============================================================================== ======= === ======= === === === ======= === === ======= ======= ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == == ¦ ¦ == == ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ==== == == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ = ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ = ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ==== ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === === === === === === == =====\ \ ====== ======= ======= === == - I.M.M.O.R.T.A.L T.H.R.O.N.E - ============================================================================== Copyright Mister Sinister, 2007 ============================================================================== This guide is dedicated to my beloved partner, Martyn "Shelfy" Owen ============================================================================== CHAPTER 1 - Introduction to the Game CHAPTER 2 - Choosing your Character CHAPTER 3 - Basic Controls CHAPTER 4 - Schools of Training CHAPTER 5 - Main Walkthrough ================ ACT ONE - GREECE ================ SECTION 1.0 - Road to Helos SECTION 1.1 - A Troubled Village SECTION 1.2 - Spartans At War SECTION 1.3 - The Words of an Oracle SECTION 1.4 - The Source of the Monsters SECTION 1.5 - The Battle for Athens SECTION 1.6 - The Order of Prometheus SECTION 1.7 - Under the Labyrinth SECTION 1.8 - The Blindness of the Gods GREEK EPILOGUE =============== ACT TWO - EGYPT =============== SECTION 2.8 - The Blindness of the Gods SECTION 2.9 - The Invocation SECTION 2.10 - A Telkine in Egypt SECTION 2.11 - The Sickle of Kronos EGYPTIAN EPILOGUE ====================== ACT THREE - THE ORIENT ====================== SECTION 3.11 - The Sickle of Kronos SECTION 3.12 - Hunt for the Sickle SECTION 3.13 - Journey to the Jade Palace SECTION 3.14 - Under Wusao Mountain ORIENTAL EPILOGUE ========================= ACT THREE - MOUNT OLYMPUS ========================= SECTION 3.15 - Olympus MOUNT OLYMPUS EPILOGUE ================ ACT FOUR - HADES ================ SECTION 4.16 - A Mysterious Message SECTION 4.17 - Medea's Price SECTION 4.18 - The Road to Hades SECTION 4.19 - Judgment of the Living SECTION 4.20 - The Battle for Elysium SECTION 4.21 - The Immortal Throne HADES EPILOGUE CHAPTER 6 - Skills of the Schools CHAPTER 7 - Relics CHAPTER 8 - Monster Charms CHAPTER 9 - Arcane Formulae CHAPTER 10 - Shrines CHAPTER 11 - Hero Monsters CHAPTER 12 - Side Quests CHAPTER 13 - Tips and Tricks CHAPTER 14 - Playing on Epic and/or Legendary CHAPTER 15 - Acknowledgments ============================================================================== C H A P T E R O N E ============================================================================== I N T R O D U C T I O N T O T H E G A M E ============================================================================== Hello and welcome to my Titan Quest: Immortal Throne FAQ and beginning-to-end walkthrough. I hope that you're able to glean some helpful information from this guide, as I certainly enjoyed writing it. If you do have any helpful comments or suggestions, please feel free to get in touch with me by e-mailing me at shadowpath@hotmail.com. Please note, however, that I DO MEAN "helpful" - if you have nothing nice or productive to say then my advice is to say nothing at all - it'll save BOTH of us a lot of hassle, cheers. So then my cheeky monkeys, let's get stared shall we ?? First, a brief overview of the game ... Titan Quest (and its Immortal Throne Expansion Pack) are simple-interface, third-person perspective hack 'n slash game, which could best (without wanting to sound like it is a clone or similar) be alikened to any of the Diablo games, but with better levels of animation throughout. If you like Diablo or the Diablo series, I'd bet my bottom dollar you'll love this game. The focus of the game is on arcade-style hack 'n slash fun, with you being thrown IMMEDIATELY into the fray, so if you're expecting something even REMOTELY similar to Elder Scrolls IV: Oblivion ? STAY AWAY !! If you're into simple interfaces and hours of guttural laughter from slaying troops en masse ? GO GET A COPY NOW !!!!!! :) You begin by customising your character from a limited number of options, or importing a previously saved character if you have already played through Titan Quest, and just installed the Immortal Throne Expansion Pack, and set off on the road to fame, fortune and glory, travelling the ancient world and stopping off at the holiday hotspots such as Delphi, Athens, the Nile, Giza, and the Great Wall of China. Naturally you will be meeting all manner of beasts and characters from the myths of the ancient world along the way, and one of the most refreshing things about Titan Quest is the fact that anybody that's read up on any of a number of myths of the ancient world, will find something they find familiar in this game AND, it must be said, something which has been given an appropriate level of attention by the game's developers. EVERYTHING in this game is graphically beautiful. So ! Without further ado, let's get crackin' !! ============================================================================== M A I N M E N U ============================================================================== The main menu of Titan Quest (and Immortal Throne, although from this point on I am going to make life easier and just refer to it as "Titan Quest") provides you with the following options :- * Play Titan Quest Begins a Titan Quest "Main" Game (i.e. the game's main storyline) * Play Custom Quest Starts a Titan Quest "Custom" Game (e.g. a map created by a third party) * Options Tweak a number of graphics, sound and gameplay options amongst others * Credits Plays the game's credits (but you get cooler music if you beat the game) * Updates Checks for (and downloads) any updates/patches etc. * Exit Returns to Windows I am going to take it as read that you are going to be pressing the Play Titan Quest button ... as that's what I'm about to do. ============================================================================== C H A P T E R T W O ============================================================================== C H O O S I N G Y O U R C H A R A C T E R ============================================================================== So ! We're ready to begin a Titan Quest "Main" Game eh ? Fair play ! Whilst it would only be natural to draw comparisons between this game and its peers (mainly the Diablo series), I am going to avoid doing so, on the basis that you as a reader might not have played any of the Diablo games - therefore the Diablo commends stop NOW, ok ? I mean it now - no more ... :) If you click on the "Create" button, you will be taken to the character creation screen. The options for customising your character are initially really quite limited, which you may find to be a bit stifling, but stick with it - it does get MUCH much better. To start with, you get a choice of :- 1) What you want your character's name to be (up to 14 characters); 2) Whether you want a male or female character; and 3) What colour you want your character's tunic to be. You can pick from either:- White, Tan, Teal, Grey or Rose You can also see on the right-hand side of the screen that you have a couple of options for the TYPE of game you'd like to play ... you can play a Single Player game (which is what we are going to do together ... if you want of course ...), or you can either join, or host, a multi-player game. ============================================================================== C H A P T E R T H R E E ============================================================================== B A S I C C O N T R O L S ============================================================================== So ! Once you've started the game you will very very quickly realise just how simple it is to play your character in the game. Very simply put, the control method is as follows :- ============================================================================== M O U S E C O N T R O L S ============================================================================== Nb "left-attack" and "right-attack" are whatever attacks or commands have been mapped to the corresponding buttons on the mouse, and you WILL wind up changing these periodically as you play - however, to begin with they are :- Left-click - Move/Attack target with left-attack/Pick up item Right-click - Use right-attack at given location ============================================================================== K E Y B O A R D S H O R T C U T S ============================================================================== Alt - Highlights all undamaged items on the ground C - Calls up the Character Screen D (with item) - With an item raised, D drops the item on the ground Q - Calls up your quests screen with details of all current quests S - Calls up your skills screen W - Changes your active weapon from 1 to 2 (and back if hit again) Z - Highlights all damaged items on the ground ============================================================================== D I R E C T I O N S ============================================================================== I have given directions throughout this guide in accordance with the way that was prevalent when I was a child - i.e. go north-west of this, or south-east of that ... Therefore I am going to draw you a little compass, just to make sure that we are all familiar with which way I consider north on the screen to be. This may sound childish, but as the game is angled, it will make your life a lot easier, believe me ;) NORTH NORTH-WEST ^ NORTH-EAST . /¦\ . . ¦ . . ¦ . . ¦ . WEST <--------------- YOU ----------------> EAST . . . ¦ . . ¦ . . \¦/ . SOUTH-WEST V SOUTH-EAST SOUTH ============================================================================== C H A P T E R F O U R ============================================================================== S C H O O L S O F T R A I N I N G ============================================================================== Once you reach level 2, you can choose a school of training. Consider this a character class for your player. There are NINE schools of training to pick from - eight in regular Titan Quest, and nine in Immortal Throne. Once you have chosen a school, however, you CANNOT undo it (without cheating). You can pick a SECOND school of training at level 8, and it is your choice of training schools which determines your ultimate character class, as you can either stick with the one school, or pick up a second one at level 8 or any point thereafter. There are MANY classes to choose from, and a full list follows. To begin with however, here are the nine schools of training :- 1) STORM The Storm School handles two main elements - air and water. Its skills include the ability to slow or freeze enemies, call lightning, summon a wisp, fire shards of ice, interrupt other spellcasters and so on. 2) EARTH The Earth School handles two main elements - fire and earth. Its skills include the ability to burn and surround yourself in rock for better defence, fire blasts and bombs of fire, create volcanoes under your enemies, summon a golem to aid you, and so on. 3) WARFARE The Warfare school represents absolute mastery in hand-to-hand combat. Its students learn how to wield two weapons at the same time, as well as how to channel their rage into their attacks, augmenting their strength, accuracy, power and so on. 4) SPIRIT Necromancy, plain and simple - the Spirit-master's powers focus on causing pain and sorrow, attacking the minds and souls of their foes. They can summon the powerful Liche King, as well as a Spirit-creature of sorts, called the Outlander. 5) DEFENCE Defence students are taught the most effective use of armour and shields. They have a couple of skills that are similar to those of the warfare school, including how to funnel their rage into their strikes, but their dominant focus is on safety and defence, rather than offensive power. 6) NATURE Those that walk the path of nature are skilled in healing, and communing with nature's beasts. They can summon wolves and the fierce and reliable nymph to their aid, and can augment their power in combat through auras. 7) HUNTING Hunting focuses almost exclusively on the effective use of a bow and arrows to target and eliminate enemies. Skills include augmenting the character's arrows so that they penetrate enemies and strike those behind them, or shatter upon impact to do burst damage. 8) ROGUE; and The rogue is a master of stealth and cunning, relying on powders, poisons, traps and assassin-style attacks for their strikes. Their ability to coat their weapons with venom enables them to do more damage, and their lethal strike power lets them HUGELY increase the power of a single attack ... fire it up and watch for yourself !! 9) DREAM Whilst this may sound rather biff, being able to control dreams DOES have a number of advantages. You could dream kinky dreams, or dream you win the lottery every night !! Ok sorry I know ... the Dream school enables you to dominate the minds of your enemies, so it gives you powers like sending your enemies to sleep (no joke), bending time to increase your reflex-speeds, creating auras to augment your power, summoning a nightmare to aid you, teleporting to strike your enemies, and so on. Here is a short list of the possible character classes that you can create, by mixing different spheres of training :- =============================================================================== Sphere 1 + Sphere 2 = Character Class .¦. Sphere 1 + Sphere 2 = Character Class =======================================¦======================================= ¦ STORM - STORMCALLER ¦ DEFENCE - DEFENDER STORM DEFENCE PALADIN ¦ DEFENCE NATURE GUARDIAN STORM NATURE DRUID ¦ DEFENCE HUNTING WARDEN STORM HUNTING SAGE ¦ DEFENCE ROGUE CORSAIR STORM ROGUE SORCERER ¦ DEFENCE DREAM TEMPLAR STORM DREAM PROPHET ¦ DEFENCE SPIRIT SPELLBINDER STORM SPIRIT ORACLE ¦ DEFENCE WARFARE CONQUEROR STORM WARFARE THANE ¦ DEFENCE EARTH JUGGERNAUT STORM EARTH ELEMENTALIST ¦ DEFENCE STORM PALADIN ¦ =======================================¦======================================= Sphere 1 + Sphere 2 = Character Class .¦. Sphere 1 + Sphere 2 = Character Class =======================================¦======================================= ¦ EARTH - PYROMANCER ¦ NATURE - WANDERER EARTH STORM ELEMENTALIST ¦ NATURE HUNTING RANGER EARTH DEFENCE JUGGERNAUT ¦ NATURE ROGUE ILLUSIONIST EARTH NATURE SUMMONER ¦ NATURE DREAM RITUALIST EARTH HUNTING AVENGER ¦ NATURE SPIRIT SOOTHSAYER EARTH ROGUE MAGICIAN ¦ NATURE WARFARE CHAMPION EARTH DREAM EVOKER ¦ NATURE EARTH SUMMONER EARTH SPIRIT CONJURER ¦ NATURE STORM DRUID EARTH WARFARE BATTLEMAGE ¦ NATURE DEFENCE GUARDIAN ¦ =======================================¦======================================= Sphere 1 + Sphere 2 = Character Class .¦. Sphere 1 + Sphere 2 = Character Class =======================================¦======================================= ¦ WARFARE - WARRIOR ¦ HUNTING - HUNTER WARFARE EARTH BATTLEMAGE ¦ HUNTING ROGUE BRIGAND WARFARE STORM THANE ¦ HUNTING DREAM HARUSPEX WARFARE DEFENCE CONQUEROR ¦ HUNTING SPIRITBONE CHARMER WARFARE NATURE CHAMPION ¦ HUNTING WARFARE SLAYER WARFARE HUNTING SLAYER ¦ HUNTING EARTH AVENGER WARFARE ROGUE ASSASSIN ¦ HUNTING STORM SAGE WARFARE DREAM HARBINGER ¦ HUNTING DEFENCE WARDEN WARFARE SPIRIT SPELLBREAKER ¦ HUNTING NATURE RANGER ¦ =======================================¦======================================= Sphere 1 + Sphere 2 = Character Class .¦. Sphere 1 + Sphere 2 = Character Class =======================================¦======================================= ¦ SPIRIT - THEURGIST ¦ ROGUE - ROGUE SPIRIT WARFARE SPELLBREAKER ¦ ROGUE DREAM DREAMKILLER SPIRIT EARTH CONJURER ¦ ROGUE SPIRIT WARLOCK SPIRIT STORM ORACLE ¦ ROGUE WARFARE ASSASSIN SPIRIT DEFENCE SPELLBINDER ¦ ROGUE EARTH MAGICIAN SPIRIT NATURE SOOTHSAYER ¦ ROGUE STORM SORCERER SPIRIT HUNTING BONE CHARMER ¦ ROGUE DEFENCE CORSAIR SPIRIT ROGUE WARLOCK ¦ ROGUE NATURE ILLUSIONIST SPIRIT DREAM DIVINER ¦ ROGUE HUNTING BRIGAND ¦ =============================================================================== ¦ Sphere 1 + Sphere 2 = Character Class ¦ ========================================= DREAM - SEER DREAM SPIRIT DIVINER DREAM WARFARE HARBINGER DREAM EARTH EVOKER DREAM STORM PROPHET DREAM DEFENCE TEMPLAR DREAM NATURE RITUALIST DREAM HUNTING HARUSPEX DREAM ROGUE DREAMKILLER I shall go into considerably more detail on each school when you get to Chapter Six: Skills of the Schools. ============================================================================== C H A P T E R F I V E ============================================================================== M A I N W A L K T H R O U G H ============================================================================== ================ ACT ONE - GREECE ================ =========================== SECTION 1.0 - ROAD TO HELOS =========================== We begin the game on the road to Helos. Where is Helos you might ask ? Buggered if I know I might answer ... The first time you do any of a given number of actions in Titan Quest, a very helpful little side panel will swing onto your screen from the right- hand side, to tell you a little bit about what you need to