor - D) / Carasco wants the five armour plates (Carasco - O)
  3. What is Rodriguez planning? (Cid - D) / Find the burglar's spy! (Rodriguez - O)
  4. Bring the packages back to Weasel (Weasel - D) / Evidence for Marcelo (Marcelo - O)
  5. The family heirloom (Toni - D) / Get rid of Toni (Hernandez - O)
  6. Find the three golden bowls (Scordo - D) / Good things come in threes (Carasco - O)
  7. Romanov's seaman's chest (Romanov - D) / Sergio wants Romanov's gold (Sergio - O)

Exploring the Town and getting quests

In addition to the critical quests above, there are lots of things to do and other quests to undertake. Like everywhere in the game, explore everything, talk to everybody, steal anything that you can and buy what you need.

When you first enter town from the eastern gate, there is a farmer and some cows (one named Berta) to your right. They will play a role in a later quest. The guards here are real touchy about you entering the rooms above the stairs on either side, so be careful if you want to steal things here.

Just down the incline is Arno and his sick wife, Martha. Talk to Arno. You can give him some gold for xp. He tells you about his sick wife and the only person who can help is Master Belschwur. You will give Arno and Martha medicine in a quest from Belschwur (Q Medicine for everyone).

Q Protection money from Costa (D) / Q Pretend to work for Delgado (O)

A little further along is Delgado, one of the Don's men. When you talk with him he warns you about the Order and especially Sebastian. Doing this quest pair is one of the 7 critical quests and completing it for Delgado is For the Don. Alternatively you can complete this quest pair for Sebastian (For the Order).

Delgado needs to collect debt money from the merchant Costa, and he asks for your help. Agree to help to begin the quest (Q Protection money from Costa). Take a few steps toward town and Sebastian will stop you as you attempt to walk by. He will say that he knows you were talking to Delgado and he warns you about the Don's men, etc. Agree to help him, and you start (Q Sebastian wants to know what Delgado is planning). If you tell him right away what Delgado is planning, you end that quest and he gives you another quest (Q Pretend to work for Delgado) where you are to collect the money from Costa, but give it to Sebastian (O) instead of Delgado (D).

[Note: this essentially is the way to do all the critical quests; agree to help both sides, do as much as you can and then chose which side to report back to, keeping track of how many For the Don or For the Order quests you have completed]

Costa and his bodyguard are just a few steps away but you don't need to be too quick to complete the Costa quest or any of the critical quests for that matter. You may want to take your time to explore the whole town and accept as many quests as you can and then finish them when you are ready to make your decision about a faction. You can trade with Costa if you want and later you may be able to get Costa to agree to let Arno and Martha (the sick wife) sleep in his rooms.

If you want to finish this quest pair now, then follow the advice that Delgado gave you. Costa will not want to pay and you will have to fight him. You will fight both he and his bodyguard (Fuller) at the same time unless you provoke the bodyguard to fight first. Talk to Fuller and get him to fight you. Defeat him and then go talk to Costa. When Costa refuses to pay, beat the crap out of him. Take the money back to Delgado (For the Don) or give it to Sebastian (For the Order).

Elias, has a vegetable market just across from Costa. He sells potatoes and onions which you need for some good recipes, but these are expensive. Later you will give him medicine in a quest from Belschwur (Q Medicine for everyone).

Q Philus wants to sell his fish shop

Philus, the fishmonger, sells fish and also wants to sell his business. He offers plaice in a 2-for-1 sale. [note: plaice is a type of flatfish like sole or flounder. I did not know this until I played this game. See, computer games can be educational]. Plaice can be used to make a stew (plaice melt) that permanently increases mana +2 so you might want to buy some before he sells the stall. (You can find the plaice melt recipe in Baxter's slaughterhouse in Harbour). To help him sell his fishmonger stall, you need to talk with Nico who is hanging out in the tavern nearby (Patty's tavern). You first have to give Nico a bottle of rum for him to talk to you. Give him one (buy it from Patty if needs be), but then you'll find out that Nico has no money (300 gold is needed to buy the stall). He will sell you a magic ring (strength +3) for 300 coins and then he'll agree to take over Philus' fish stall. Go back to Philus and he will give you two pearls.

Q Medicine for everyone

Talk to Master Belschwur who is stirring the pot in the courtyard. He will give you some stew if you ask. Follow all dialogue options. He will then ask you to help him distribute medicine. This will start the quest Q Medicine for everyone. He will also give you a list of people to give the medicine to. Do this. You have to deliver medicine to Cole, Josh, Finn, Elias, and Martha (give the potion to her husband Arno). Return to Belschwur for your reward. If you ask him about becoming a mage, at the end of the Harbour Town quests, and if you chose to become a member of the Order, you will use Belschwur as a recommendation to the commandant of Harbour.

When you go to Arno with the healing potion for his wife Martha, he will tell you that medicine alone is not enough, his sick wife needs a place to sleep (Q The farmer's sick wife).

Q The farmer's sick wife

Arno pleads with you to find a place for his sick wife to sleep. Go talk to Belschwur with this sad news and he suggests that you talk to Costa who might rent a room. [I've found that while Costa will rent YOU a room for 30 gold, he doesn't always give you the choice of getting a room for Martha]. If this is the case for you, go to Flavio instead and ask him to let Martha stay in his warehouse, which he will do. In either case, go back and talk with Arno and then Martha. You should then tell Belschwur that the happy couple now has a room and in return you'll get 2 strong healing potions.

Q Skins for meat

Flavio is the merchant just beyond Belschwur. If you ask about jobs, he will ask you to get meat for Belschwur from Baxter at the slaughterhouse (Q Skins for meat). Baxter will require 5 wolf skins and 5 boar skins in exchange for the meat. You probably have those in your inventory, but if not, you can find wolf and boar skins scattered around town. Sometimes the skins are just lying around, other times they are hidden in chests or cabinets. When you talk to Cole he will just give you one wolf skin. One of the skins can be found on the roof above Finn and Mo will give you two boar skins and one wolf skin. The sneak ability can aid you greatly in acquiring other skins in town and in acquiring other items throughout the game.

Once you've found 5 of each, head to Baxter who will give you some meat which you then have to take to Belschwur. Afterwards, return to Flavio and he will give you two healing potions.

Q Mental arithmetic!

When you talk with Baxter about getting the raw meat for Flavio and Belschwur, he will give you a math test. The correct answer is 238.

Q Cole's hunting bow returned

If you talk to Cole while you are looking for the skins during the Q Skins for meat quest, he laments about the fact that he had to sell his bow to Costa. You can go back to Costa, buy the bow and then give it back to Cole for a small reward.

Q Talk to the commandant of Harbour Town

After you complete the Medicine for everyone quest, you will be summoned to speak with Commandant Carlos, the leader of the Order in Harbour Town. One of the Warriors of the Order guards will approach you as you walk about and tell you to go to Carlos straight-away. Talk to Carlos about the situation in the town and he will drop some not too subtle hints that you will have to choose one of the two factions, bandits or mages. If you tell him the Don will take the town and free the people, he gets angry and stalks off. If you tell him you want to join the Order, the conversation will continue with you offering to help him. If you tell him you haven't yet taken sides, the conversation choices will be the same. Ask him how you can help and you will get the Q Peace and order quest which you will undertake and complete much later. [note: In the Commandant's area, you will find swords and shields lying around and hanging on the walls. You can steal these without consequence and sell them for a some gold. Felipe in the Commandant's quarters, can train you in strength and staff fighting.]

Q Walter needs a break

When you talk to Walter, the blacksmith working at the forge, he complains that he has no time to rest. Afterward, talk to his boss, Alvaro, and who says he will give Walter a break if you find two smith's helpers for Walter. He gives you some money to pay them (starts Q Send the servants home quest). The first helper is on the wall up the nearby steps, the second near the west gate. Now you can inform Walter that he can take a break. Walter will also tell you that he needs supplies. You are to find old metal for him (tool bags) which starts the Q Everything that isn't nailed down quest.

Q Send the servants home

Talk to a smith's helper near the western gate and a smith's helper sitting on the ground just up the stairs from the smithy. They will agree to do some of Walter's work and this completes Q Send the servants home. Go back and tell Alvaro you found them. Then go back and talk to Walter and he gets his much needed break. During the conversation there will be mention of Marcelo's blade (part of another quest). For 100 gold Walter will tell about Marcelo's blade and how to get it (but don't spend the money because this guide is telling you for free).

Q Everything that isn't nailed down

In your conversations with Walter he will mention that he is short of supplies and could use anything you might find in your adventuring. What he wants are 15 tool bags. You may have found some already, but if not, you find them held by groups of gnomes throughout the island. Kill the gnomes and collect tool bags. You will find more that 15, but Walter only needs the 15 to end this quest. The rest just sit in your inventory and can't be sold.

Q Bring the packages back to Weasel (Weasel - D) / Q Evidence for Marcelo (Marcelo - O)

Marcelo is standing in the street outside of the Don's old mansion. You will talk about work with him and he will finally ask you to gather evidence on Weasel. You will automatically agree to do this. Weasel is the guy who's resting on a bench near Marcelo. He will tell you about his shady dealings and then instruct you to follow Garth (starts Q Follow Garth inconspicuously) who is hoeing weeds outside of Leonardo's shop (starts Q Bring the packages back to Weasel). While you are following Garth, you may be stopped by Lilly, one of Sonya's prostitutes. Lilly will offer you a quickie for 100 coins but if you agree to dally with Lilly, the follow Garth quest will be aborted and you'll have to start it over from the beginning. After your tryst with Lilly, you can tell Sonya (in the brothel) that one of her girls is working on the side for some extra xp (you get the xp, not Lilly).

In either case, follow Garth to his meeting with Cutter. Interrupt the conversation between Garth and Cutter and you will expose them. They both will begin to fight you (Q Get your hands on Cutter!). After you defeat them, retrieve the package from Cutter and you choose between returning it to Weasel (For the Don) or to Marcelo (For the Order).

If you give the package to Marcelo he will then ask you to get rid of Weasel who you can tell to leave town and/or kill him. I chose to give the package to Weasel because it opened up two additional quests for gold and experience - Q Collect from Konrad and Q Collect from Alvaro.

Q Collect from Alvaro

If you've completed Bring the package to Weasel (you've given the package to Weasel and haven't yet been to the Monastery) you can talk to Weasel about other activities. To get this quest, you also need to have finished Q Walter needs a break. Talk to Walter, ask for his help and ask about Marcelo's weapon. When you talk to Weasel again, he will suggest you steal the weapon from Alvaro's cellar and then sell it back to him. Sneak into Alvaro's cellar during the night, or wait until he moves away from the cellar door (level 1 open lock), go downstairs, and take Marcelo's weapon from the chest (level 2 open lock). Sell the weapon to Alvaro but only accept 100 coins.

Q Collect from Konrad

After you've completed Weasel's package quest, he will suggest you talk to Konrad about a job and to mention security. Konrad won't discuss the matter, but when you leave Konrad's shop, Tilda will stop you and tell you about the farmer and cow near the east entrance to town. [The conversation text calls the cow Elsa, but the name tag on the cow is Berta in the English game version]. At night time, go to the farmer and kill Berta and take her skull from her poor dead body. The farmer will attack you when you kill Berta, but just knock him out and loot him and Berta. Make sure no guards see you do this.

Go back to Konrad's house (again at night time) and sneak into his bedroom (jump down from the roof). Place Berta's skull on Konrad's bed. The house guards may see you and attack, but you can just jump over the balcony to escape. When you go back to Weasel for your reward, he will suggest you spend some time at Sonya's brothel (or just wait until dawn). Now go back to Konrad, who will be angry and not want to talk. You can use a Tell Joke scroll to get him talking again. Eventually, report to Weasel.

When you talk to Konrad, be sure to buy bags of spice. You can use these to make a permanent mana +2 food (plaice melt) or other good things to eat. The bags of spice in his inventory are replenished in each chapter.

Q The family heirloom (D) / Q Get rid of Toni (O)

Hernandez is guarding the door to the mansion previously occupied by the Don. He won't let you in just yet, but he will tell you to check out the guy, Toni, sitting on the bench across from the house. (Starts Q Get rid of Toni quest).

When you walk over to check out Toni, he will tell you about Don Esteban's amulet which has been left in his house. Agree to help Toni retrieve this amulet (start Q The family heirloom). Go back to Hernandez and tell him you think you can find an amulet that the Don left in the house (start Q Take the Don's heirloom to Hernandez). Once in the house, go to the right wing of the house and find a painting of a tree on the wall. Press the switch behind it (stand in front of the picture and left click) and the adjacent cupboard will move. In the newly exposed room, you will find the amulet of the Don's family. Depending on which side you want to choose, give it to Toni (For the Don) or to Hernandez (For the Order). If you finish the quest for the Order, Hernandez will tell you to get rid of Toni (Q Get rid of Toni).

While you're in the Don's house doing the previous quests, go upstairs and talk to Olf, a treasure hunter. Have him teach you prospecting if you want. If you ask him why he is locked up, he will tell you about the artifacts he stole (3 golden bowls) which will start the Q Find the three golden bowls quest. He will offer to tell you where his bowl is for 200 coins. [Save your money because this guide will tell you how to find it for free].

Olf will also tell you about his two brothers, Dytar and Dirk (Olf, Dytar and Dirk are the triplets, in a later quest). Pursue that line of questions and you can ask for his help. This will complete Q Find the treasure hunters quest given to you by Fincher in the bandit camp.

Also agree to help Olf and his brothers get out of town which will start the Q The Imprisoned treasure hunter quest. To get Hernandez to finally release Olf, you will need to find the three bowls (complete the Q Find the three golden bowls).

Also chose the line about the three brothers need to know where to go and you will start the Q A gathering of triplets quest.

Q Anything that heals

Leonardo is the local alchemist and has a shop next to Alvaro's smithy. When talking with Leonardo, you will learn that he is searching for healing plants. If you bring him 10 healing herbs, 5 healing plants and 2 healing roots he will give you a potion that will increase your maximum HP by 10 points.

Q The sons of Tilda

Tilda is standing outside of Konrad's shop. If you ask her what happened, she will tell you about her three sons and ask if you have met them. Her three sons are Beppo, William and Leon. You likely have already met Beppo who is in the Don's camp. William is at the Monastery and if you are following this guide, you have not been to the Monastery yet. Return to Tilda at a later time to tell her about William and complete this quest. Leon is hiding in a small house in the forest, half-way between the Monastery at Harbor Town. Leon is the one who is involved in the Cursed Lords and vassal ring quests. If you have met any of them before, tell the mother that he's fine for some xp. Tilda's husband is Ingvar. Tilda and her cow will play a role in another quest Q Collect from Konrad.

If you ask about a reward for meeting her sons, she will tell you about a chest behind the farm house near the Monastery. The house where you find Severin is Tilda's farm. The chest is buried and if you dig it up you get a few items to sell.

Q Lukor wants the five armour plates (D) / Q Carasco wants the five armour plates (O)

Both of Lukor and Carasco want you to find 5 missing armour plates (pieces of armor, not dinner plates) and three golden bowls. Talk to Lukor about the plates: Lukor tells you that Duram, Vasili and Ingvar are responsible for the thefts of the 5 armour plates. Agree to help him and you start Q Lukor want the 5 armour plates. You return the plates or bowls to Lukor (For the Don) or to Carasco (For the Order).

The five armour plates quest: Vasili, who is usually in or near Patty's tavern, has two of the plates (Q Vasili's armour plates). You can also ask him questions about the town and about Patty's father, Captain Gregorius Steelbeard. You can pay 200 gold for the plates, or beat him up and take them (he will fight if you tell him that 200 is too much).

Ingvar, who hangs out at Patty's tavern, will also sell you his plate (Q Ingvar's armour plate). If you want to fight for the plates instead, simply insist he give you the plates for free and he foolishly agrees to fight with you (Q Duel with Ingvar).

Duram, who is carrying barrels into the warehouse down at the harbor, also has two plates, but locked in a chest and not on his person. Talk to him (Q Duram's armour plates) and you can pay him 200 coins for the key, or you can beat him up and take his key (do this discreetly in the building to which he's taking the barrels). Another way is to threaten him during the conversation and he will refuse to tell you anything. After you've threatened him, go to Ukkos (the friendly' ogre sitting nearby) and offer him some fried meat (Q Meat for Ukkos) and he will tell you about Duram's room up the stairs. Go up the stairs and enter Duram's room where you can take the plates from the locked chest (level 2 open lock required). Return the plates to Carasco (For the Order) or to Lukor (For the Don). If you choose to give the plates to Carasco, he will suggest you get rid of Lukor (start Q Get rid of Lukor). Talk to Lukor and he stomps away.

Q Find the three golden bowls (Lukor - D) / Q Good things come in threes (Carasco - O)

Both Lukor and Carasco are interested in 3 lost bowls as well as the 5 lost armour plates. When you talk to Carasco standing outside of the warehouse in the harbor area, ask what's wrong and he tells you he needs help to find the three golden bowls (Q Good things come in threes). Lukor, who is standing nearby, also wants these bowls (Q Find the three golden bowls).

The 3 brothers (triplets Olf, Dytar and Dirk) have the three bowls. You may have already found out that Olf, who is held prisoner in the Don's mansion, knows the whereabouts of one bowl (It's in the lighthouse). Dytar, who is in Patty's tavern will sell you his for 150 coins. Buy it or use your pickpocket skill. The other brother Dirk, also in Patty's tavern, has one and you can, again, buy it or use pickpocket. The third brother, Olf, is being guarded by Hernandez at the Don's mansion (sneak in to see him or complete the Don's amulet quest). Instead of paying him for how to find the artifact, just head to Jack's lighthouse.

At the lighthouse, enter the door on the ground floor and if you look up, you will see the golden bowl up in the rafters. You might be able to climb to get it, or you can find a telekinesis scroll lying behind the barrel and use that. Give the bowls to Lukor (For the Don) or to Carasco (For the Order). After turning the bowls over to Carasco, go back to Hernandez at the Don's mansion and ask him to set Olf free.

As Olf is leaving, talk to him and tell him you will find the secret exit from town and you will inform his brothers, Dytar and Dirk (Q A gathering of triplets). When you have completed most things in town, you will be able to help the three brothers escape from Harbour.

Q A gathering of triplets

Olf wants you to tell his 2 brothers, Dytar and Dirk, to join him at the meeting spot. You will eventually be able to tell all three to meet somewhere and they will assemble right outside of the lighthouse and wait for further instructions from you.

Q Jack is in need of rum

While you are at the lighthouse in the previous quest, talk to Jack, the lighthouse keeper, and he asks for a bottle of rum. Give him one (you can buy one from Patty).

Q What is Rodriguez planning? (Cid - D) / Q Find the burglar's spy! (Rodriguez - O)

When you talk to Rodriguez who is outside of the slaughter house, he mentions there has been burglaries in three houses and he asks you to investigate. He thinks Cid is responsible for the thefts. Rodriguez suggests you talk to Flavio, Nelson and Baxter, the three who had something stolen. Question each of those guys and you will learn that the one person who has appeared in each place was Doyle (Q Doyle must disappear). Doyle is found on the upper floor of Costa's hotel. Have a chat with Doyle and you will eventually be given the choice to let him live or to kill him. After you talk to each of the burgled fellows, you can then decide to tell Rodriguez about Doyle (For the Order), or to let Doyle escape (which will be For the Don). Tell Cid about your decision concerning Doyle.

When you talk to Nelson during the burglar spy quest, he says he lost a ring (starts Q Nelson's ring quest). Kayleigh, Cid's wife has this ring.

Q What is Rodriguez planning

If you happen to talk to Cid before you talk to Rodriguez, he asks you to find out Q What is Rodriguez planning?. After talking to Rodriguez and agreeing to help find the burglar's spy, go back and talk to Cid and tell him what Rodriguez is planning to end that quest and get some XP.

If you talk to Kayleigh, Cid's wife, she tells you that she likes beautiful things and has a ring that her Ciddy gave her. This is Nelson's ring and you can retrieve it in Q Nelson's ring.

Q Nelson's ring

You learn of Nelson's lost ring during the burglar's spy quest. Cid's wife - Keyleigh - has Nelson's ring. You can either pickpocket the ring from her, or bring her something better'. She hints that she likes beautiful things and if you offer her a pearl necklace she will give you the ring in exchange (Q Pearls for a lady). You can get a pearl necklace from a number of locations throughout the island (you likely already have one in inventory; you didn't sell it did you?). You can also just kill her for the ring, but Cid won't be too happy about that. Return to Nelson, and for being an honest person, he will let you keep the ring (Nelson's ring of acrobatics).

Q Fleecing the butcher

If you helped Cid during the Q The burglar's spy quest, you can then get this quest (Q Fleecing the butcher). Talk to Dargel, the butcher, about protection money and he will start a fight (Q Dances with Butchers). Kick his butt. After the fight, the butcher will still not want to cooperate. Go back and report to Cid.

Q Clean out Dargel's chest

When you inform Cid that Dargel isn't going to cooperate, Cid will tell you to take everything from the butcher's chest. The chest is on the upper floor in the building where Dargel resides. You will have to sneak in at night and pick the lock (level 1 open lock). Go back to Cid for your reward.

Q The map of the Island

You likely got a nice map of the island from Fincher in the bandit camp. But if not, you can ask Nelson to make you one. He will give you the map when you find a way to get out of the town (finish either the Q Where are the artifacts disappearing to? or Q Talk to the bandit chief of Harbour Town quests).

Q Protection money from Josh

You can get this quest from Delgado if you haven't visited the Monastery yet, and you have completed the Q Protection money from Costa quest. Go to Josh's tavern and ask for the money. Josh will tell you a long story about him and Delgado. Return with the money to Delgado for your reward.

Q Jack's chest

When talking with Josh in the previous quest, (Q Protection money from Josh) and listening to Josh's story, you will learn about Jack's chest which is on the upper floor of the lighthouse. The key for this chest is on the ground floor of the lighthouse behind some barrels. [you can do this quest without ever talking to Josh about it].

Q Woman beater

When you talk with Gwen, the prostitute in the bathtub at Sonya's brothel, she tells you she is having problems with a jerk named Erikson (he's sitting in the main lobby of the brothel). After talking with Erikson, invite him outside, beat the stuffing out of him, and then ask him to leave (he sits down nearby to sulk). Take his stuff when he is unconscious and you will find a key. Ask him about it. Return to both Gwen and Sonya for a reward.

Q A night with Olga

When you talk with Sonya, the madam of the brothel, you can arrange to spend the night with Olga.

Q The lost father

Talk to cute Patty in her tavern near the harbor area. She will be important for several major quests, so be nice to her. If you talk about leaving town, she tells you about a secret exit and to talk to Dytar (who has one of the golden plates you need). If you tell her you will help find her father, she tells you about Romanov (start Q The lost father). You should have a key you took from Erikson (the creep you beat up at Sonya's brothel), so show it to her and she will ask you to find out what the key opens. (It opens the shack of Gregorius Steelbeard, her father). If you tell her you will help her leave town, you start the Q Patty wants to leave town quest.

To help lovely Patty, it seems you need to talk to Romanov, a pirate who is being held prisoner at the far end of the quay (harbor). Talk to Marek who is standing outside of the prison, guarding Romanov. He won't let you near Romanov which starts Q Get Marek's cell key. To get the key you can find him a girl, provoke a fight with him or rob him if you have pickpocket skills.

Let's find the poor guy a girl, so agree to bring him one (start Q Distraction for the prison guard). First go talk to Sonya in the brothel and she will direct you to Anika on the docks. Tell Anika that you have a job for her and she will go to Marek. The two go discreetly behind the prison. Follow them (you voyeur) and when you talk with Marek he will give you the prison key. Go into the prison and talk with Romanov.

Talk to Romanov at length, but ask him especially about the key you took from Erikson during the Woman beater guest. You will learn about Steelbeard (a pirate who is Patty's father) and that Steelbeard has a secret hideout in town. Steelbeard's shack is located near Costa's hotel (a locked door you couldn't open without Erikson's key). Search the chest found inside and you will find a document. Take the document to Patty.

Q Patty wants to leave town

After finishing The lost father quest, Patty will be searching for a way to get out of town. When you have completed one of the two final quests in Harbour Town (either Q Where are the artifacts disappearing to?, if you are choosing the Order faction or Q Talk to the bandit chief of Harbour Town, if you are choosing the Bandit faction) you will discover a secret passage out of town. Finding this passage will allow you to help Patty escape, as well as the triplets, Olf, Dytar and Dirk. After she leaves town, Patty will stay on the beach near Harbour and you won't be able to talk with her until chapter 2.

Q Romanov's seaman's chest (Romanov - D) / Q Sergio wants Romanov's gold (Sergio - O)

Sergio is patrolling the docks near the warehouse and the prison holding Romanov. If you talk to Sergio before Romanov, he will tell you about Romanov and that you should try to get Romanov to tell you where he has hidden his booty (starts Q Sergio wants Romanov's gold). If you return Romanov's treasure to Sergio, you do so For the Order.

If you talk to Romanov first, (see Q The lost father), be sure to talk about everything to get some good information and some XP. Talk about Patty, mention Erikson's key and learn about Steelbeard's shack. This guide suggests that you return the contents of Steelbeard's shack and chest to Patty and not to Romanov.

While you are conversing with Romanov, you will learn that he wants you to get his casket which is locked in a chest in the warehouse. [A casket in this game is a small box, not a box holding a dead body]. The warehouse where you find Romanov's chest is in the docks near Ukkos and Carasco. You need to get to the upper floor of the warehouse, either by sneaking or jumping down from the roof. You will find three chests - the one in the middle is Romanov's and contains the casket. You should loot the others as well. If you return the casket to Romanov you end this quest For the Don. If you give the casket to Sergio instead, you end the quest For the Order.

Q Peace and order

After you complete four of the seven critical Harbour quests for the Order, you will receive the message that you have decided to join the Order and you should report to Commandant Carlos. Talk to him at length and tell him everything you have done for the Order for some experience points. Tell Carlos that you will stop the artifact smugglers to start the Q Where are the artifacts disappearing to?. When you tell Carlos that the town is now free of the Don's men you'll complete the Q Peace and order quest. Carlos will then instruct you to get rid of the Don's top man, Scordo (Q Get rid of Scordo).

Q Where are the artifacts disappearing to?

After completing four critical quests for the Order and reporting to Carlos that the city should now be safe with Esteban's men gone, he'll instruct you to investigate the artifact smuggling problem. He suggests you talk to Sonya in the brothel. You will need to pay Sonya for her information, but you need to only ask about 3 things; 1) the inquisition, 2) artifacts and 3) the man responsible for the smuggling. The other information is just background filler information, so save your money. She will tell you how to find Scordo. You need to press the switch behind the tree painting in the room to her left to open the way to the secret passage and Scordo.

In the tunnel you will find Scordo (completes Q Talk to the bandit chief of Harbour Town). After a long conversation, Scordo will attack. Kill the bandit (Q Knock down Scordo) which completes the Q Get Rid of Scordo quest. Take the sewer key (Q Scordo's key) and follow the passage to the end of the tunnel. At the end you will find a door that opens to the beach area west of town (complete Q Find the secret access to the town). Return to Carlos and tell him you got rid of Scordo. Since you have now committed to joining the Order, ask Carlos for help in beginning your training in the Monastery. Mention that you helped Belschwur and you'll receive a recommendation letter to allow you entrance into the Monastery.

After completing the quests in the sequence outlined above and after Scordo is dead, when you walk around Harbour Town, you may find some of the bandits lying dead in the streets, and you can take their stuff.

You will receive the following quests if you decide to follow the Don and not the Order.

Q All power to the Don

This is the quest you will complete if you complete the critical quests for the Don and report to Scordo that the whole town is now theirs.

Q Talk to the bandit chief of Harbour Town

If you complete four quests For the Don, then you will be able to ask one of them for their boss' whereabouts (Scordo). Head to Sonya's brothel and pay her for giving you the information about Scordo. She tells you to press the button behind the painting on the left side of the brothel to for access to the area where the bandit is hiding. Scordo will give you a package for Don Esteban and a key to the door at the end of the corridor, a secret passage out of the town.

Q A package for the Don

If you are following the Bandit path, Scordo (Q Talk to the bandit chief of Harbour Town quest) will give you a package to give to the Don. After delivering the package to Esteban, the Don will make you one of his men. You can now buy a hunter outfit for 1000 coins from him.

Q The cursed lords

If you are one to freely explore the country-side and kill monsters for fun and profit (and you should), then you may run across the Cursed Lords quest during chapter 1. [Note: the roads leading to the ruins in this quest are very hazardous with some tough enemies to fight. Be forewarned and come prepared]. This quest can be put off until later, or begun in chapter 1 and span into chapter 2. You get the quest either by talking to Leon or finding one of the quest items.