do. The first thing that will happen if you move towards Corythus the Boat-hand, who is standing beside you, is the game will tell you about :- ======================= INTERACTING WITH PEOPLE ======================= Whilst diplomacy is not a hugely important factor in wielding a sword and cutting the heads off monsters, there are a number of times when it is both appropriate AND wise to speak to people. To help you discern the worthwhile from the chav, you can see which characters you are able to interact with, by looking for either a golden exclamation mark, or a golden rhombus above their heads. The exclamation mark denotes a quest character, i.e. somebody that will either have information for you relating to the ongoing MAIN quests of the game, or who may have a side-quest to give you, or update you on. ALWAYS TALK TO THE PEOPLE WITH THE EXCLAMATION MARKS. The people with the rhombuses are just going to talk a lot of plop to be honest, but it's nice to speak to one or two of them from time to time, as they do have the odd story to tell. Once you have exhausted the dialogue opportunities with any of the peeples you meet in the game, the respective icon above their heads will go grey. Continue down the road aways, and you will meet Timaeus, the Poor Farmer. As you will see, Timaeus has an exclamation mark over his head, as would I if I was wearing clothes like THAT, but hey ! Who cares. If you speak to Timaeus you will get your first quest. This is the start of the main quest in the game, and it goes a little something like this ... ================================ SECTION 1.1 - A TROUBLED VILLAGE ================================ Timaeus (a poor farmer) says that his village, Helos, is having trouble dealing with a group of monsters that assail it. First and foremost however, he appears to be having trouble with his horse, which a group of monsters are about to slay. The plough-horse is his only possession, and without it he cannot make a living. OK OK ! I get the picture !! We'll save your bloody horse. Head into the adjacent field and kill the ravenous boar and two satyrs that are trying to kill the horse. They won't attack you (just to make sure your first few kills are easy enough) ;) ================ PICKING UP ITEMS ================ Once you're done with the monsters, hold the ALT key on your keyboard and you will see that they've dropped some items. Pick up whatever they've left and, if it's a weapon, call up your character screen by pressing the C button, and click on the little green "II" above, and to the right, of your current weapon. This will activate your second set of weapons. Just drop whatever weapon you've picked up (if any) into this second weapon slot, and then you can chop-and-change between your two different sets of weapons by pressing the W key on your keyboard. ==================== ROAD TO HELOS CONT'D ==================== Once Timaeus has been reunited with his plough-horse, you can continue on down the road to Helos. Once you arrive, dispose of the five satyrs that are assaulting the town's militia at the entrance to Helos, and then head on in. Incidentally, five is a very significant number in Titan Quest, as five is generally-speaking the number of monsters that form what I shall be referring-to from this point on as a "group" of monsters. ==================== THE VILLAGE OF HELOS ==================== Once you enter the village of Helos you will encounter your first rebirth fountain. ================ REBIRTH FOUNTAIN ================ Rebirth fountains are REALLY cool - all you need to do is walk NEAR one - not even right up to it, and it will activate itself. A rebirth fountain is effectively a marker which serves to respawn your character in the ... hopefully unlikely but possible event of their death. If you find another rebirth fountain in the wilderness or another city, and you will I assure you, then just walk up to it, and it will replace the previous fountain (or marker) as your latest respawn point. Just remember AT ALL TIMES that revisiting areas you have already been to CAN be a bit of a pain in the arse, ESPECIALLY if you have already activated a rebirth fountain further on in the game, as if you have missed a rebirth fountain in an earlier part of the game, you stand a chance of activating it if you come close to it, and this would see your *later* rebirth fountain overwritten by this earlier one ... ... and that would suck ... ... a lot ... That being said, once a rebirth fountain has been overwritten by another one, it can only be REactivated by clicking on it with the left-mouse button. One other thing I should mention about dying and being respawned, is that you WILL lose some experience points if you die and come back. The higher your level, the more XP you will lose when you are brought back to a rebirth fountain after death. HOWEVER, when you die (in Immortal Throne at least - this doesn't happen in plain old Titan Quest), a gravestone will appear at the site of your death. If you click on the gravestone, it will sink into the ground and you will regain SOME of the experience points you lost when you died. HOWEVER, if you are really quick you can click on the gravestone AS IT IS SINKING, to gain 2, 3 or even sometimes FOUR times the experience you might have lost ... this is a glitch in the game, and one I expect you to exploit to the MAX, ok ?? In the village of Helos you will find :- ===================== NON-QUEST INHABITANTS ===================== MIDIAS - a villager who explains the function of rebirth fountains for your benefit ... if you HAVEN'T been paying attention that is. AESON - Guard Captain - distressed that the Shaman leading the tribe of monsters that dwell nearby is overrunning the defences of the town and destroying its farmlands. IOLAUS - Storyteller, who recounts the tale of Herakles and many of his twelve labours. EUMOLPUS - Old Farmer, whom you cannot speak with at the outset. He does congratulate you for saving Helos' farms and the livelihoods of its citizens, once you have completed Diomedes' quest, however. HESIONE - a villager who is, to be honest, a bit of a pessimist. She is upset about the wholesale destruction of the town's crops and begs you to speak with Diomedes. LACHES - a villager who explains the function of portal shrines, which we will get onto in a few moments. LYERSES - Lookout, who will allow you to leave the town, but urges you to speak with Diomedes (if you have not already done so) to sort out the problems in Helos, before moving onwards. ================= QUEST INHABITANTS ================= DIOMEDES - Elder of Helos. Diomedes is the head honcho in the little village of Helos, and proud of it. Unfortunately, however, he has a problem. His village is being overrun by monsters led by a satyr shaman. He says they have nobody to defend them against the monsters, and he implores you to help him. Diomedes updates your main quest with a call for you to "find and defeat the satyr shaman". For the sake of consistency, I'm going to finish exploring the town of Helos before helping Diomedes in his quest. Incidentally, as soon as you have spoken with Diomedes, a group of satyr's rushes the bridge to his north, so you should help the villagers fend them off before exploring further. ================================================== MERCHANTS, ENCHANTERS, MYSTICS AND CARAVAN DRIVERS ================================================== A quick word or two about merchants. They come in three fruity flavours First off we have Blacksmiths, who specialise in weapons and armour. Then come Arcanists, who focus on selling items that are of use to the mages amongst you, and then you find Traders, who are quite happy to sell whatever they can get their hands on. When you are dealing with a merchant, you can move the mouse over any item he or she is selling. If the mouse cursor changes to a red no go sign over a purse, it means you cannot afford to purchase the item with the amount of gold you currently possess. If the item is depicted on a red background, you cannot use it for one of a number of possible reasons, including :- Your character is not of a high enough level; Your character is not strong enough to wield the item; Your character is too stupid to understand HOW to use the item; or Your character is a clutz, and wouldn't be able to wield it anyhow. Helpfully, when wanded, the game will automatically provide you with a description of the item you are interested in, and how it compares with any item/s you are currently carrying that might be replaced by it. E.g. If you wand a necklace, the stats for that necklace are brought up on screen, as are the stats for any necklace that you are