When you talk to a fellow named Leon at a house in wilderness, you will discover that he is being haunted by a Cursed Lord (called undead lord in-game) and he has a vassal ring in his possession. Leon is located in a beautiful wooded area northeast of Harbour and east of the Monastery. Agree to help him find the other 5 vassal rings and get rid of the cursed Lords (undead lords). You may have found one or more of these rings before you meet Leon. Each lord is protected by a number of skeletons and tough skeleton warriors and are found in 5 ruins spread throughout the island. The rings can be found in any order. The main undead skeleton lord is Lord Patroscon and he is the one haunting the thoughts of poor Leon. He himself does not have a vassal ring - his ring is the one you obtain from Leon. He does have a nice shield, though, for you warrior types. To help Leon, you must find all of the vassal rings and make the undead Lord Patroscon dead, again.

One Undead Lord resides in the ruins directly across the bay from the small island east of Harbour. Skeletons and skeleton warriors eagerly await your arrival outside of the small ruin. The undead lord is just inside the doorway, or more likely he will come out to attack you as you fight his minions. Take the vassal ring from his cold dead bony fingers. At the top of the ruin you will find a +5 max mana potion and a small amber in the locked chest.

Another undead lord holds dominion over a small ruin south of the monastery. If you look at your world map, there is a tiny lake immediately south of the monastery and you can see the ruins indicated. Make your way to these ruins, eliminating any beasts you encounter. Defeat the lord and his minions and take his ring.

Two ruins with undead lords are along the west coast of the island. Follow the road southwesterly from the bandit camp. On your map, the road will look tortuous (curvy). You will soon come to a complex of ruins. Explore these ruins carefully as there are several chests and other things to find. There are a lot of skeletons and skeleton warriors to fight milling about the ruins. Descend the steps to the underground catacombs to find the undead lord and his minions. Take his ring and other items. This area contains the recipe for a potion that permanently increases strength. Nice. When you go outside again, notice the set of stairs leading downward toward the ocean. Here you will find a locked door that will play a role in the quest for Patty and Romanov. Remember this door.

Continue along the road leading toward the coastline and you will eventually come upon another set of ruins. As you might expect, there are a lot of skeletons and skeleton warriors to fight as well as the undead lord himself. Climb to the top of the tower and find a rune of magic protection spell in the chest (open lock spell or level 3 open lock required).

Another undead lord resides in the ruins at the northern end of the peninsula on the east coast of the island. The journey to these ruins is long and arduous and you will actually pass through a cave that contains the ruins where mighty Lord Patroscon resides.

Follow the tangle of roads northeast of Harbour, continually making your way to the east. Eventually you will come to a cave and must fight some enemies to gain entrance. Explore the first chamber of the cave and then continue deeper into the cave through the doorway. In the next chamber you will have to fight some skeletons and skeleton warriors. You will see an entrance to a dungeon on your left. This is the lair of Lord Patroscon. You can enter here now and fight him and his minions if you wish. Let's assume you will fight Lord Patroscon last.

Otherwise, continue up the ramp and fight some ghouls, and then even more ghouls until you reach the exit of the cave. Continue along the road until you reach a fork in the road and take the path to the right. You will soon come upon a hunter, Henrik, sitting at his fire. You can chat with him a bit. He plays a role in the quest to kill the Gyrger. Cross the long bridge near Henrik and continue along the road. There will be lots of gnomes who try to stop your progress. They're ugly, so kill them. You likely have been collecting tool bags from dead gnomes which are part of a quest for Walter the blacksmith in Harbour. There are also some side passages which lead to areas with tough enemies (ashbeast, ogres and thunder lizards). You may wish to tackle these areas later when you are more advanced.

You will eventually come upon the ruins where you will have to fight a LOT of gnomes. Don't stay to chat, kill them. Explore the outside area for chests and things. There are two underground areas in this set of ruins. One is a large doorway that leads to the Gyrger and is part of the crystal disk quests in chapter 2. Consult that part of the guide for this area.

The stairs leading downward take you to the catacombs of the undead lord. When you reach the bottom of the stairs, pull the ring on the wall to open a secret passage. Go through the passage created and fight the skeletons and warriors. The undead lord is on the lowest level of the catacombs. He has a very nice sword, the Traitor's blade, and a vassal ring. Search the area thoroughly for chests and search the bones for items. Things you should find here include a small sapphire, a ring of archery, and a Sword Tip (part of the sword Stormwind). Finding this piece will begin the Q Reforging Stormwind quest. The second part of Stormwind (Broken Bastard Sword) is in a chest in the ruins under the small island east of Harbour.

If you have now found all of the rings, you can return to Leon, give him some of the rings and then ask about Lord Patroscon. Or you can go back to the cave with the ruins and Lord Patroscon. Enter Patroscon's lair and kill all the skeletons, warriors and the great Lord himself. The Lord has a very nice shield, the Rune Shield, and a conjure skeleton scroll Rune.

Return to Leon, give him the rings and tell him Lord Patroscon is dead, again. In return you will receive 300 coins and three scrolls (tell joke, transformation into an ashbeast, and open lock).

Volcano Keep (Monastery) Quests

After you complete 4 of the critical Harbour Town quests "For the Order", Commandant Carlos will give you a letter of introduction to the Monastery. Santiago, at the entrance to the Monastery, will take you straight to Master Pallas. You then talk to Pallas and make the decision to become either a Mage or a Warrior of the Order. If you were captured outside and did not come here voluntarily, then you will only be able to become a Warrior of the Order.

When talking with Pallas, if you chose to become a Warrior, you will be sent to Kalib in one adjoining room, or if you chose to become a Mage, you will be sent to Taylor in another adjoining room.

From here, the walkthrough assumes you've chosen to become a Warrior of the Order. (Begin Q The tests of the Masters). If you ask Pallas if he has a test for you he says you have already done a great deal for the Order and he does not need to test you. [Note: Make sure you do these conversation choices with Pallas now, because there apparently is a bug in the game that prevents you from completing this quest if you do not].

Q Follow Kalib

When you choose to become a Warrior, Master Pallas tells you to talk to Kalib who give you a novice's robe and a map of the Monastery. Ask about leaving the Monastery and you will start Q The Gate to the keep. Ask where you can get some sleep and Kalib will tell you to follow him to your room in the Monastery (starts Q Follow Kalib). Or you will follow Taylor if you came to the Monastery out of your own will and chose the mage path.

Kalib will take you through the courtyard, where you will be met by Aric, the trainer of the fighters. Aric will instruct you to get yourself a fighting staff (start Q Get yourself a fighting staff). You need to finish your tour with Kalib, so get your staff later.

You will continue to follow Kalib until you reach your quarters. Here you will find that The Inquisitor, Mendoza, is waiting for you. Have a final word with Kalib and the Q Follow Kalib quest will end.

It turns out that Hemlar, one of the novices in the Monastery, has been murdered and lies dead in the very room you were assigned. Inquisitor Mendoza will question you and all but accuse you of the murder (starts Q Find Hemlar's murderer). Talk to Mendoza at length and he will ask you to lead the investigation into the murder. He will direct you to Master Vitus to begin your investigation. Head into your room and search and pick up everything. You will find a knife (the murder weapon) on Hemlar's body, a package of weed and Hemlar's purse. This will complete the Q Investigate the crime scene.

The murder investigation is a long, involved quest and you can continue it later. In order to get access to restricted parts of the Monastery, you need to complete Basic Training, so your next task should be to get yourself a fighting staff. Go back to the courtyard where you met Aric and talk with him again.

Q Get yourself a fighting staff

To get your fighting staff for Aric you will need to see Karlsen, the blacksmith whose forge is at one end of the courtyard. After you get a staff, return to Aric. If you are rude and condescending to Aric, you will get another small quest (Q Sweep out the chambers)

Q Sweep out the chambers

If, during your conversations with Aric, you were disrespectful (calling him by his first name instead of using Master, and asking him to repeat things), he will order you to sweep up his rooms. There are 10 piles of dust to sweep in several different rooms. A broom can be found in the room to the right of the Monastery entrance (near Pallas) if you don't have one yet. Look around for dust piles in the rooms on the two levels you have access to. Left click on a pile of dust and you will sweep it up. After cleaning up 10 rooms, report to Aric.

Q Basic Training

When you have gotten your staff from the blacksmith, report back to Aric who will tell you that you need further staff training, which will involve fighting three of the novices and then Aric himself. Even though you're told to train in staff fighting, you don't have to fight with a staff. Use any weapon you choose.

First talk to Tucker (Q Fight against Tucker) who is sweeping up near the Smithy. (After you fight with Tucker, he will be a trainer for strength).

Your second opponent is William, who is in the main courtyard (Q Fight against William). (After you fight with him, he will be a trainer for staff fighting). If you've talked with Tilda in Harbour Town, mention this to William for some XP.

Your next opponent is Kato who is also in the main courtyard. Tucker and William are pretty easy foes, but you'll have to fight the arrogant Kato twice. When you first talk to him, he will attack you right there in the courtyard (Q Kato's lesson). Challenge him again and he will move to the arena for the fight (Q Fight against Kato). After you beat these three, Aric will challenge you (Q Fight against Aric). If you find it difficult to win against Aric, you can trick him to make it easier (see the next quest).

When you've beaten Tucker, William, Kato and then Aric, you have completed your Basic Training and you can go to Master Vitus. Tell him you have finished your training (completes the Q Basic training quest) and he says you are now allowed into the upper part of the Monastery to continue your training.

Q Trick Aric

Aric is a tough fighter and it is easy to lose against him. Try this trick. Deliberately lose to Aric and then go talk with William. William will send you to Caspar who suggests that you get Aric drunk and make him give you his charmed sword. Go talk to Dalman (the guy tending the pigs) and after a long conversation you'll receive a special wine called Fireflush (starts Q Dalman trusts you). Dalman wants you to find someone to replace him shoveling pig shit, but he trusts you enough to give you the wine now.

Take the Fireflush wine (and be sure you also have two regular wine bottles; buy them from Dalman for 20 coins each if you don't). Now head to Karlsen the blacksmith and ask him to give you the worst sword in the world'.

Go back to Aric and during the conversation, offer the wine by choosing the 1st dialogue lines. Aric will trade swords with you (his sword for the "worst sword") and you can now beat him with his own sword.

[In order to be initiated as a Warrior of the Order, you have to pass various tests given by each of the Master's. When you have finished your Basic Training, you will be granted access to the upper Monastery and you will be ready to begin the Q The Tests of the Masters. You need to pass a test for Ignatius, Vitus, Abrax, Illumar, Cyrus and Pallas. If you have come from Harbour Town, you have already done enough for Pallas and he will not give you another test - that is, you have already passed his test]

Q The test of Master Ignatius

Once Master Vitus grants you access to the upper levels of the monastery (after you've completed basic training), you should talk with Master Ignatius. He will show you where the library is and he will ask you to read the books you find there. [This is a long quest and you don't have to do it all at once].

The basic gist of Ignatius' test is to read the books in the library. [Throughout the game, you will want to read everything you come across]. Talk to Rufus standing nearby and ask him to move away from the book so you can read it. If you ask him what he is doing, he will say he is looking for a book called Wisdom in Combat (start Q Rufus is seeking Wisdom in Combat). Be sure to read the other books in this room. Near Rufus, you will see a metal ring hanging on the wall. Pull the ring (stand it front of it and left click). You will open a secret passage and see a stairway leading downward.

At the bottom of the stairs, the first room on your left (you need to pick the lock) contains the key to the library, a book stand to read and a switch high up on one wall. The room also has a large anti-magic crystal that prevents the use of magic. Shoot the switch with your ranged weapon to open the door to a small room with two chests. Head back to the room with the large crystal and go through the door into a large area. Read the book on the stand. [you need to read every book you see, so I won't point this out again]. Pick up the book called On Rune Magic. The locked door cannot be opened yet.

The next area past the archway has another book stand to read. The door near the book stand opens into a room that contains a book stand on the Art of Levitation, a levitation crystal ball that will grant you levitation magic each time you touch it, and a hole in the floor. The adjacent area through the open doorway contains an alchemy table.

Go back to the large area and enter the room straight across from the room with the levitation crystal. In this room you will find a book stand describing Telekinesis, a telekinesis crystal ball, a switch high up on one wall, and a chest. Touch the telekinesis crystal and telekinetically push the switch. This opens the room that contains the large anti-magic crystal.

Go back to the large area and go down the steps. A little further along you will see a door on the left that is blocked by a red force field (you will be able to open the force field later in the game) and another door on the right that cannot be opened yet. Continue straight ahead. This last area has two book stands to read and rings attached to the walls. Pull the ring on your left as you face north. This will open a secret door that contains a skeleton you have to fight. The small room that had the skeleton contains two book stands to read and a level 2 locked chest that contains a Magic Crystal. Take everything.

Go back to the room with the hole in the floor. Drop through the hole and enter a room with a book stand and chest. Through the open door is another room that contains a book (The Magic of Crystals), a book stand describing Open Locks and an Open Lock crystal ball. Touch the open lock crystal and open the locked door in that room. You can touch the crystal again and again to open every locked chest if you don't have the proper level of open lock. But do touch the crystal and open the locked door that you found at the very beginning of the large area. The small room you just opened has nothing, but note the small hole in one wall. You need to crawl through this hole, but to do so you will need the Nautilus transformation spell. Touch the telekinesis crystal again and go out into the large area. One of the book cases along the nearby wall has a scroll of healing which you can retrieve. More importantly, a book case in the area where you fought the skeleton has the Rune for Nautilus Transformation. So touch the telekinesis crystal and get that rune. Runes will allow you to create scrolls once you have learned that skill.

Now go back to the room that has the hole in the floor and the crystal for levitation. Touch the crystal and levitate to the area above and to the left of where you fought the skeleton. This area contains a book called The Nautilus, the crystal ball of polymorph (nautilus transformation) and a chest. Polymorph into a nautilus, go through the hole in the wall, and go all the way back to the room that was locked in the beginning of the large area. Here, go through the hole in the wall and you will now be in a room with a book stand, a writing desk and a chest. Open the door and you will have found one of the masters, Master Abrax.

You can talk to Master Abrax now and get his quest Q The test of Master Abrax. Pull the nearby lever to leave the area.

When you are sure you read all of the books in the library, return to Ignatius who will then give you the Q Crystal of fire quest.

Q The gate to the keep

After checking out the library for Ignatius, return to him and be sure to ask about the closed gate to the Monastery. He'll send you to Pallas who will open it and you will now be able to leave or re-enter the Monastery any time you want.

Q The crystal of fire

The crystal of fire is in the possession Nathan, a novice who has disappeared with the crystal. As your test for him, Ignatius asks you to find Nathan and retrieve the crystal. You will need a teleportation scroll for this quest and if you don't have one, you can find one in one of the chests in the library. Nathan is in a small ruin hear the monastery. You will need to kill a war cricket to gain entrance.

After the cricket, you will have to battle with some gnomes. Both corridors are trapped. The one on your right has a lever you can manipulate by telekinesis to turn off the trap. Cross the disabled trap and enter the small room where you fight another gnome. In this room you will find the body of Nathan with the fire crystal. Return to Ignatius to complete the Crystal of Fire quest.

Q Thieving gnomes

When you are outside of the Monastery on the crystal of fire quest, you can freely talk to the Warriors at the small farm just below the Monastery. Talk to Severin about the nearby ruins and the gnomes that are giving him a hard time. He will ask you to kill them and give you a reward when you return.

Q Find Hemlar's murderer

This quest began when you first met Inquisitor Mendoza. You are now ready to finish this long and bewildering set of tasks. Begin by talking to Vitus and he will tell you to talk with Caspar. Head to your quarters and collect every item you can find if you haven't already. The important ones are: the kitchen knife found by Hemlar's body, a small packet of weed resting against a bookshelf and Hemlar's purse slipped under the bed with a wine jug beside it.

During your conversation with Caspar mention that the Inquisitor expects Caspar to help with the investigation. Also mention that you found the knife (start Q What does Harlok know?), and brugleweed (start Q Who is hemlar's partner?). Ask Casper who Hemlar's supplier was (start Q The circle of suspects). Now go to Pallas and ask for the list of people who can leave the keep (complete Q Circle of suspects quest). You must have finished the Basic Training quest in order for Pallas to give you the list.

You now need to talk to each of the people on the list. Be sure to ask about Hemlar each time. Begin with Ash who talks about Harlok, the cook, being a pirate who sailed with Steelbeard. Next, show the knife to Karlsen who tells you it belongs to Harlok. Talk with Tucker who tells you that Hemlar and Harlok spent a lot of time together. Go to Harlok and ask about everything you can. He will give you some stew that you can give to Yoki to gain entrance to the cemetery. You will complete the Q What does Harlok know? and learn that Hemlar met someone in the cemetery. So it's off to the cemetery.

Talk to Yoki who is guarding the cemetery entrance which will start Q Access to the cemetery. Eventually choose the line that says he'll lose his job. If you talked to Harlok, he will have given you some stew (+2 to strength). Give this to Yoki to gain entrance to the cemetery. [Pickpocket the stew right back and eat it yourself to increase your strength.] While in the cemetery, dig up Hemlar's chest in the back corner of the area and enter the crypt to find the Wisdom in Combat book for Rufus.

Next talk to Caspar again, Taylor, and Ash. Ash is reluctant to talk so you might need to beat the information out of him (Q Path to the truth) or you can avoid fighting him by suggesting that you can help him. In either case, you will get weed from him and he suggests that you distribute it to draw out the murderer. He also suggests that you may draw the murderer out if you are taking a bath . . . hmmmm. [The weed in this quest is an icon that look like a cigarette, not the weed plant you sell to Rhobart in the bandit camp.]

Q Distribute the weed reefers in the keep

As per Ash's suggestion, talk to various people in the Monastery to see who will buy the weed from you. The ones you can sell to are Caspar, Kato, Karlsen, Yoki (you can use this as an inducement for him to let you into the cemetery, which will complete Q Access to the cemetery quest), Tucker, Harlok, Kalib, Taylor, and Dalman.

Then, go to the bath house (the room with several bathtubs near Caspar) and step into a tub. Once the murderer appears, you will have to fight him. Got back to Master Vitus to complete this convoluted quest and in return you will be able to choose one of two potions that Vitus will offer you (+5 strength or +5 max mana).

Q Access to the cemetery

Yoki is guarding the path to the cemetery and won't let you enter. You can induce him to let you in by giving him an illusion scroll, some of Harlok's stew or the weed from the Q Distribute the weed reefers in the keep quest.

Q A new post for William

When you have finished the Find Hemlar's murderer quest, you will have gotten rid of Aric, the fighting trainer for the Monastery. William will stop you and ask you what is to become of their training. Suggest to him that he can train the recruits, (start Q A new post for William). Talk to Vitus and tell him you think William is capable of taking Aric's job as the trainer. Go back and let William know of his good fortune.

Q Dalman trusts you

Dalman is tired of shoveling pig poop and asks you to help find a replacement. Taylor (to the right of Pallas) will agree to relieve Dalman in return for 10 apples. You can buy them from Caspar. There are also apples scattered around the Monastery or you may have a bunch in your inventory.

Q The test of Master Vitus

Talk to Master Vitus about his test and he will give you some cryptic message. What he really wants is for you to go to the crypt in the cemetery (you need to have finished the Q Access to the cemetery) and search the skeletons in the depths of the crypt. You will find a key that opens Berengir's chest. Take the book called Wisdom in Combat from the chest and show it to Vitus. If you have also finished Q Dalman trusts you, you will have passed Vitus' test and he will agree to teach you crystal magic.

Q Rufus is seeking wisdom in combat

After you show the book, Wisdom in Combat, to Master Vitus, take it to Rufus who is searching for that very book.

Q Severin's artifacts

Talk to Cyrus who is in the small storeroom near Master Ignatius. His task for you is to head to Severin at the small farm and have him send any artifacts back to the Monastery. (This starts two quests; Q Crates for the volcano keep and Q Severin's artifacts). Be sure to ask Cyrus about the details of the missions so you get a password' to give to Severin. The password is "... Cyrus will rip his head off". When you get to Severin, you will immediately complete the Q Crates for the volcano keep quest. Mention there is something else, tell him that Cyrus will rip your head off and he will give you an Old Disk and a ring (Q Severin's artifacts). Return these to Cyrus and get your choice of reward.

Q Overdue situation report

If you attacked the artifact camp with the bandits earlier, you can tell Severin that Rupert is dead. If you didn't undertake this quest, you can head to the west, talk with Rupert and then return to Severin and tell him that things are fine.

Q The test of Master Abrax

You find Master Abrax in the depths of the library during the test for Master Ignatius. After a looong conversation, Abrax will finally ask you to find two novices who were supposed to bring him some plants. He tells you to look for Sirius and Krayban and he gives you a list of the plants he needs.

Sirius and Krayban are (were) both sitting by a campfire at Severin's farm. When you talk to Sirius, he will give you some plants and tell you that Krayban is missing. He tells you to look in the nearby woods. Go find Krayban's body (surrounded by some gnomes if you haven't killed them already). Return to Abrax and give him 6 healing plants and 4 mana plants. Tell him about each of the novices for additional reward.

[for a chuckle, if you talk to Sirius before you enter the Monastery and get this quest, he will tell that Krayban is missing. But Krayban is standing right there next to him!]

Q The test of Master Illumar

Master Illumar will teach you the art of creating scrolls. This test will involve a lot of running around collecting stuff and talking to several people in the Monastery. You will learn that in order to create a scroll you will need a quill, blank scrolls, the Rune for the magic you intend to create and a writing desk.

Illumar will tell you to read the two books by the entrance of his room. Return to him and tell him you read the books (complete Q The basics of scroll creation). Now you need to find a quill. You can buy one from Enzo for 250 coins or ask Caspar to receive it for free (completes Q Get yourself a quill).

Return to Master Illumar and ask if you can take the test. He gives you another task (start Q The theory of scroll creation). He tells you that you need to learn the ingredients for every spell for the First Runic Seal. You will need to talk to some of the Masters and novices to learn these ingredients.

The six spells and their ingredients are: light - coins; heal - healing herb; telekinesis - moth dust; transformation - nautilus shell; illusion - boar tusk; and jest - pearl.

Talk to Master Abrax to learn about the illusion scroll (read the old book next to him). The illusion scroll requires the tusk of a boar. Next see Rufus who will tell you that the ingredients for a light healing spell is healing herb. For Rufus to help with the ingredient test, you have to have completed Q Rufus is seeking Wisdom in Combat (you returned the book to him).

Next go to Erlan who usually is in the room with the scroll tables and Master Illumar. Erlan will recognize that you are on Master Illumar's quest and says he needs to know the ingredients for the nautilus transformation scroll (start Q Erlan doesn't know what to do). He will tell you the ingredients for Jest and Telekinesis if you get the ingredients for nautilus transformation from Enzo. The problem is, he had a fight with Enzo (he took Enzo's turkey). Agree to find him a turkey to appease Enzo and trade for his knowledge.

Of course, Harlok the cook would know about turkeys, so head to the kitchen and talk with Harlok. Pay him 200 coins for a turkey and then go to Enzo (he is usually sweeping near the stairs to the upper Monastery area (start Q Enzo needs to know the ingredients for an illusion spell). Tell him to use a tusk of a boar for illusion and then ask about his problem and inform him that Erlan is ready to talk with him again. Now go back to Erlan to give him the turkey and tell him about the nautilus spell. Lastly, talk with Jervis, who is usually in the writing table area, and get the ingredients for the light spell.

Return to Illumar and tell him about each of the ingredients that you learned. This will end the quest for creating a magic scroll. You then need to spend 5 learning points to learn the create scroll skill. Tell Illumar you are ready and he gives you the Rune of light and tells you to create a light scroll (start Q The test of Master Illumar). Go to a writing desk (Illumar calls them Rune tables) and create a light scroll. You can buy blank scrolls from Caspar. Go back to Illumar with your newly created scroll and you pass his test. He will now sell you scrolls, blank scroll parchment and Runes for creating other scrolls.

Take the time to create some of the scrolls you might need. Some essential ones are nautilus transformation, telekinesis and levitation. A useful one is conjure skeleton, which summons a skeletal companion, Fred, to help with the tougher battles.

Q Mutual aid

Talk to Jervis and ask him to train you in hunting skills. He won't do this until you give him a Create Illusion scroll and two blank scrolls (buy blank scrolls from Caspar).

Q Assist the Warriors of the Order in Harbour Town

If you are following this guide (and you should), you have been to Harbour Town before the monastery, and you will likely have already done this quest. When you speak to Ignatius about the tests of the masters, you will get the choice to say that Master Pallas has not given you a test and Ignatius will say the matter is closed.

Q A worthy weapon

After you tell Ignatius that you have completed all of the Master's tests, he tells you to get a worthy weapon (staff). Go to Karlsen the smith and you will get a fighting staff. Return to Ignatius. Now you are ready to be initiated as a Warrior of the Order.

Q The initiation

When you have finished all the Masters' tests and have gotten a new staff (Q A worthy weapon), you can begin the ritual to become a Warrior of the Order. Talk to Ignatius to start the process, and then talk to the Inquisitor in the Hall of Flames. The Inquisitor will ask you a series of questions. It doesn't matter how you answer except each will enable you to choose an increase in one of your stats. Once the ritual is over, your ability to use magic crystals (fire, ice or magic bullet) will increase by 1 point and you will get some new spiffy robes.

Q Follow the inquisitor

Now the Inquisitor instructs you to follow him to a Big Gate - the entrance to the Volcano. Along the way he will stop occasionally to fill you in on some background information. When you finally reach the Gate, ask the Inquisitor about getting back easier and he gives you a teleportation stone (Volcano Keep) (starts Q teleport stones). You will begin chapter 2, The Inquisitor's Plan.

CHAPTER 2 Quests

You basic goal in Chapter 2 to is to find the 5 crystal disks that will open the gate. The Inquisitor has given one of the disks to Cyrus, but it is broken. You must find a way to repair this disk and find the other four. You will also be given the quest to find the Teleportation Stones that allow you to move instantaneously around the island. There are 14 Stones.

Q Teleport stones

This quest begins when you receive the first teleport stone from the Inquisitor (Volcano Keep Teleport Stone). There is no one to report to, your quest log will update as you find each of the 13 other teleport stones. When you find each one, its teleport location will appear as a green dot on your teleport stone quest map. Most of the stones are found in the possession of lizardmen very near to the point that the stone will teleport you to. The 14 stones and where you find them are listed below, in no particular order.

Teleport Stone name - location of stone

  • Harbour Town - Commandant Carlos in Harbour Town
  • Bandit camp - Fincher in Bandit Camp
  • Volcano Keep - Inquisitor Mendoza at the Big Gate to the volcano
  • Eastern Volcano Cave - lizardman not far from entrance to cave
  • East Coast - roaming lizard band near Jasmin's & Rufo's camp
  • Eastern Temple - lizard priest (mystery of eastern temple quest)
  • Northeastern Temple - lizard priest (Cyrus is late quest)
  • Northern Temple - roaming lizard band outside temple
  • Plains Temple - roaming lizard band, just outside of the temple
  • Southeast Coast - roaming lizard band along southeast road
  • Southern Ruin - roaming lizards; ruins near Tilda's farm
  • Southwestern Ruin - roaming lizard band ruin near starting beach
  • Western Ruin - roaming lizards; ruins near path to bandit camp
  • West Volcano Cave - undead priest (Titan Helmet quest)

The main goal of chapter 2 is to find the 5 crystal disks and open the portal into the volcano. Return the disks to the Inquisitor. Most quests in this chapter are designated World quests, regardless of who gives you the quest.

Q Crystal disks for the Inquisitor

Inquisitor Mendoza will ask you to find five disks scattered throughout the island. When you talk to Mendoza about the disks, you will learn that only Eldric, a Druid, can repair the broken disk that the Inquisitor gave to Cyrus (start Q Cyrus is late). Ask where to find other disks and he tells you to see Severin at Tilda's farm (start Q The golden delivery). He also mentions that Don Esteban has a disk in his possession and you should have no problem getting that disk. To find all 5 disks, you need to do the following things and/or complete the following quests:

  1. Talk to Don Esteban;
  2. The mystery of the eastern temple;
  3. Cyrus is late;
  4. Where is the golden delivery?
  5. Off to the west coast.

You have been taught crystal magic to level 1 during your initiation. To increase your levels of crystal magic, you need to be trained by the Masters. Master Ignatius will train you in fire crystal magic. When you inform Master Vitus that you are ready to begin study of crystal magic, he will instruct you to see Master Pallas to learn more about frost crystal magic. Master Vitus will teach you about projectile magic (magic bullet). You already have a fire crystal, but you need to obtain a Frost Crystal and a Magic Crystal.

Q The magic bullet (projectile magic)

You will be able to increase your use of magic bullet from Master Vitus, but before he agrees to teach you, you'll first have to acquire one. You should have found one in a locked chest in the library (see Q The test of Master Ignatius). There is another Magic Crystal in Druid Eldric's chest.