currently wearing. Another REALLY cool thing about merchants is that you can buy and sell from them at the same price during a given transaction, MEANING if you inadvertently sell them something and think "Sh!t !! I didn't mean to sell that - I NEED IT BACK oh PLEASE sell it to me PLEASE", then rather than turning around to you and saying "Sure !! AT THREE THOUSAND TIMES ITS PURCHASE COST MUAHAHAHAAAAAAAAAAAAAR", the merchants in Titan Quest will just turn around and say "hokay", and will sell you whatever, at the same price it was when the original transaction took place. Similarly, items which you sell are placed in a separate screen, meaning that you can easily see what you've sold the merchant, and can buy it back from them quickly and easily ... If you quit the merchant screen and come back, however, you will have to pay full-whack for whatever you have parted with. Problems arise where you're selling HEAPS of stuff to a merchant (which will happen later on in the game), as the amount of space they have to store the stuff YOU sell them will wind up being less than the amount of space you have to sell them items from, and so items in their "what you have sold me" screen will be overwritten. ... confused ? I have more !! STICK AROUND ;) ENCHANTERS are another additional type of character that are only present in Immortal Throne and not Titan Quest, but as there are none in Helos, we shall come to them in due course. MYSTICS are a further type of character that are only present in Immortal Throne and not Titan Quest. As with Enchanters, there are none in Helos, so I shall discuss them at an appropriate time. CARAVAN DRIVERS are KICKASS. They will hold items for you, so that you don't have to carry them around with you all the time, and so that you don't run the risk of losing them by leaving them on the ground. You can purchase additional space from caravan drivers in two blocks. First block you get for free - the first ADDITIONAL block you buy will cost you 10,000 GP, and the SECOND additional block of space you buy will cost you 500,000 GP. Caravan Drivers also give you access to what is called a "Transfer Area". You can use the transfer area to transfer items between ANY character in Titan Quest, and your character. So if you pick something up and think "I can't really use this, but character (x) can", then put it in the transfer area, load up character (x), go to the nearest caravan driver and voila !! Caravan Drivers are only present in Immortal Throne, not Titan Quest. In the village of Helos you will find the following merchants and caravan drivers :- CARCINUS - Trader ERATODES - Caravan Driver If you venture to the south of Carcinus and Eratodes, you will find the villager Laches, standing beside a set of steps leading up to a circular platform, encircled by statues. This is what is called a ============= PORTAL SHRINE ============= Portal Shrines are designed to enable you to quickly travel to areas that you have been to previously. Similar to rebirth fountains (and Sharon Stone), all you need to do to turn one on is walk up to it, and the rest will happen for you. Once activated, Portal Shrines can never be turned off, and you will be able to teleport back to this location whenever you wish. ====================== PERSONAL TELEPORTATION ====================== Once you have activated your first portal shrine, you may press the L key on your keyboard AT ANY TIME during play to call up a personal teleport gate, which you can use to travel to any of the portal shrines you have activated in the entire game. Once you are done in whatever town/s you travel to, you may teleport back to the exact location you created the teleport gate in. HOWEVER, if you are slain, your teleport gate is automatically closed, which is a REAL bugger, but nevermind. So ! Now that we have explored Helos, let's go and sort out Diomedes' problem, shall we ? Head from Diomedes northwards, over the bridge, taking note that the two torches on either side of the bridge light up as you pass by them. This is another significant thing in Titan Quest, as torches like this, which light up when you pass them ? Are a sure sign that you are going the right way. Always remember that, as otherwise there are times when you might get a tad lost exploring, and not know which way to go - it's happened to me before I must admit !! So, back to the plot. Once over the bridge, keep heading to the north, through the Helos Farmlands and into the Helos Woods, slaying the satyr's, crows and boar that you encounter en route. Left-click on any chests you may find on the way and pilfer their contents, and REMEMBER to keep using the ALT key to pick up those items that your enemies drop. If (and it is very unlikely this will happen, but if) you fill your whole inventory during this mission, press the L key and teleport back to Helos. Sell your unwanted items to Carcinus, and then use the portal shrine in Helos to teleport back to where you were and carry on. If you encounter any obelisks in the wilderness - they may take a number of forms, from crumbling blocks of stone to warped sculptured pieces of marble, (but all of them will have a glowing light above them), these are called ======= SHRINES ======= Shrines give temporary benefits to the player once they are activated. A full list of shrines can be found in Chapter Ten: Shrines. For now all you need to know is that some shrines give immediate bonuses, such as full health recharge, and others give duration-based bonuses, such as better xp gains from kills for a given period of time, or the ability to slow down your enemies with frost, giving you substantial benefits in combat. Simply left-click on a shrine to use it. Some shrines recharge themselves over time, but there is no point in waiting around for one to do so, trust me ;) Once you find the Shaman you will see that he immediately begins to bombard you with magic spells from afar. He has two main types of attack :- A) A fiery blast which he unleashes from his staff - it looks like a little red flaming arrow; and B) A flaming bomb which he lobs at you. Stick and move - avoid his attacks whilst despatching his followers, who are a combination of satyr archers and regular satyr's, and then close in for the kill once those have been despatched. Ordinarily there are two shrines in the area occupied by the Shaman - one to the west, and one to the south - use those if you need to. Once he has fallen to your might, open the chest behind him, grab the loot, and either portal back to the town if you cannot carry it all in one go, or walk back to town if you can. Speak with Diomedes to earn your reward - 1000 GP, and 150 XP (on normal difficulty), and a further plea for you to go and plead with General Leonidas of Sparta to despatch a small platoon of soldiers to help protect Helos against further assault. I AM NOT YOUR ERRAND BOY !!!!! *Sinister pouts when he realises that he cannot cleave Diomedes' arms from his body for the IMPUDENCE of his request* ============================= SECTION 1.2 - SPARTANS AT WAR ============================= And so we're off ! Helos having been spared a sure thrashing at the hands of the satyr shaman and his horde, we can carry on in search of Sparta. The Main Quests screen tells us that we will need to travel through Laconia in order to get to Sparta, so what are we waiting for ?? As you leave Helos a shepherd named Nicostratus will come running towards you and pause for breath, the weight of the exclamation mark on his head obviously too much to bear. Speak with Nicostratus, and he will tell you that his friend Tellis has been kidnapped by monsters whilst the two of them were leading their flocks home, and that he now resides in a cave by the road. You have just picked up the Monstrous Brigands Quest (your first side quest). Side quests are incidental quests that are not necessary in order for you to continue through the main quest. They do, however, very often lead to your receiving MASSIVE bonuses for completing them, so I shall guide you through each of the side quests in the game, and show you how to complete each one in the most expedient manner possible. Please note that, as with the main quest, I shall detail what you get as a reward for completing the quest on normal difficulty. For details of your rewards on Epic and Legendary difficulties, please see Chapter Twelve: Side Quests. ================== MONSTROUS BRIGANDS ================== To find tellis, simply follow the road from Helos aways, and you will come to a cave with two Satyr Trappers standing outside it. As you approach, they will leg it inside. Follow them, slay ALL in the cave, and at the back you will find