Q The frost crystal

Master Pallas will increase your abilities in the use of Frost Crystal magic. To do so you will need to pay him 1000 gold coins. You can reduce the cost by bringing him a bog body's heart (cold heart) which will lower the cost by 250 coins and you can lower the cost by another 250 coins if you give him a small sapphire. You likely have killed a number of bog bodies by now and you will find a small sapphire during the Thieving gnomes quest. Pay him and Pallas will give you the frost crystal and then be willing to increase your ability in its use.

The Quest for the 5 golden disks can be done in any order.

Disk 1

Getting the disk from Don Esteban is simple. Just ask him, but offer some inducement (he can keep all of the gold he finds in the temples his men are excavating).

Disk 2: Q The mystery of the eastern temple

Now talk to Fincher and ask him to give you a teleportation stone for the bandit camp. He will also tell you that he is worried about the Eastern temple and asks you to see what is happening (starts Q Mystery of eastern temple). He will put a marker on your map for you to follow.

Make you way to the eastern temple and talk to Maliko just inside the entrance. He will enlighten you about the situation in the temple. Talk awhile and you will start Q Find Danilo the fighter. Drop through the trap (hole in the floor) just behind Maliko and in the corridor below you will find Dirk. Talk to Dirk and begin Q Find an exit to the eastern temple quest. Just beyond Dirk, to the right, is a hole in the wall with a ghoul inside the chamber you enter. The chest here has a nautilus spell if you forgot to bring some and a stone wisdom plate. At the far end of the chamber, a lever on the wall will open the bars where Dirk is sitting. Continue along the corridor and use the winch by the bars which completes the Q Find an exit from the eastern temple. Go back to Dirk and lead him through the opened corridor and he'll give you an Old Bust (gold thing that looks like a head). Return to the main temple entrance by going through the swamp (explore this area if you haven't already. Look for a level 3 chest, hero's crown and a potion of +10 life energy).

Re-enter the temple, but this time take the corridor to the right (don't drop through the trap in the floor again - idiot). Further inside the temple you will come across Adan and Dytar. You can talk to Adan a bit, but he doesn't have much to say. Dytar will tell you about the interesting altar over by the bars. You will come back to these bars later. Tell Dytar that you will find Olf (start Q Lost in the eastern temple). Proceed through the hole in the wall on the left and you will come to a room with two sarcophagi. In one of the sarcophagi you will find a nice two- handed sword - the Demon Blade - while the other contains a skeleton to fight. A little further along you will come across two ghouls to dispatch and Danilo's body, on which you will find a map of the temple (completes Q Find Danilo the fighter). The sarcophagus in the small room through the doorway contains another Bust and some other items. Descend the nearby passage and enter a larger chamber. In addition to a ghoul to kill here, you will find a stone wisdom plate. Use the lever to the right of the bars to open the doorway.

In the next room you will find Olf calmly eating some stew. Talk with him (completes Q Lost in the eastern temple) and he'll give you the 3rd bust.

Go back to the chamber where you found Dytar and with the bars. Tell Dytar you found Olf for some xp and tell Adan that Danilo is dead for xp. Place a bust on each of the altars by the bars to open each in turn. Near the 3rd door is a nautilus transformation scroll.

Don't walk along the trapped part of the passage. Instead go to the large glowing crystal and use the nautilus spell to crawl through the hole in the wall. You come out into a room with three sarcophagi. Two contain some useful items while the third has a skeleton warrior that is not happy about being awoken.

From the sarcophagus room, you will enter another area with a doorway and room to the right and a ledge on the left. If you enter the room through the doorway, you can pull one of the rings attached to the wall and turn off the floor trap. If you continue, you will return to the large crystal where you transformed into a nautilus. Go back and climb down the ledge. You will come to a room with a single sarcophagus that contains a few items.

Climb up the ledge near the sarcophagus and continue along another passage. This will bring you to a series of ledges to jump down and you will end up in a room with a hole in the ground (or ceiling of the room below). Jump down into the room below and find a stone wisdom plate. The adjacent room has a cabinet with stuff and some windows where you can look out of and see some lizardmen. Snipe an enemy or two with ranged weapons. Go down the steps to the ground level and you will see some skeleton warriors and a lizard priest through the door or window. The lizard priest has the disk you're searching for and the teleport stone for the eastern temple. [there is a glitch in the game here where many players can't get out of this room. Trying to walk through the doorway instantly teleports you back to the second floor. Try jumping, walking backwards or transforming into a nautilus].

When you do leave the room, there are several skeleton enemies to fight and two rooms with sarcophagi to explore in this area. One sarcophagus has items, the other a skeletal warrior. The large area with the two large blue crystals also has two sarcophagi, both with items. At the southern end of the large area is a destroyed bridge across lava. You will need to levitate across the chasm. The other side has a sarcophagus with a few items and some items on the ground.

After you've killed the priest and finished looting the area, use the teleport stone to return to the temple entrance. Here you can talk with each of the treasure hunters and fighters and get your share of the loot. Talk once more to Maliko (starts Q Tell fincher about the debacle at the eastern temple) and then return to Fincher and give your report.

Disk 3: Q Cyrus is late

Cyrus was given a broken disk by the Inquisitor and he seeks the Druid Eldric who can repair the disk. You will find Cyrus by Eldric's house. Eldric is missing and you need to find him for Cyrus. Talking to Cyrus ends the Q Cyrus is late quest. Search the house for some clues and you will find a torn sleeve belonging to the Druid. Under the table you will find a mana potion recipe. Talking to Cyrus about the missing Druid and showing him the torn sleeve will start the Q No sign of Eldric quest. Cyrus does not offer much help, but your journal suggests talking to Jasmin, the hunter chick with the wolf Rufo near to the Druid's hut.

Tell Jasmin that the Druid is missing and she will suggest that her wolf Rufo can help you. She will rent Rufo to you in return for buying some skins for 200 coins. You will need a piece of raw meat (Jasmin will sell some) to give to Rufo for his help. Talk' to Rufo and give him the raw meat, then talk' to him again to smell the sleeve. Follow the wolf and he will lead you to 4 locations (he'll make 6 stops in total); the Druid's hut, a stone altar, a rock where you will find the Druid's staff (take it), at a small bridge on the path, just before the temple and finally the entrance to a temple.

The door to the temple is blocked by a reddish-orange magic barrier. You need to touch the barrier for the game to recognize you have found it (stand facing it and left click). Return to Cyrus and tell him about the magic barrier. Have him follow you to the temple entrance and ask him to help get rid of the barrier. He will touch the barrier and then give you 3 destroy magic force field scrolls (these will work only on the red/orange barriers; later you will encounter blue barriers that require a different spell scroll). Use a destroy magic force field scroll to get rid of the barrier and go inside. Cyrus will accompany you. You will be attacked by two lizardmen in the entry chamber. The entry chamber has 3 exits, right, left and center. Go to the right first, kill another lizardman and get the map of the temple from the chest. There is another room nearby with a chest and some items.

Go back to the entry chamber. The center exit from the entry chamber leads to the main area of the temple. The left passage leads to a small room where you can fight another lizardman. A small tunnel leads away from the lizardman's room to a tiny area with a couple of mana mushrooms and a hole in the wall that you can crawl through with the nautilus transformation. Since Cyrus cannot transform with you, it is best to go back to the entry chamber.

Go back to the entry chamber and take the center exit. The large chamber you arrive in has a lot of lizardmen. Clear out the entire area and loot the chests. To your right from the entrance to this chamber is a stone door in the wall with a winch and rings in the wall. Return here later.

To your left from the entry is a destroyed bridge across a chasm and a nearby doorway. Go through the doorway and follow the corridor to a room where you will encounter a lizard Watchman who has a key. Negotiate (with your weapon) for the key which opens the cells in this area. Search them for some items. The key also opens a cell where you will find a friendly ogre named both Dork and Drok in the game. Tell him you are looking for the Druid and he will tell you about a ring on the wall that you need to pull to get to Eldric. Head back to the large chamber where you killed all the lizardmen and use the winch.

Kill the two lizardmen and look for a ring on the wall to the right from where you entered. A door will open behind you that leads to a room with a lizardman priest. Take the teleport stone (northeastern temple) and nice amulet from his dead body. Open the cabinet and chest, maybe take a short rest on the stone throne, and then pull the lever to open Eldric's cell. Tell Eldric that you are in need of help to restore the magic to the disk, but he refuses to work with a mage (start Q Get the damaged disk from Cyrus). Get the disk back from Cyrus, who leaves in a huff, and talk to Eldric again and he says to follow him to his hut (starts Q Follow Eldric to his hut). You can give him back him his staff while you're talking with him and receive a nice amulet [+5 dex, +3 str] in return.

Talk to Eldric about repairing the disk and you begin Q The broken disk quest. In order to repair the broken disk Eldric asks you to obtain a magic crystal (Q Eldric needs a magic crystal). He just happens to have one in the chest in his hut and he gives you the key. Before you begin the ritual, Eldric asks you to report to him what you find in the temple that the disks open. If you agree, you start Q Report to the druid about the temple. This quest will be completed during chapter 3 when you enter the volcano temple. For now, follow Eldric to the stone altar and he repairs the disk (completes Q The broken disk).

Disk 4: Q Where is the golden delivery?

Head to Severin (Tilda's farm) near the Monastery. After a short conversation you will find that you came right in time to fight off a gnome attack (Q Uprising of the gnomes). It turns out that the gnomes have taken Severin's disk (Q The stolen crystal disk). Severin expects that the disk is in possession of their leader, the Gyrger. The Gyrger's lair is on the peninsula on the eastern edge of the island. That's a long walk, so get started. Along the way you will run into a hunter named Henrik sitting at his campfire just before the bridge to the peninsula. You may wish to talk him, because he too is hunting for the Gyrger and offers to accompany you. Take him or not, but return to him after you kill the Gyrger for a reward.

Cross the bridge and make your way to the Gyrger's lair at the end of the road. There are lots and lots of gnomes to fight along your way and also in the ruins of the Gyrger's lair. There are two dungeon areas in the ruins. The one through the doorway leads to the Gyrger, the other, down the stairs, leads to skeletons and an undead lord who has a vassal ring. (See Q Cursed lords).

Fight through the gnomes of the Gyrger's dungeon and then kill him to obtain the crystal disk. After you kill the Gyrger, search his lair for items. Pull (left click) metal rings on the walls, as they will open some additional rooms with chests and treasure. On your way back, tell Henrik (across the bridge) about killing the Gyrger and you will receive a horn bow. Return to Severin with your happy news.

Disk 5: Q Off to the west coast

You should have completed Q Patty wants to leave town in Harbour Town. If so, you will meet her on the beach just outside of the secret tunnel entrance to Harbour town. When asked to continue the story of her father, she'll lead you to a grave in the small cemetery near the bandit camp. She will give you a key (starts Q Steelbeard's next clue), and she instructs you to dig out one of the graves (stand near the spot on the ground and left click - you must have a shovel in your inventory). Open the chest and give the old casket to Patty (this will start Q The legacy of the great pirate).

Ask about things for some background info and finally agree to help her find the unmarked graves (start Q Nameless graves) and she will put a marker for each of them on your map.

Using your marked map, search the island for the 5 nameless graves and dig up the chest at each site. One is along the cliff just to the west of the western entrance to Harbour Town. One is on the right side of the small island southeast of Harbour town. As you approach this area you will see Erikson (creep guy from Sonya's brothel in Harbour Town) standing near the beach. Talk to him to find out he is making sure you are OK'. Talk to him after you leave the island for some XP.

Another nameless grave is at the base of the volcano. Go to the small lake east of the Monastery and just before the entrance to the northern temple. Here you can fight some lizardmen for the teleport stone to the northern temple. Go to edge of the cliff to the left of the temple entrance and you will see an area below. You can drop down from here to that area (you did get the acrobatics skill or acrobatics ring didn't you?). Dig up and open the chest and then leave the area using a teleport stone.

Another nameless grave is along the low plateau on which Leon's house sits. It's on the eastern side of the house. As usual, dig the nameless rogue grave and open the chest. This one contains a potion of dexterity +5. While you're here, you might want to visit Leon again and tell him that his mother (Tilda in Harbour Town) misses him to get some more XP.

As you obtain each clue from a chest, you can return and talk with Patty at the cemetery to hear her interpretation of the hints, or just figure it out yourself.

The next chest is along the west coast of the island. As you follow the path south of where Patty is patiently awaiting, you will see Vasili hiding in plain sight in the weeds. As with Erikson earlier, Romanov has asked Vasili to keep an eye on you and Patty. You can actually recruit Vasili to join you and help fight beasts if you wish.

Continue to follow the path and look for the gravesite along the rock wall near a gold vein and just before you get to the ruins. Opening this chest (or the last chest in whatever order you followed) will end the Q Nameless graves quest and Q Patty in trouble quest.

Return to Patty at the cemetery but instead of Patty, you will find Eronga. He instructs you to follow him (starts Q Follow Eronga to the ruins) if you ever want to see Patty again. Of course you do, so follow him. He leads you to the ruins and tells you to continue further into the ruins to talk with Romanov. You might have to fight through a horde of skeletons, but you probably eliminated them during the vassal ring quests. Eventually you reach Romanov.

Romanov wants Steelbeard's map and will give you three choices: Make a deal for Patty, forget Patty or fight now. So, you can give the map to the filthy, nasty, mean, murdering pirate or to the cute chick. Duh. I chose to kill him and his henchmen at once. I say, kill them, kill them all. Not an easy fight, 5 against one, but you should have a big, badass weapon by now and be pretty tough. Now enter the cave.

Don't touch the treasure chest next to Pigen, the dead henchman (unless you want to die and reload). Jump up the small wall to reach a room with large crystals and kill two ghouls. Look carefully and you will find several graves here labeled Gravestone, Barnabas, Korgan, Fergold and Dillinger. The only one not mentioned in the clues you received from the nameless graves chests is Dillinger, so dig it up and take what is inside, including one of the crystal disks that the Inquisitor needs. You will complete the Q Find Steelbeard's big treasure and you may complete the Q Find the crystal disks. If you killed Romanov, go find Patty.

If Romanov is still alive, you can refuse to give him the map and kill him (get the key to Patty's cell), give it to him and then kill him/get the key to Patty or not kill at all and forget about your friend Patty (you miserable jerk). Patty can be found in the ruins up the hill from where you met Romanov (the ruins where Eronga stopped as you followed). Look for a set of stairs leading down and toward the ocean. Open the door with the key and talk to her (you will get and simultaneously complete the quest Q Where is Patty). When you give her the map you will complete Q Legacy of Steelbeard and Q Steelbeard's nautical map. After she thanks you (no, not that way - darn!), she will return to the tavern in Harbour Town.