tellis, huddled in a corner poor lad. He's the one with his knees knocking together, just in case you WEREN'T sure ;) Speak with tellis to gain your reward - a piece of magical jewellery, and 300 XP. If you wish, you may go back to Helos (I would suggest teleporting there), to speak with Nicostratus - however all he has for you is a thank you. ====================== SPARTANS AT WAR CONT'D ====================== Leave the cave where tellis is, and head further down the road. You will pass a rebirth fountain and a set of torches as you go. You are now entering the Laconia Woods. Stay on the road, and follow it to the north-east. You will find that you walk past a battered cart and by a rudimentary gate that leads into a clearing with a load of sawn trees piled up high. Go in there, and slay the satyrs there. You will find they are attacking a man who stands alone, cowering under their assault. Once you have freed the man, speak with him. His name is Lycus, the Labourer, and he is most grateful to have been freed. ================ THE CORNERED MAN ================ Having saved Lycus, you have earned yourself 300 XP, and 1500 GP. Well done !! You'll be saving up for that pension in NO time. ====================== SPARTANS AT WAR CONT'D ====================== Return to the main road, and keep following it to the north. Keep going all the way to the north, past another set of torches and to the next rebirth fountain. Just past that rebirth fountain you will see a traveller named Euphadimus, who is standing scratching his head, next to his two oxen. Speak with him. ================= MEDICINES WAYLAID ================= Euphadimus is trying to get precious medicines to his hometown of Tegea, to help combat a strange illness that afflicts the people there. However, his path north is blocked by a satyr brute, and his entourage who are attacking any who pass. Head to the north and despatch this group of ruffians, taking special care with the satyr brute, as he has considerably more health than his lower- ranking satyr counterparts. Once you have slain them and raided their bodies, return to Euphadimus for your reward, being 350 XP, three lesser health potions and the full restoration of your health and energy. ====================== SPARTANS AT WAR CONT'D ====================== Follow the road to the north again, and keep following it as it turns 90 degrees to the east. You will come upon Theages - a Spartan Peasant, who appears to have something important to say. Speak with him. ============== THE LOST DOWRY ============== It turns out that Theages' daughter's wedding dowry has been stolen by a group of monsters who trashed his cart and pegged it. A hit and run !!! Travel to the north-east of Theages and into the Natural Cave that you can see on your compass - it's a black hole in a red circle ? Once inside, explore and retrieve the dowry necklace from the monster that is holding it. Return the necklace to Theages and you will earn, not only his gratitude, but also 400 XP, and a random essence. ========================= RELICS AND MONSTER CHARMS ========================= You have just been given, quite possibly your first relic. Relics are shards of a God's power, which you will only ever encounter in pieces. Three pieces make one complete relic. On normal difficulty these pieces are called "essences", such as the Essence of the Valour of Achilles, or the Essence of Zeus' Thunderbolt. Each relic can be used, even if you only wield 1/3 or 2/3 of a completed one, by infusing its power with whatever type of weapon or armour the relic purports to work with, so for example the Essence of Archimedes' Mirror will only work on shields, whereas the Essence of Artemis' Bowstring will work on bows only. To use a relic, and PLEASE bear in mind that once used it can only be retrieved by visiting an Enchanter (and Enchanters are only available in Immortal Throne - NOT regular Titan Quest), simply right-click on it, and then left-click on the item you wish to attach the relic to. If you have attached, say, 1/3 of a relic to an item, and you them come upon another 1/3 of the same relic, you can add that to the same item, to make the relic in the item 2/3 of the completed relic, and so on. The more pieces of a relic you combine, the stronger the relic becomes. Three pieces of a relic make it a completed relic, giving you an ADDITIONAL bonus (woohoo !!) Monster Charms function exactly the same as relics, but they have to be assembled in groups of FIVE rather than THREE. You can either keep the relic you have just received, or use it to augment the power of something you are carrying. For a complete list of relics and their powers, see Chapters Seven: Relics and Eight: Monster Charms. ====================== SPARTANS AT WAR CONT'D ====================== Continue north, and follow the road as it curves north-west, until you reach the next rebirth fountain and set of torches. The wayfarer Parmenides is standing by the roadside, and if you talk to him, he will tell you that you are on the right road to get to the Spartan War Camp, which is just a bit further on. Cheers mate !! Cross the bridge and you come to "Spartan Road", which you should follow to the north until you get to the Spartan Camp. Be warned that straying from the road will get you attacked by skeletons, who are buried near the Spartan Road. As you approach the Spartan War Camp you will see a small army of Satyrs and Satyr Brutes set upon the Spartans. Have you watched 300 ? These monkeys don't stand a CHANCE, but I'm sure it might endear you to the Spartans to help them out a bit if you fancy it. ============ HELPFUL HINT ============ Situations like this are generally very useful ones, as your enemies are, for the most part, more interested in what they are doing (i.e. attacking the Spartans at this time) than fighting you, making them easy pickings for bows and magic-users. Easy XP ;) Once you have helped fend off the attack on the camp, go in. ==================== THE SPARTAN WAR-CAMP ==================== * There is a rebirth fountain in the Spartan War-Camp * There is a Portal Shrine in the Spartan War-Camp ===================== NON-QUEST INHABITANTS ===================== PARALUS - Spartan Soldier who tells you that Leonidas is in the camp, but that he doesn't speak with those who are not invited. Hmmmmm. CLEIPPIDES - Spartan Veteran who says that the monsters you are facing are arguably more fearsome than the Macedonians and the Persians the Spartans have faced before, as they yield only to death. CEPHISUS - Young soldier who only joined the Spartan Army today, bless him. He seems eager for combat. AGATHON - Spartan Watch. You cannot speak with him at the present time. You WILL, however, be able to speak with him once Leonidas and Brasidas have moved off for Athens in a lil while, and he will direct you to Athens if you wish to speak with them again. DASCYLUS - Spartan Soldier who has the utmost faith in General Leonidas, but who worries that the Spartans may not be able to defeat their beastly enemies. ================= QUEST INHABITANTS ================= BRASIDAS - Leonidas' Guard. Brasidas has a task for you to complete before he will let you speak with his master Leonidas. You must find and slay the Centaur Nessus, to demonstrate your worth. LEONIDAS - Spartan General. Much like his portrayal in the OH so cool 300, Leonidas doesn't have time to waste with those people that are not worthy of his audience. EUTHYCLES - Melancholic Spartan who is concerned for his friend and great idol Hippias. Hippias has wandered off and not returned since morning, and Euthycles is worried that something may have happened to him. He asks you to go in search of him. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ TERES - BLACKSMITH PHALIUS - ARCANIST NICANOR - ENCHANTER ========== ENCHANTERS ========== Enchanters are the first new type of businessmen that I referred to earlier on in this guide. They are only available for treating with in the Immortal Throne Expansion Pack, and serve TWO very useful functions. Firstly, Enchanters are the only people that can craft Artifacts for you. You see on your character portrait screen the inventory slot in the bottom left-hand side ? That is for an Artifact - an item of great power that you can only wield one of at a time, but which will give you BIG bonuses. For full details of Artifacts and artifact creation, see Chapter Nine: Arcane Formulae. Secondly, Enchanters can separate items and relics, so if you have put a relic in an item and later decide that you want it, or the item, back, you can ask an Enchanter (upon payment of usually a RATHER large sum of money) to separate them. HOWEVER there is a catch, as you can only retain either the item, or the relic, so choose very carefully ;) ================================ QUESTS FROM THE SPARTAN WAR-CAMP ================================ ================== THE ANCIENT OF WAR ================== This is the quest you get from Euthycles, and it is deceptively simple. All you have to do is to leave the Spartan War-Camp by heading due east of Euthycles, and keep heading east until you reach an impassable mountain face. Head north (through a satyr encampment) and follow the mountain around to the east and you will find Hippias, who is resting, sitting on a rock, surrounded by dead bodies (don't forget to loot them - just because you didn't kill them doesn't mean you can't benefit from their slaughter - muahahahahahaaaaaar). Once you have spoken with Hippias you will need to return to the Spartan War-Camp to let Euthycles know that he is alright - however I personally always take out Nessus first, so that I can return to the War-Camp and kill two birds with one stone, so-to-speak. However, once you DO go and speak with Euthycles, you will be rewarded 2000 GP, and 500 XP. =============== SPARTANS AT WAR =============== Brasidas asks you to despatch the Centaur Nessus, as the Spartans do not have the resources to send after him at the present time. He says that Nessus runs wild in the Pellana Valley, and that slaying him is the only way you will be able to gain an audience with General Leonidas. Nessus isn't running wild at all - he's actually staying put to the north- west of Hippias. If you have found Hippias before going to find Nessus, you will actually see a marker directing you to Nessus on your compass from where Hippias is. Nessus is identified at the yellow circle with the black exclamation mark in it ;) Nessus is NOT an easy boss to fight - however I am going to teach you a ============ HELPFUL HINT ============ ALL bosses in Titan Quest and the Immortal Throne Expansion Pack are limited insofar as how far from their starting point they are able to move. If you are finding any boss particularly difficult to slay, simply (I hate to say retreat so I'll say) fall back until they stop, turn around and go back towards their starting point. You can then walk towards them again, and they will turn around and move towards you again. Step back again and they will turn around and move away again. You can use this dizzying tactic to easily despatch most of the bosses in the game. Yes, it may be BIFF, but trust me when you're fighting Cerberus on Legendary Difficulty, you WILL thank me ;) So ! Nessus is difficult for three reasons :- 1) He's a centaur, so he can run like he's in the Grand National; 2) He's got a small contingent of centaurs to help him out, so he has safety in numbers; and 3) As a boss, he's really quite tough !! Once Nessus has been slain (and please do remember my dizzying tactic, as it will save you no end of desk-slamming and monitor-headbutting in the long-run), investigate the rest of his encampment before returning to the Spartan War-Camp to speak with Brasidas (and, hopefully now, Leonidas). There is a Majestic Chest behind where Nessus was standing, which will be FILLED with goodies. There are also three further chests to the north of where the Majestic Chest lies. ============ HELPFUL HINT ============ Sometimes if you come back after completing the game to battle old bosses like Nessus, you will find that the programmers have put in (I do not know whether this is intentionally or by mistake) duplicate Majestic Chests, so you get DOUBLE the goodies - all random of course, but double the goodies nonetheless !! :) Once you have done raiding the Centaur Camp, TELEPORT (don't walk) to the Spartan War-Camp and speak with Brasidas who, true to his word, will now allow you through to speak with General Leonidas. Leonidas praises your skill in battle, and agrees to send a few of his warriors to defend Helos. He says that he is not impressed that it is those people that once mocked his army that now cry for their help. He suggests that you venture to Delphi to consult the Oracle there, to learn where the monsters are coming from. He tells you to stop at Megara and speak with his friend Timon, who will help you locate a proper offering to give to the Oracle, in order to secure an audience. ===================================== SECTION 1.3 - THE WORDS OF THE ORACLE ===================================== It would appear our business with the noble Spartans is done for now. If you teleport back to the Centaur Camp, and head, not back into the camp, but north outside the camp if that makes sense - i.e. north of the entrance gate, but outside the camp, then you will pass between two rocks. Continue north, and you will see a pair of torches, and the Spartan Sentry Aeacus standing by them. Speak with him to learn that you are now on the right road to reach (ultimately) Delphi. He says you must pass through Megara, and head up the coast to reach Delphi. Result !! :) Follow the road to the north and, when you run out of road, head north- west towards the rebirth fountain that you will see on your compass. From the rebirth fountain, keep heading north until you reach a set of satyr encampments, and then head from there, see that rebirth fountain on your compass ? The one in the north-east ? Well you're actually going to have to go SOUTH-east to get to it, so follow the rudimentary path around and to the south-east of the satyr encampments, and you will enter the Mycenean Ruins. You do not need to explore the Mycenean Ruins, you need merely to get through them, which you can do by hugging the mountain wall that leads to the north - however if you DO choose to explore the Mycenean Ruins, then I would ask you to please BEWARE, as it is a burial ground, and it is CHOCK-FULL of undead bad guys. Since they are almost all buried, you won't see them until you get close enough for them to try and ambush you. Sinister says try and avoid running into the ruins - take things step-by-step, and take out your enemies wave-by-wave if you wish to explore the area. At the back of the Mycenean Ruins (through the horde of undead warriors) is a single-level ancient tomb for you to explore. ================================ OPENING SEPULCHRES INSIDE A TOMB ================================ This sound REALLY specific, but it applies to any type of tomb that you may encounter inside a burial chamber. When you open a tomb, sepulchre, or whatever it is called in the burial chamber you are exploring, you will hear one of TWO noises. The first is a noise which sounds like a stone slab being slid off the top of a burial casket. This noise means the sepulchre is not trapped, and you may take whatever is inside it. If, however, you hear a noise which sounds like a clicking noise ? Like a switch being depressed ? RUN AWAY. You have activated a trap, and should stand well clear of the sepulchre until the trap has gone off. There are four types of trap you can activate in Titan Quest :- A) Gas Trap (longest duration - stay WELL back or be poisoned) B) Frost Trap (does frost damage - stand back) C) Fire Trap (does burning damage - stand back) D) Lightning Trap (does lightning damage - stand back) Sorry for the rather imaginative descriptions of those traps, but they ARE pretty self-explanatory (!!). Once you have either circumvented or explored the Mycenean Ruins, head north to the rebirth fountain, and torches, and past them into the Spartan Woods. From entering the woods, head west-north-west and keep going up until you reach the entrance to the Village of Tegea. ==================== THE VILLAGE OF TEGEA ==================== * There is a rebirth fountain in the Village of Tegea ===================== NON-QUEST INHABITANTS ===================== HAGNON - Storyteller who regales you with the details of the tale of the Goddess Artemis and the mortal Actaeon. He tells you of how Actaeon, a great hunter, chased his quarry to a stream where Artemis was about to take a bath. P!ssed off that a mere mortal had seen her in the buff, she turned him into a Stag, and he was chased away by his own prey. CLINIAS - Aging Farmhand who speaks to you of how news from Greece confirms that the monsters are rampaging over all the lands. He is worried that the Spartans may not be able to protect all the Greeks (and he's right to worry). ================= QUEST INHABITANTS ================= OLORUS - Young Tegean. Olorus gives you the task of finding the source of pollution of the town's water supply, and the Poisoned Spring quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ PIRRO - Trader ================================ QUESTS FROM THE VILLAGE OF TEGEA ================================ =================== THE POISONED SPRING =================== Head west of Olorus, out of Tegea and into the Tegea Forest. From here, head immediately due west and follow the shoreline to the north-west until you find the Water Nymph (aka Naiad) Pegaea. She will tell you that she knows why the water has become tainted - it's because of all these bleedin' spiders that have moved into her cave !! Head into the cave to the north of Pegaea, and clear it of spiders. You needn't kill them all - only the ones with the glow around their legs, which is quite a few of them. I would suggest slaying them all for the XP personally. Once you have cleansed the cave, return to Pegaea for your reward: a permanent +75 Health, 1500 XP and your health and energy fully restored ! Well worth it that one eh !! :) From the Naiad, head back to the Village of Tegea, and this time leave via the north, into Arcadia. From entering Arcadia, follow the path as it winds north, and then when the path ends, head north-west until it recommences. From there, follow it up and into the hills (it will wind a bit), until you see a rebirth fountain off in the distance on your compass. Head north and into the Megara Bluff, and keep to the path as this will lead you to the rebirth fountain. From there, head north and wipe out the Maenad Encampment. ====== MAENAD ====== Maenad are quite dangerous, and you are reasonably likely to die at least once until you work out how best to tackle them. They are cat-like women with high dexterity and speed who attack with bow and arrow, poisoned spear and needle traps, and who's spellcasters are storm-adepts, so watch out for poison, blade and lightning attacks from this little lot. The best way to deal with the Maenad (unless your character is just a walking wall of muscle) is to take them on, as I suggested with the undead in the Mycenean Ruins, in waves, step-by-step. If you get overwhelmed, just fall back and try again once you've healed up. Heading face-first into a conflict with the Maenad is folly. Once you have slain the Maenad, head north and out through the two torches onto the Megara Coast. Once you get onto the Coast (ah, the beach at last), you should follow it west, where you will encounter a set of new villains, the most significant of which are the Coastal Ichthians. Ichthians in ANY form are dangerous lizard-men - however their most dangerous units are their spellcasters - their Shamen. Ichthian Shamen can cast spells at quite a speed, and should be the first units you attack in any Ichthian group. Later on you will encounter the Lords of the Deep, who should ALSO be the first Ichthians you attack in any group. Keep following the coast as it bends round ... as coasts do ... past two torches and into the City of Megara. ================== THE CITY OF MEGARA =================== * There are two rebirth fountains in the City of Megara * There is cool music in the City of Megara * There is a portal shrine in the City of Megara ===================== NON-QUEST INHABITANTS ===================== EURYSTHEUS - Market Gossip who tells of how afraid he is of having to raise his family in hiding should the monsters ultimately win. XENOCLIDES - Storyteller who has a tale of the battle between the Gods and the Titans. He tells of how the Titans ultimately lost to the Gods, and all but one were banished to the pit of Tartarus. The one Titan that was not banished to Tartarus was shackled to the base of a mountain as a gesture of revenge by the Gods. IPHITUS - Aged Fisherman who claims to be as comfy on the sea as you are on land. ================= QUEST INHABITANTS ================= NIREUS - Citizen of Megara, who gives you the Skeleton Raiders quest - a quest to help free Megara from the undead hordes that ravage its gates on a daily ... or rather NIGHTLY ... basis. ANTOR - Sailor who tells you of the cargo (treasure chests and so on) of a mighty warship bound for Athens itself has washed ashore in the area. Apparently siren song drove the crew mad, and they ran aground. He gives you the News of a Shipwreck quest. AUTOLYCUS - Master Artisan who gives you an update on the Skeleton Raiders quest. He tells you that he knows that they are pouring forth from the ancient city of Old Eleusis. You should also speak with Meikiades for more information. MEIKIADES - Young Artisan whom you cannot speak until you have spoken to Autolycus, but who confirms that Old Eleusis (the spawning place of the undead hordes assailing Megara) is the resting place of three undead brothers - Princes who were cursed by the God Apollo to never enter the afterlife, but to remain in this world as the waking dead. TIMON - Oligarch of Megara. Timon tells you that the Oracle requires an offering (which we knew already). He recommends you take the Oracle a branch from the sacred olive tree which lies in a grove on the road to Delphi (north of Megara), above the Helicos Pass. Timon updates your main quest, gives you the A Proper Offering side quest, AND gives you your first INVENTORY BAG. ============= INVENTORY BAG ============= Timon has just given you the ability to carry additional goods on your person. If you call up your character screen you will see additional inventory slots have appeared on the right-hand side of the screen for you. Isn't that sweet ? As you progress through the game you will pick up a second, and ultimately a THIRD inventory bag as well, meaning you will ultimately be able to carry THE WORLD on your shoulders !! Hahaha. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ PELLICHAS - BLACKSMITH TIMANOR - ARCANIST PIANKH - CARAVAN DRIVER DADACES - ENCHANTER ============================== QUESTS FROM THE CITY OF MEGARA ============================== ================ SKELETON RAIDERS ================ Skeletal armies are assailing Megara in waves ! The source of this scourge is the ancient and now dilapidated city of Old Eleusis, wherein reside three Prince-Brothers - accursed enemies of the God Apollo. Leaving Megara by the north, follow the road through the two torches and into the Megara Outskirts. Continue north and through the ramshackle town that remains (wholly inhabited by undead creatures I might add), and leave via the two torches to the north, into Kerata Forest. Head north through the trees and you will come to Old Eleusis. Be forewarned, however, that as with the Mycenean Ruins, Old Eleusis is REPLETE with undead warriors, and more than likely a Hero Monster or two, so be careful. ============= HERO MONSTERS ============= Hero Monsters are monsters of special note, who you will see on-screen as having golden stars above their heads. They ALL display powers over and above their usual brethren, and I have tried to make notes as best I can as to where you are likely to find them and what their powers are, in Chapter Eleven - Hero Monsters. Once you have reached the entrance to Old Eleusis (a smashed marble path leading north-east), follow it and enter the Ancient Ruins of the once great City. There is a smashed wooden door leading into the floor which you should enter, to gain access to the labyrinth that houses the three Prince- brothers. ============ HELPFUL HINT ============ The three Prince-brothers are ALWAYS in exactly the same locations, so I shall point them out as we go around if you like. For your information, the three Prince-brothers are :- 1) Polypas, Prince of the Blade 2) Aristeus, Prince of the Storm; and 3) Menon, Prince of the Bow. From where you enter their labyrinth, take a left and head north-west. Polypas, Prince of the Blade, is in the first room on your left. Polypas is surrounded by weak enemies, and is, in my humble opinion, the weakest of the three brothers. He should fall pretty easily to you to be quite honest. Leave Polypas' room after you have slain him, and head north-west again, following the corridor as it turns 90 degrees to the north-east, and then again 90 degrees to the south-east. In the north-eastern end of this great room is Aristeus, Prince of the Storm. He is, in my opinion, DEFINITELY the most powerful of the three Prince-brothers, as he is a mage with expertise in Storm Magic. Best way to despatch him is to take out the traps and lesser monsters in the area, and only to focus on him when he is the last enemy left. Avoid AT ALL COSTS the aura which he will attempt to create at your feet as its icy damage will kill you in mere seconds, guaranteed. Once he has fallen to your skills, do a 180 and head south-west, and then follow the room as it turns 90 degrees to the south-east. Enter the room to your north-east, and then follow the corridor that runs south-east. Menon, Prince of the Bow, is in the room to your