Q Steelbeard's nautical map

In case you gave Romanov the map in return for the key to Patty's cell (Q Off to the west coast), you will now have to get it back. The nasty pirate is sitting with his men by a campfire near the Harbour Town gate. He'll attack when he sees you. Take the map back to Patty.

There are several additional quests that may have been begun even during chapter 1, but are not part of the main goals of the game. These involve finding swords or pieces of swords and some rings possessed by Undead Lords.

Q Reforging Stormwind / Reforging Souldrinker

No one gives you these two quests, but will appear when you find a piece of a broken sword that can be re-forged (if you have smith skills). There are two pieces to each of the broken swords and are found in various locations throughout the island.

One sword is a bastard sword called Stormwind that has been broken into two pieces. You will find one of the pieces (Sword Tip) during the quest of the Cursed Lords (Q The cursed lords- consult that quest below for the location of this piece). The second piece of Stormwind (Broken Bastard Sword) is in a chest in the ruins under the island that lies just to the east of Harbour Town. Once on the island, climb the rocks or walk along the water's edge on the east side of the island until you see a cave entrance. Of course, the item is guarded by skeletons and other beasts and is in a locked chest. In order to re-forge Stormwind, you need to have your smith skill at least to level 1.

The pieces of the two-handed sword, Souldrinker, are also in two locations. One piece (Broken Two-Handed Sword) is in a chest next to a waterfall in the extreme northeast of the island. The area is protected by Ogres which are tough foes and it may be awhile until you are ready to retrieve this item. The second piece of Souldrinker (Sword Tip) is in a chest lying on the beach at the extreme northwest coast of Risen. In order to forge Souldrinker, you need to have your smith skill to level 3.

Q Lizard swords

During Chapter 2, you will begin to encounter lizardmen who carry obsidian Lizard Swords. When you find your first lizard sword, take it to Walter, the blacksmith in Harbour Town. After you show him the sword (starts Q Lizard swords), Walter will be able to create sword blanks using obsidian. Ask him about making swords from obsidian (finish Q lizard sword) and you will be allowed to create one-handed or bastard swords from obsidian. You will not be able to make two-handed obsidian swords until chapter 3. Of course to make any sword, you need the proper level of smith skills. You will collect a lot of lizard swords during Chapters 2 - 4, but you cannot use them or do anything more with them. You can sell them for decent gold.

When you have found the 5 crystal disks and have done all that you can in Chapter 2, then give the disks to the Inquisitor, who's standing by the volcano gate (this will begin Chapter 3). You will be promoted to an officer of the Warriors of the Order and receive new armour.

CHAPTER 3 Quests

Note: In this chapter you will absolutely need levitation, telekinesis and nautilus transformation spells (or scrolls). You can create your own or buy them from Master Illumar.

Return to Inquisitor Mendoza with the 5 crystal disks. When you give him the disks, this completes the Q Crystal disks for the inquisitor. He proceeds to open the gate (completes Q The gate to the volcano). A horde of lizardmen pour out of the open gate. Defeat them with the help of the assembled mages and warriors.

If you speak with Mendoza, you will officially start Chapter 3. Before you do that you may want to go back to the Monastery to discover that it has been overrun by lizardmen. Fight your way to Master Ignatius and speak with him. This will begin the Q Secure the volcano keep where you need to kill all of the Saurians that have invaded the keep and Q Orders for the mages where you are to tell the surviving mages to gather in the Hall of Flames.

Q Secure the volcano keep

Search the keep for living lizardmen to kill and for the surviving mages. Cyrus (on the upper level of the Monastery), Illumar (who is in his usual area with the writing desks), Abrax (standing outside of his laboratory), and Vitus (he is standing in the combat courtyard). Vitus will tell you to search for the leader of the lizardmen who is in the cemetery (starts Q The lizard warrior). Abrax will tell you to save his drawings and supplies from the library (this starts Q Drive out the intruders!, which is listed under the World quests and Q The supplies from the library, which is listed under Volcano Keep quests). Go figure.

In the storeroom down the steps from where Master Cyrus used to stand, you will encounter a particularly nasty lizardman called the Slasher. Slash him.

Near the main entrance to the Monastery, you will discover that Master Pallas is dead at his book stand. Take his items which include his notes on using frost magic. After finishing Q The supplies from the library and Q The lizard warrior, be sure to tell Master Ignatius that you found Pallas' notes. Ignatius will then be able to instruct you in frost magic.

Q The supplies from the library

For Master Abrax, you must kill 10 lizardman intruders that have taken over the library. (Q Drive out the intruders!). The entrance to Abrax's laboratory that you had opened earlier is now blocked, so you will have to enter the library from its main entrance. Kill the intruders and search each body for the three alchemical supplies and some notes to give back to Abrax. If you haven't already done so, you can now open the room with the red/orange magic force field and find some good items. If you go into Abrax's laboratory, you will meet Sirius. He tells you that he was the one who locked the library to prevent the lizards from getting to the courtyard (starts Q Sirius has problems with Abrax). You can give the notes and alchemical supplies you found to Sirius so that he can regain Abrax's favor (this will end the Q Supplies from the library). You can just give him the items, or demand 200 coins. Return to with Abrax.

Q The lizard warrior

Vitus will tell you about the lizardmen leader called the Steadfast Lizard Warrior. You can find him(it?) in the crypt in the cemetery. Report back to the Vitus after killing this nasty dude.

Return to Ignatius to inform him that you have found all the mages (ends Q Order the mages quest). Tell him of Master Pallas' death and give him the notes you found on Pallas and he will now be able to teach you Frost Magic as well as Fireball. Tell him you have secured the Volcano Keep to end that quest.

During these quests, it is now a good time to loot the rooms and chests of the novices and mages. In the upper level rooms you will find a chest with the recipe for increasing dexterity and a ring of +20 mana.

Q The lizard leader behind Harbour Town and Q The lizard leader outside Harbour Town

Before opening the great gate for the Inquisitor, you might want to continue exploring the island and finishing up some unfinished quests to gain more XP to advance your abilities. If you go to Harbour and talk to Carlos, he will give you two quests - Q The lizard leader behind Harbour Town and Q The lizard leader outside Harbour Town. There are 4 of these leaders to find. He suggests that you talk to Leto at the east gate and Magnus at the west gate to the city.

Outside of the east gate, talk to Leto who is worried about some big lizards with big swords. Hunt them down and kill them. There are three lurking about just outside the gate. A little further along, near the rock at the intersection of the roads, you will encounter 2 lizard warriors and a leader. Killing this leader completes the Q The lizard leader behind Harbour Town. Walk up the road along the cliff face and you will find another lizardman.

When you talk to Magnus at the west gate, he tells you there are lizardmen spying on the town and may be near the smuggler's tunnel (starts Q Spying scouts). There are 3 spying scouts standing in the bushes near the tunnel entrance. Apparently they are idiots because the tunnel door is wide open and they just stand there waiting for you. Tell Magnus the great news. Ask him what he will do now and he tells you about the leader of the lizardmen on the path to the north near the ruins.

There are several groups of lizards to encounter as you head north up the road from the Harbour west gate entrance. A group of elite warriors and a leader are standing on the plateau near the small bridge. When you kill this leader, you complete Q The lizard leader outside Harbour Town. Another two warriors and a leader are just outside of the Plains Temple just above Tilda's farm. A group of lizard warriors (but no leader) is outside of the Northern Temple.

The last group I fought was along the West coast, past the first ruin and at the river with the waterfall. Killing the last leader completes the Q Leader of the lizard warriors quest. Report your heroic deed to Carlos, Magnus and Leto for your meager rewards.

While in Harbour Town here are some other things to do:

Talk to Konrad and buy bags of spice to make plaice melt which increases you mana permanently (you will also need cheese and potatoes). Or you may wish to buy supplies for other recipes or potions.

If you have the gold, Alvaro will sell a round shield with +8 to all protection attributes and a helmet with +3 weapon protections. Not bad.

Q Open the great gate

When you feel you are ready, go back to Inquisitor Mendoza and he instructs you to follow him and a group of warriors into the depths of the volcano (this officially begins chapter 3). You will fight a group of lizardmen at the bottom of the inclined path. Talk to Mendoza and he will order you to open the Great Gate. He tells you to search to the north, so go right, climb the walls you come to and you will end up in a blind end with a small hole in the wall. Transform into a nautilus and go through the hole. Continue a bit and you have to fight a couple of ghouls. Enter the stone room through the hole in the wall and you will see two doorways to your left. There are a couple more ghouls down the hallway. Fireball them.

[Note: In the center of the wall between the two doorways is a ring that you can pull. Normally pulling these rings does something, opens a door, deactivates a nearby trap, or whatever. I did not see any result from pulling this ring.]

Continue down the hallway to the end room that has a hole in the ceiling. Climb up and continue around the corner and there will be a floor trap at the beginning of the corridor in front of you. (The floor trap will drop you back to the area where you fought the ghouls). You should see some lizardmen in the room ahead. You can attack the lizardmen with ranged weapons or magic and they will not come after you. Otherwise, jump over the floor trap and fight with the Saurians. Just past the room with the lizards is a spiked trap you must jump over. The room you jump to has a trapdoor in the floor. Since you have nowhere else to go, jump down through the trapdoor and fight two Brontoks. If you haven't met these charming beasts before, be warned that these guys are not pushovers because they can parry your swing and they hit hard.

Go up the stairs and fight two more lizardmen. In this room you will find a winch that you need to turn to open the gate for the Inquisitor. You can jump down from this room to return to the Inquisitor. This is probably best since the doorway and corridor leading to the wall switch just takes you back to the areas you have already visited.

When you get back to the Inquisitor, notice that he is spinning dials on a stone column. You will want to interact with all of these columns throughout the area as they will provide background information that you need to complete the Q Report to the druid about the temple.

Mendoza instructs you to go south to find Rufus. Do so. After fighting a ghoul, you will come to a room with a scorpion. Dispatch it, and look for the narrow passage immediately to the left where you entered the scorpion room. Follow the passage, kill another ghoul and at the end of the passage you will be on a precipice facing some ruins. You can see three lizardmen in the ruins. Use ranged weapons or magic to kill the lizards. One is a lizard priest who will throw fireballs at you. Use levitation to reach there and watch out for the Watchman who attacks you. The Watchman holds an Old Bust which you must take. [The description of the bust says you found it in a wall of the lizard fortress. No you didn't, the Watchman had it.] You will also find the body of poor Rufus here. Take his stuff, he doesn't need it any longer.

There are two doors leading from this area. The one on the right has a lever which will disable the fire trap (round grating on floor) in the corridor on the left. Proceed past the now disabled trap in the left corridor and you will come upon a floor spike trap and another round grate just beyond. Don't cross these. Instead stand right in front of the traps and turn to your right. The door-like wall you are facing can be broken using your pickaxe (just left click the wall).

You will immediately be attacked by a lizardman. Take him down and enter the corridor where you will find a lever on the wall. The lever disables the two traps in the previous corridor. Continue into the room at the end of the trap corridor and face a lizard warrior and another Watchman. The watchman has another bust to take.

In the room where the lizardmen were are two altars on either side of a barred doorway. Place a bust on each of the altars to raise the bars. In the next room you will find a winch to turn which will open the Great Gate for Mendoza. Jump through the windows to return to Mendoza and after speaking with him, be sure to read' the column where the Inquisitor was standing before. You now have completed the Q Open the Great Gate.

[There are 5 stone columns to read while you are following Mendoza. You will not get an on-screen count of how many columns you read. If you click on it after being read, you will hear yourself say "nothing here", so you will know whether you've read it or not.]

Q The Tunnel

After opening the Great Gate, Mendoza will run to stand in front of it. Talk with him again and he tells you to scout the passage (starts Q The Tunnel). Walk partway into the tunnel but don't proceed to the end as you will be crushed by stone blocks. Instead, use telekinesis on the lever you see in the distance. This will end Q The tunnel quest and Mendoza and his men will move further into the temple. Several lizardmen will attack and you can help dispatch a few. Talk with Mendoza again and he will tell you to find a way to open the drawbridge (starts Q Open the large drawbridge).

Go back to where you passed through the Great Gate and search the area (just 1 stone wisdom plate to be found). Especially interact with the stone columns (called inscribed columns in the game). One is just inside the Great Gate and another is next to where Mendoza is standing.

Q Open the large drawbridge

Follow the passage to the right from where Mendoza is standing and follow it until you reach a lava chasm. Use telekinesis or a distance weapon to activate the winch across the chasm. This will lower a small bridge for you to cross. Continue along the passage to enter a large cavern where you will find Brent. Talk with him and he tells you about Jorgensen who is in the swamps. Ask about going deeper into the temple and he tells you to find a map (start Q The search for the map). Brent tells you to talk to Jorgensen about a lizard hunting party. We need a map, so let's go find Jorgensen.

There are other passages you can explore from Brent's location. Immediately to the left of where you entered the large cavern to find Brent, there is a small passage that leads to 2 war crickets, but nothing else.

Another passage is directly behind Brent (downward toward a large blue crystal) that descends to a group of Saurian buildings. This area is well protected by lizardmen. Eliminate them all and search the area. In the first building to the left up the incline, you will find a lizard priest and an amulet of the fighter (+8 to blade, blunt and strength). The first building on the right has an anti-magic crystal and a level 3 locked chest. Another has a +10 life potion and a level 3 locked chest. The whole area contains a large number of magic scrolls.

Q The search for the map

Head past Brent's location and downward toward the path with large glowing mushrooms. Follow the mushrooms to a large cavernous, swampy area. To your left you should find a Runesword stuck in the mud and guarded by a ghoul. A little further in you will run into Jorgensen who has eaten a few too many mushrooms. He will even give you one. After an amusing conversation, he will finally tell you to follow a path leading upward to find the lizard hunting party you seek.

You will come to a fork in the path. The passage to the left leads to a room with a Brontok and a stone plate. The right passage toward the violet lights will bring you to a doorway guarded by several lizardmen and a Watchman. The Watchman will have a key to the cell on your right. Inside the cell is your friend Drok, the Dork. He thanks you for saving him again and he offers to join you to fight the lizards. His club can do short work of those pesky lizards.

Head outside and follow the path downward towards Jasmin's hut. Along your way, you will find live lizards, dead lizards and maybe other beasts you did not kill before. You will also run into Eldric along the way who will tell you the Saurians are at Jasmin's hut. There are a number of lizard hunters at Jasmin's hut and one Leader. (This is not the same leader as the quest for finding the leaders attacking Harbour.) Try to save everyone there (Rufo dies very quickly; I couldn't save him.) The leader has the map to the temple (completes Q The search for the map quest). Killing the lizards completes Q Lizard invasion. If you have Drok with you, he will leave the party after some encouraging words.

Return to Mendoza and show him the map. A quick way back to Mendoza is to teleport to the Volcano Keep and re-enter the caves. You are then to follow the Inquisitor to a room with Vince and a couple of lizardmen. Help them defeat the enemy. This room has another inscribed column for you to read. Continue to follow Mendoza and you will come to a room with a lizard priest to fight. Talk with Mendoza and he will tell you to talk to Vince [in the English version of the game, the Inquisitor calls him Ethan during the conversation] (starts Q The opening to the crypt).

Go back to the previous room with the inscribed column (be sure to read it) and talk with Vince and he will go to the Inquisitor's location and start pounding on the wall.

When you ask Mendoza about what needs to be done, he will lead you back to the room with the inscribed column and give you an old bust to place on the altar next to a doorway. Place the bust and go through the now open door. You will join Mendoza in fighting several lizardmen and two Brontoks and finally a lizard priest in another room. The room where you find the priest has another of the inscribed columns for you to read. (Reading this column should be the last [this should be number 5] and should complete the Q Report to the druid about the temple. Return to the druid Eldric when you get a chance to speak with him on the subject.

Return to the room where Vince is digging and you will note that he has made a hole only big enough for a nautilus to crawl through. Talk with the Inquisitor and he tells you to transform into a nautilus and go through the hole in the wall. This will complete the ungiven quest Q The crypt has been reached.

In the room you enter as a nautilus, you will find a stone plate and an emerald. When you try to leave this room you will be attacked by a lizardman and a ghoul. After going through the doorway you will be in a large area that has a number of rooms. Search the area and kill all the enemies you find. Make note of the fact that there are 3 barred doorways with altars, and a barred doorway that requires a key. At one end of the area is a large glowing green gate with 4 altars outside. One of the passages leads to a stairway up where you will find more lizardmen to fight. One of the rooms has a lizard priest and a nice amulet (amulet of the sorcerer - +5 to magic protect and +30 to mana) lying on a table for you to take. Eventually you will run into the Gatekeeper who has a key you need. Near the Gatekeeper is a winch that will lower the bridge for the Inquisitor. Turn the winch and you will see the huge stone raise in front of you (this completes Q Opening the drawbridge). Go back down the stairs and join up with Mendoza.

Mendoza will tell you to find and speak to Ursegor. Ursegor is through the barred doorway that you can now open with the key you got from the Gatekeeper.

Q Free the ghost of Ursegor

Open the bars and enter the crypt of the ghost of Ursegor. There is a stone plate to take and a sarcophagus that you can't open just yet. Speak with Ursegor, the Titan Lord ghost. After a enlightening conversation, he will ask you to free him from his curse in exchange for his helping you (starts Q Free the ghost of Ursegor). He will ask you to find three of his previous servants, each of whom possesses a soul splinter that you can use to cast a spell to free Ursegor. The three servants to hunt down are Zul Utur, the priest, Zel Zerat, the animal and Zal Zaran, the guardian. Ursegor gives you a key' (Lizard Bust just in front of the sarcophagus) to open the way to the servants. Take the bust and return to the corridor where the Inquisitor is waiting. You will use the same bust to open all three servant rooms, so don't forget to pick it up again when you have finished with each servant. Before you begin, you can speak with Mendoza for a bit of experience.

Go down the corridor (north) from Mendoza and enter the first room on the left. Here you will find the barred door that leads to Zul Utur, the priest. Place the bust on the altar to open the door and kill Zul Utur. On his dead corpse you will find a Rune of Inferno, a conjure skeleton spell, a sapphire, the soul splinter and his skull (skull of the undead priest). When you leave the room, retrieve the lizard bust you placed on the altar.

Proceed a bit further down the corridor and you will see an altar and a barred door which leads to Zel Zeret, the animal. He is a tougher version of the Ashbeast. On dead undead Zel you will find a soul splinter and the skull of the undead beast. Remember to take the lizard bust from the altar at the door.

The last servant is Zal Zaran, the guardian. His lair is through the last door on the left as you head north down the corridor. The altar for the bust is just inside the door, the barred door to reach Zal is down a set of stairs. Take his soul splinter and the skull of the undead guardian. He also has a nice bastard sword - the Titan sword.

Return to Ursegor and you will find Mendoza waiting there with him. Speak with Ursegor and free his spirit. This will complete Q Free the ghost of Ursegor. Ursegor tells you to take his skull from the sarcophagus to use to open the Great Gate. Mendoza will say a word or two which then starts Q The Titan trap.

Q The Titan trap

Go to the big gate where the Inquisitor is standing and place one of the skulls you obtained on each of the altars. You have to place the correct skull on the correct altar. From left to right as you face the gate, place skull of undead beast, undead priest, undead guardian and then skull of Ursegor.

When you open the gate, Inquisitor Mendoza will speak with you and he will turn against you. When the conversation ends, he will take the skull of Ursegor and disappear through the Gate. He last command is for his henchmen, your former allies, to attack you. You will fight the Commandant, Kato and Vince here at the gate. After the battle, Ursegor will stop you to talk.

He tells you that you have to defeat the Titan and you require the Titan's armour and weapon to do so (start Q Find the pieces of the Titan Armour). The armour pieces are in possession of the Saurian high priests in their temples, but access is blocked by magical barriers. Ursegor says to search his sarcophagus again for a Rune with which you can create scrolls to destroy magic barriers. Ending this conversation begins Chapter 4.

Go back to Ursegor's sarcophagus and get the Rune (Destroy Magic Barrier). Be aware that there are still some Order warriors lurking about who will attack you. Return to the Volcano Keep (teleport is fastest).

CHAPTER 4 Quests

Go to Ignatius at the Monastery and tell him about the Volcano and Mendoza. When you tell him about the Saurian temples and the barriers, he tells you to talk to the Don (start Q Talk to Esteban about the volcano temple). When you tell Ignatius about Mendoza's losing it, he tells you to go talk to Carlos in Harbour Town (starts Q Talk to Carlos about the volcano temple.)

Q Talk to Esteban about the volcano temple

Talk to the Don. He doesn't offer any help, but he will give you a potion (+5 strength).

Q Talk to Carlos about the volcano temple

After you've talked to Ignatius about the volcano temple, teleport to Harbour Town and talk to Carlos. During the conversation with Carlos, he will nominate you to be The Inquisitor!!. You will also receive a new Inquisitor's armour. Return to Ignatius at the Monastery after you talk to Esteban and Carlos and get a bit more XP.

In order to find the Titan Armour pieces, you will need scrolls that destroy the blue magic barriers. Go to a writing desk and create 5 scrolls of Destroy Magic Barrier. (you will need 5 magic roots and 5 blank scrolls to create the new barrier scrolls).

There are 5 pieces of the Titan Armour that you must find: the Titan Shield, the Titan Helmet, the Titan Hammer, the Titan Armour (breastplate), and the Titan Boots. While you are looking for these pieces, you will also find other items labeled Titan, such as the Titan staff. These are good items, but NOT part of the 5 pieces required for the quest.

Q Report to the druid about the temple

Druid Eldric had asked you to give him information about the temple under the volcano. You will need to have read 5 inscribed columns during your venture through the temple in chapter 3. When you finally report to Eldric, you will receive two transformation into an ashbeast scrolls and two speed scrolls. He also asks that you return to talk to him after you have retrieved the Titan Armour. [You actually MUST do this to repair the armour.]

Synopsis: Find all the pieces of the Titan Armour

Your goal is to find the five pieces of Titan Armour. You need to create 5 scrolls of Destroy Magic Barrier using the Rune you got from Ursegor's sarcophagus. After you complete The Titan Shield, The Titan Helmet, The Titan Hammer, The Titan Armour and The Titan Boots, go back to Eldric who will repair the items for you. You will then return to Ursegor to report that everything is ready and you will confront the Inquisitor one last time. With the items you take from Mendoza, you will then be ready to open the door to battle the Titan. [Note: defeating the Titan will end the game, so if you have some loose ends to tie up, now is the time to do it].

Q The Titan Shield

The Titan shield can be found in the Eastern Volcano Caves. If you haven't already, you will have to battle some tough ogres to get to the cave entrance. Inside you will battle scorpions, lizardmen, Brontoks and ashbeasts to reach your destination. Inside, near the entrance, you will find a skeleton that has the map to the caves.

Follow the ascending path on the left side of the cavern until you reach a doorway protected by a blue magic barrier. Get the eastern volcano cave teleport stone from the body of one of the Saurians if you haven't done so already. Kill the Ashbeast near the barrier and then use a Destroy Magic Barrier scroll to deactivate the barrier. Fight your way into the big room where you will find a map column in the center of the room which, of course, provides a map of this part of the temple.

On the west side of this room is a stone door with two altars on either side. You know what to do here - you need to find busts that activate those altars. Take the passage to the east to find the first bust. Pull the lever to open the barred doorway and you will see a bust at the end of the hall. You can use telekinesis to retrieve the bust or simply jump over the trapdoor in the floor and take the bust.

[You will want to drop through the floor trapdoor after getting the bust, but for some additional exploration and XP you can do the following first . . .

From the open hallway leading to the bust, follow the adjacent hallway to the south. Jump over the spike trap on the floor and be prepared to fight two lizardmen at the next intersection. Just after the spike trap, if you pull one of the rings on the wall, you will disable the trap. Go to your left from the intersection (toward the blue crystal) and you will come to a room with a sarcophagus that contains a skeleton warrior. If you go right from the intersection, you will enter a small area with two sarcophagi containing some useful items. Proceeding further along from the sarcophagi, you will come to a room with windows overlooking the main area you started from. A passage guarded by a floor fire trap leads away from this room. Use telekinesis to move the lever on the opposite wall and walk down the hall. You come to a barred door which you open by the same lever with which you disabled the fire trap. The room you enter has some items and a sarcophagus with a skeleton warrior. When you leave don't forget to pull the lever again or you will be fried.]

If you do the exploration between the [ ] above, then go back to the area with the first bust and drop through the floor trapdoor.

Drop through the trap and you will land in a swampy cavern with a lizardman nearby. Defeat him and look for a spot close by where you can dig up a chest. This chest contains the Titanwing sword. Sweet! [If you ascend a stairway near where you find the sword, you will find a lever that opens the stone door and you will be back in the area near where you dropped through the floor]. Alternatively you can continue further into the cavern until you come to a small area with a stone wall that can be smashed with your pickaxe. Be prepared to fight. The room you enter has an exit to the left but before you leave, go to the exit that's blocked with rubble and you will find an amulet and healing potion bottle (you will need to use telekinesis to retrieve them).

Now leave the room, but beware of the collapsing floor trap. Use telekinesis to move the lever and disable the trap. You will come to a lava chasm and see an ashbeast across the gap. To your right is a stairway leading to a room with an undead ashbeast. The room with the undead ashbeast has a sarcophagus containing a skeleton warrior. Go back to the chasm and kill the ashbeast across the chasm with ranged weapons. Levitate across the chasm.

On the ashbeast's side of the chasm you will find a small hole in the wall, a passage to your right and another passage to your left. You will want to go through the small hole as a nautilus. If you explore before you go through the hole, you will note that going to the right leads you to a barred door that you cannot open yet, but you can see the room contains a bust you need. The stone door (opened by a lever) to the left of the dead ashbeast is the exit from this area.

Proceed through the hole as a nautilus but watch out for the elite warrior in the room you enter. (You CAN be killed when in nautilus form). Take the bust, open the sarcophagus for some items and then pull the lever to exit the room. You will return to the ledge where you killed the ashbeast and then proceed through the stone door by pulling the lever. You will now be back in the main room where your read the map column and saw the two altars to unlock the big door.

Place a bust on each of the altars to open the door. You will fight an elite warrior and a lizard High Priest (he throws fireballs; throw them right back). Go to the top of the stairs and retrieve the Shield of the Titan Lord, one of the 5 pieces of Titan Armour you are searching for. Taking the shield will lock the door into the area, but opens a small room with a High Priest lizardman to kill and a lever to open the exit.

Q The Titan Helmet

There are two entrances to the temple in the caves under the volcano. On your Risen Island world map you can seen one entrance way to the north and just east of the big volcano. The second is way to the north but just west of the big volcano. The latter one is northeast of the Bandit camp. The description that follows uses the entrance that is way to the north and east of the big volcano. If you have been here before and have teleport stones, it is the Eastern Volcano Cave stone. Otherwise make the long journey overland along the east coast. Getting here is fraught with peril and inside the cave are many high level beasts. By now you have either cleared them or are high enough level yourself to take care of them. Once you're there you can get a map of the temple from the miner's body on the left.

Following the ascending path on the left will bring you to a red/orange barrier. Here you can obtain the eastern volcano cave teleport stone from a lizardman if you have not done so.

Otherwise, take the passage to the left of the barrier door until you come to a huge lava area with many beasts and twisty walkways. Fight your way through this area and you should eventually find yourself at the edge of a chasm overlooking a platform across the chasm. You can use levitation spell/scroll to cross the chasm or shoot the winch with your ranged weapon. The latter will create a stone bridge across the chasm. The chest on the platform you reach will have a levitation scroll. Get to the platform below you by using levitate. Or you can drop down to the area below without using levitation. To do this, as you face the bridge you just crossed, turn to your right and move up against the cave wall. Nudge yourself over the edge and you should drop down to the stone platform below. Destroy the magical blue barrier with your scroll and fight the three elite warriors inside the room. Watch out for the spike trap in the floor just inside the entrance. The room has a stone door at the end with two altars for the two busts you need to find.

To the left of the altars is a room where the bars on the door are already open and you see a bust (the bust of a king) on a pedestal. If you walk in and take the bust, the bars will drop and lock you in the room. You have to take the bust from outside the door using telekinesis. You may want to get the stone plate from the room before you take the bust.

Near where you entered this room is a corridor that ends to a stone door in the wall. Break through this door with your pickaxe and enter a room with two scorpions. You will return to this room shortly. For now, continue a bit further down a narrow passage and encounter two ashbeasts. The ashbeast room has a level 3 chest with an ashbeast transformation scroll and other items. Return to the room where you killed the scorpions and look for a small hole in the wall (southern wall near the blue crystal). Transform into a nautilus and go through the hole.

The room you emerge in has a Saurian to kill. [Interestingly, this Saurian actually had a name label - Mortares]. Take the bust (bust of a king) from his dead body and sapphire and small ruby from the chest. Place the bust on the altar in this room which will open the barred door. You need that same bust for the other altars and doors, so use telekinesis to retrieve it after you have exited the room.

Now you should have 2 busts of the king and you can place one on each of the altars in the main hall. The room you open will have the Titan Helm guarded by two undead priests. One of the priests will have the Western Volcano Cave teleportation stone.

Before you leave this room you can use a bit of climbing skill to get to the broken stairway on the east side of the room. You will see a barred door with some lizards inside the room. Use levitation to get to broken stairway on the other side of the room (where you see the large green crystal). On this side you will find a stone doorway that you can break through with your pickaxe. The room you emerge in has two undead warriors and some skeletons to kill. Open the level 3 locked chest to find a staff weapon called the Titan Scepter. Right next to the chest is a small alcove with another stone wall to break through. The room you open has two undead warriors and an undead beast to defeat. Avoid the trapdoor in the floor and open the chest to find a diamond and some other items. (You can drop through the trapdoor, but you better know where your F9 key is). If you continue down the passage from this room and pull the lever at the stone door, you will re-emerge in the large lava-filled cavern where your adventure of this cave began. Journey by foot or by teleportation to your next location.

Q Take care of Brogar for good

If you let Brogar live after fighting him in the Bandit camp in the first chapter, he will be waiting for you in the Western Volcano Cave. You'll have to kill him for good this time.

Q The Titan Hammer

To get to the temple where you find the Titan Hammer, you have to go to the portion of the temple that Don Esteban is using as his home. Proceed to the left past the campfire and the dancing girl. Climb the walls and kill the ghouls you encounter.

Destroy the blue barrier with the spell scroll as before and be prepared to battle a number of skeletons and undead warriors. At the far end of the large room you enter, you will see a stone door and two altars on which to place busts.

The only open exits from the large room are two upper level areas reachable only by levitation or climbing. Go to the one on the right (east) first and levitate through one of the windows' between the pillars. There will be two skeleton warriors to defeat. In the long wall you will see three stone doors, two of which, the left and middle doors, can be broken into. Break through the middle door and use the button on the wall which will open the stone door on your right.

Inside the room you will find five sarcophagi. Starting with the sarcophagus on your right (as you face into the room) and going counter-clockwise, the first contains a skeleton warrior. The second contains the bust you need (lizard mage bust). In the third you will find the Titan Axe, a 120 blade damage axe for you axe-types. In the last two sarcophagi you find skeleton warriors.

Return to the area where you pushed the button and push it again. This opens the left door and you get to fight a skeleton and pick a mushroom.

Return to the main room with the stone door and two altars and go to the left side. Jump and climb up and fight the two skeletons. You again will see three stone doors on the long wall. At the right end of this area is a stone table with a hunting amulet and stone plate. If you break through the stone door on the far right, you will fight a skeleton. Behind the stone door on the far left you will find a button that opens the middle stone door. The area you enter through the middle door has a floor puzzle for you to solve.

There are 12 sections of floor that contain spike traps. If you watch for a while, you'll note that some of the spike traps do not move while others trigger automatically. There are always three sections without spikes that you can safely walk on while the others have spikes. Within a second or two, this will reverse, with the safe sections extending spikes and the previously spiked sections now being safe. If you time it correctly, this is not a difficult puzzle to traverse. Start on the left side of the area and walk diagonally to the upper far right side, obviously only on those sections without spikes. Be patient and wait until the next section's spikes have retracted, then step there. On the other side, open the sarcophagus and kill the skeleton that has the lizard mage bust. Use the lever at the end of the room near the sarcophagus to disable the trap. Return to the main room with two altars.

Place the busts on the altars and open a room that contains two undead beasts and an immortal skeleton (Shadow Lord) in the next room. Kill the undead beasts but don't directly fight the skeleton (he is immortal, after all). Avoid him the best you can and you should notice that there is a button on three of the walls. These will activate a firetrap in the center of the room. Run to a button opposite to the skeleton's location and push it. Hopefully the skeleton will walk right into the fire and burn. Take the Hammer of the Titan Lord from the smoldering remains of the Shadow Lord.

Q Lizard Invasion

Before you go to the temple to get the Titan Armour, stop and talk with Severin at the farm. As you are talking, the farm will be attacked by lizards. Help the monks defeat the beasties and talk to Severin again.

Q The Titan Armour

The Titan Armour is found in the Plains Temple, north of Severin (at Tilda's farm). Deal with some lizards and one of the Saurian leaders lurking outside of the entrance if you haven't already done so. From the entrance chamber, a passage leads off to the left.

Follow the passage, but don't go too far. You will see a room before you and a lever on the wall. Use telekinesis on the lever to disable the trap that prevents you from reaching the room. When you enter the room, you will see the blue magic barrier on your right. If you have not done this yet, you can go left, defeat an Ashbeast, leap across a lava chasm, climb the walls and eventually reach a room guarded by a lizard priest. Destroy the priest and the red magic barrier with a spell. Inside the room you will find a sarcophagus and on stone ledges, you will find two potions, one that increases experience (+100) and the other +10 to max hp. Return to the room with the blue magic barrier.

Destroy the blue magic barrier and descend the stairs. You will come to a stone door that you can break through with your pickaxe. The room you enter has an altar at the far end and a stone door to the right. Stand in front of the altar and turn around. You will see the bust you need high up on the wall. Use telekinesis to retrieve the bust (priest's bust). Place the bust on the altar to open the stone door and proceed to the sarcophagus at the far end of the room. The sarcophagus contains the Titan Armour (breastplate) and a Titan Staff.

If you've been following along with this guide, you should now have 4 pieces of the Titan Armour. The last item to find are the Titan Boots.

Q The Titan Boots

The Titan Boots are in the temple way on the west side of the island and there is no teleportation stone to zip you there quickly. You will have to make the journey overland. On the way to the temple, you will meet Patty (this is, of course, if you saved her in the quest Q Off to the West Coast). She offers to help you and if you agree you will begin Q To the big waterfall with Patty. Proceed along the road on the west coast with luscious Patty by your side.

Along the way you will have to fight your way through hordes of Saurians (usually 2 or 3 at a time) and Patty will assist. She quaffs potions if she becomes injured so you don't have to worry much about her. She also has some interesting teasing and flirting comments as you continue along the path. Along the way you will find two new difficult chests' that were not here previously in the game.

Continue to the river with the waterfall and, as you step into the river, Patty will stop you to talk and then leave the group (ends the Q To the big waterfall with Patty).

Climb the waterfall and follow the cave passage until you get to an area with magenta (violet, purple) crystals. Climb up the walls and kill the Ashbeast. You will now be overlooking a lava river. Turn to your right and continue along the narrow passage. The room you reach has walls to climb and a passage which will lead you to a precipice overlooking the river cavern where you entered. Climb the walls and enter a room with pillars and the door with the blue magic barrier. The decent Berserker Sword is stuck in the ground in one corner of the room. (I explored to this point earlier in the game to get that sword).

Destroy the blue barrier and kill the ghoul. Continue slowly because you will reach a chasm in the floor that you need to jump and just afterwards you will see a spike trap on the floor. Jump over this too. You may be able to snipe a lizardman or two with you ranged weapons before you jump the chasm.

The next room has two undead warriors (I killed them long-range before I jumped over the spike trap). The area also has a trapdoor in the center, a barred door on your left and a wall that periodically drops at the far end. Just inside the entry door to the room, you can pull the wall ring on the right to disable the spike trap you just jumped over. There are two levers on the walls at the end of the room near the barred door and the dropping wall.

First, drop down through the trap door. You will be on a ledge with a chasm behind you, a barred door to you one side and a corridor with several undead warriors. Take out the warriors and proceed down the corridor. You see two sarcophagi, one with a skeleton warrior, the other with some items such as a small sapphire. You will then enter a big room with 4 brontoks. Just to the left of the entrance to this room is a stone map column. Read it for a map of this part of the temple.

Looking about the room, you will note that there is an open door just past the map column, and on the opposite side of the room, three stone doors. Take the doorway that is open.

Just around the corner, you will find a double spiked floor trap that you will have to cross using levitation. Past the traps is a lever you can pull to disable the traps. Lying on the trap is a crossbow and some bolts. The level 3 chest has a small anti-magic crystal and some other items. Opposite the chest is a winch that you need to turn. Return to the room with the map pillar. When you re-enter the map column room, you will notice that turning the winch has opened a portion of the wall to reveal a large barred door.

Go to the wall with the 3 stone doors and break through the center one. You will see a switch which will open the other two stone doors. Push the switch 2 times now to open the passage on the right. Have a not-so-friendly chat with the Undead Beast and proceed up the stairs. Ignore the doorway to you left for now and continue upstairs to fight an Undead Warrior guarding a winch. Turn the winch and then return to the doorway that you ignored. You enter a large cavern that has only a few plants for picking. On one side is a large hole in the wall overlooking lava and next to the glowing mushrooms is a small opening in the wall. Transform into a nautilus and go through the small opening.

You emerge in a small room with a undead priest and some other undead lizards down the corridor. Methodically eliminate them. The locked chest contains the nice Titan Bow if you have the dexterity to use it. The sarcophagus has a few items.

Proceed to the large room where the undead lizards were lurking and you will find a chest. The room also has two doors operated by levers. The one closest to where you entered the room takes you back to the room where you transformed and went through the small hole. The other door takes you to the one of the winches you turned. Go back to the room where you transformed.

Now look through the large hole into the lava filled area and you will see a winch in the distance. Shoot it using your ranged weapon. Return to the main room with the map column and use the switch 2 times again. This will open the stone door on your left. Follow the passage and you will come to the bridge you lowered by turning a winch. Cross the bridge and turn to your left. You will come to a gap in the floor. There is a ring on the wall just to your right. Pull it to open a barred door just across the gap. Jump across the gap and enter the room you just opened. It contains a ruby on a table and a sarcophagus with some items. Leave the room, turn right and go up the stairs to find another winch to turn. Go back around the corner and pull the lever to open the door in front of you.

Re-enter the large room with the map column and you will notice that the large barred door is now open. Through the door there are two Undead Beasts to interact with and a chest at the far end that contains the Titan Boots and Titan crossbow.

If you have been following the sequence of this guide, you will now have all of the Titan Armour pieces and you will complete the Q Find all of the Titan Armour pieces.

For a bit more experience, to the left of the chest is a stone door you can open by the lever on the wall to enter a room with some lizard Undead Warriors. The room contains a level 3 chest and two sarcophagi and a stone throne where you can rest your battered body. Between the two sarcophagi is a door and stairway leading down. You can see and defeat two undead warriors from the doorway. The stairs are broken, so jump across the gap. You will shortly come to a room with an Undead Beast. This room contains another level 3 chest. The doorway leading from this room ends at a barred door that you cannot open from this side but you can see a chest through the bars. Since that chest may contain something precious, let's figure out how to get there.

Go back to the room with the throne and sarcophagi and take the door at the glowing purple crystal. Pull the lever near the crystal to disable the first dropping wall trap. The second trap that is continuously dropping can by avoided by jumping past it. Now you're back in the room with the floor trap that you dropped through a long time ago. On one side where you just entered is a lever that opens a secret room with a stone plate and some mushrooms. The other side is a lever that opens the barred doors. Go through this door and you will be on a small ledge. Look across the chasm to see a chest and a switch on the wall. This is the chest you saw earlier through the barred door. You can't levitate over to get the contents of the chest because you are in an anti-magic zone (the green crystals all around you). So shoot the switch with your bow and backtrack to reach the ledge and chest. The chest has a level 3 lock. If you try to use an open lock scroll, you might get the message you can't because of the anti-magic zone. Stand closer to the doorway and you'll be far enough out of the zone to cast that spell. There's nothing really precious in the chest, but useful none-the-less.

Q Eldric must reforge the Titan Lord Armour

Having now found all the pieces of the Titan Armour, you must have Eldric the Druid repair them for use. You cannot equip any of these items until Eldric does his magic. So return to Eldric by your favorite manner (walk or teleport) and talk with him. He will lead you to his magic altar outside and repair the armour (really just the breastplate and boots), but you will now be able to equip all armour pieces (Helmet, Armour (breastplate), Shield) and wield the Titan Hammer.

Now go back to the Volcano caves and Ursegor to enter the final stage of the game. When you fight and defeat the Titan, the game will end, so wrap up any loose ends now.

Ursegor tells you to stop the Titan (duh). You will be accosted by former Inquisitor Mendoza and he tells you that you need his red ocular to even see the Titan. [You don't have to equip the ocular, although you can. You will see the Titan just fine with the ocular just in your inventory]. You must defeat Mendoza (complete Q The Inquisitor is Dead) to get the ocular (complete Q The ocular). You will also get Ursegor's skull which you need to open the gate.

Place the skull on the empty altar and the big gate will swing open to reveal the Titan's domain.

The Final Fight

To defeat the Titan, you have to hit him with the Titan Hammer, but you can't just run up to him and whack him. The Titan will assume various postures and attack poses, but only during one of these is he vulnerable to injury from the Hammer. What makes this somewhat frustrating is that while you are watching the Titan and defending against his attacks, the floor tiles of the platform on which you are standing will disappear and reappear, making it possible for you to fall to your death. You must be careful to be standing on the correct tile while you are deflecting the Titan's attacks or preparing to attack him yourself.

Disappearing floor

White glyphs (runic symbols) will periodically show up on some of the floor tiles. When the symbol on a tile starts blinking, it is an indication that the tile will soon disappear and leave a hole you can fall through. When the symbols start to blink, you have about five seconds to move to a tile without a blinking symbol. The tiles that disappear will re-appear again in about 5 seconds and then others will disappear, so you need to watch the floor at all times.

In addition to the disappearing floor tiles, the Titan has 3 types of damage he can use: magic missiles, energy beam and energy wave. You can avoid the energy beam by moving and avoid the energy wave by jumping. If you get hit by any of the Titan's damage methods, you will lose some health and you will be knocked down. You can use healing potions to recover from their affects. The key one is the Titan's magic missile, as it can be reflected back to him and allow you to then deal your own damage with the Hammer.

Energy beam

When the Titan moves one leg forward, it means that he'll attack with an energy beam. You can avoid it by running in the opposite direction.

Energy wave

When the Titan crosses his hands and raises his right leg he will generate an energy wave towards you. Jump up to avoid the wave.

Magic missiles

When the Titan begins to summon white magic missiles around him, raise the Titan Shield to reflect the missiles. Reflecting the missiles (and hitting the Titan) will allow you to attack.

The only way to damage the Titan is to stun him with his own magic missiles (he drops to one knee for about 5 seconds) by deflecting the magic missiles with the shield. When he drops to one knee, run up to him and hit him with the Titan Hammer. You will need to do the reflect and hammer hit about 7 times to kill the Titan. When the Titan Lord succumbs to your obviously superior abilities, the game will end.

Congratulations! That was fun! Play again.