south-west as you are heading south-east. Menon is quick with his bow, and he gives an aura-bonus to those enemies who are with him (who are also mainly bow-wielders), so he is a challenge to be sure - however he is no way NEAR as powerful as Aristeus. Once Menon has been disposed of, head through the door to the south-west of his room, and then through the next room, and back into the main hall where you started. It's just a quick 90 degree turn to your north-west, and then the exit back to the outside world is to your south-west. You will not complete this quest until you return to Megara and speak with Autolycus, who will reward you with 2500 XP. =================== NEWS OF A SHIPWRECK =================== If you leave Old Eleusis and head north-west, you will pass through two torches and over a bridge, whereupon you will see a small contingent of Spartan soldiers (who are about to be DECIMATED), rushing north-west to attack the Cyclops Polyphemus. FIGHT !! *rolls up his sleeves* Polyphemus is a VERY powerful adversary, and will be able to destroy you easily, unfortunately. He, like all cyclops, has three primary attacks, only two of which you need to concern yourself with :- 1) Club Swipe (you can all but disregard this one - it's easy to avoid); 2) Bellow (a cone-shaped noise attack that will daze you and make you very easy for him to splat into the ground); and 3) Earthquake (he bashes his club to the ground, and a wall of energy rips up the earth in a straight line - AVOID AT ALL COSTS) Polyphemus is best dealt with at range, but just for your information, whilst he can cross the bridge that leads back towards Old Eleusis, he cannot travel much beyond it, so remember my dizzying tactic here ;) You can use the Spartans as cannon fodder (which isn't very nice, but they are next to useless in this fight), which will buy you a few seconds but not much more unfortunately =./ Once Polyphemus has fallen, investigate the Majestic Chest behind him, and the small cave behind that for loot. West and then north of the cave where Polyphemus was residing will lead you to another set of two torches that take you onto the beach of the Halcyon Coast. From where you set foot on the beach, head due west and then south-west to uncover the loot that Antor was telling you about. Take care though, as it is well-guarded by a contingent of Wraiths. You gain 1000 XP and complete the quest once the last wraith has fallen. ============================== THE WORDS OF THE ORACLE CONT'D ============================== Once you are done with those two quests, follow the beach of the Halcyon Coast to the north-west and up the hill until you reach the rebirth fountain, and two torches that take you into Boetia. Boetia is a forest- area filled with satyr's, centaur and the like - nothing you haven't seen already really. Follow the path as it snakes in an S-shape northwards, and when you exit the Dark Satyr encampment, head north-north-west until you reach a bridge that crosses the river to the north. Cross that bridge and you enter the Ambrossos Farmlands, whereupon you should continue heading due north until you reach a field of wheat. At the northern edge of that field you will find the Centaur Chiron, who is doing a really weird "I could really do with a backscratcher" kinda motion, with a big exclamation mark over his head. Perhaps he's realised that it is going to very difficult for him to scratch his back when he has the hindquarters of a horse behind him - WHO KNOWS. ================ THE GOOD CENTAUR ================ Speak with Chiron and he will explain that whilst his centaur brethren have become pain freaks, he himself has remained quite normal, and that Ino, a Maenad Priestess, has stolen his bow and run into the caves to his north, and he feels unable to retrieve it. Head north (over the bridge) and enter the cave, to retrieve Chiron's Bow from the FREAKB!ATCH Ino - IDEALLY over her dead body ;) Be advised, however, that if you do not kill her outright, Ino will continually retreat from one room to another in the cave that is her lair, leading you into progressively harder sessions of combat. Not that a seasoned warrior like yourself has THAT much to fear from her but still, 'tis a bit of an annoyance all the same. With Ino fallen and Chiron's Bow safely in your possession, return to him and return the bow to him. He will reward you with 2 Attribute Points, and 3000 XP - WICKED !! :) From where Chiron stands, head due west through the field of wheat, and up to the bridge leading north-west into the Village of Ambrossos ======================== THE VILLAGE OF AMBROSSOS ======================== * There is a rebirth fountain in the Village of Ambrossos. ===================== NON-QUEST INHABITANTS ===================== MELESIPPUS - Brooding Man who mourns for the losses Greece has suffered to its harvests and families ELACATAS - Loitering Villager who tells you that the olive grove lies just down the road aways. ================= QUEST INHABITANTS ================= ADMETUS - Simple Villager who gives you the a Master Blacksmith quest. He tells of how, apparently, rumour has it that Termerus the Blacksmith was taught by the God Hephaestus himself !! ASIMIDES - Merchant Trader who tells you that he had to abandon his goods whilst en route to Delphi to trade as he had inadvertently set up his camp near a Skeleton hideout !! He is happy for whoever finds his goods (which is going to be us ;)) to have them. Woohoo !! ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ LAOMEDON - Trader. ==================================== QUESTS FROM THE VILLAGE OF AMBROSSOS ==================================== ================= A PROPER OFFERING ================= Strictly-speaking, this is a quest you pick up in Sparta, but which looks like it's for Delphi (because that is where you complete it) - however you cannot do so without picking something up from the Olive Grove just outside the Village of Ambrossos. Can you remember what that was ?? THAT'S RIGHT !! Well done !! An olive branch from the sacred tree in the grove. This will be the first mission we undertake upon leaving Ambrossos, so I have put it here for good measure. So ! Here we go. From the Village of Ambrossos, leave by the north-west, and rid the two fleeing villagers of the harpy in pursuit. From there, head north north-west, passing through a Satyr Encampment, and you will come to a bridge that leads north-west across a valley below. This takes you to the Helicos Pass, where you will see Eurytimus, the Olive Farmer, standing by the roadside bowing his head in shame. Speak with him to learn that his grove (where you need to go to get the olive branch) is ON FIRE !!!!! He tells you that you might get to the tree you seek to find it is unharmed, but that you will have to fight your way there. OUR SPECIALITY !! ;) However we're not STUPID are we ... we're going to activate that rebirth fountain to the left of where Eurytimus is standing BEFORE we go up the hill into the grove AREN'T we ... yeeeeeeeeeeeeees, that's right :) So, now head up the hill slaying the spiders as you go, and you will ultimately get to the top. Now, when you see the yellow circles with the black exclamation marks in them I want you to STOP. Kill any enemies in the immediate vicinity and MAKE SURE that you are at full health and ready for a tough battle. The Olive Grove's sacred olive tree is being guarded rather jealously by Arachne, the Spider Queen, who is a MASTER of poison damage let me tell you. Her primary attacks are :- 1) Spit venom which poisons an area of the ground for a few seconds; 2) Sword strike; 3) Summon Web Crawlers; and 4) Lob Venom, which does poison damage direct to you for a few seconds. Don't forget to keep healing during combat, as you can actually - it sounds stupid but it isn't - keep health points temporarily in reserve ? For example, if your character has, say, 150 health points, and you consume a potion that restores 200 health points when you were at 50 health points ? Then you would have 200 + 50 = 250 health points. Obviously your maximum health is 150, so the game very kindly allows you to continually regenerate up to 150 for a few seconds until the potion wears off, or the 100 surplus points you had from drinking the potion are spent. Fortunately if she DOES kill you, you will rematerialise at the bottom of the olive grove rather than back at the Village of Ambrossos, because you took my advice and activated that rebirth fountain, didn't you ;) Once Arachne has died her WELL-EARNED death, open the chests (three Primitive and one Majestic) and take their contents, together with the Sacred Olive Branch which you will need to present to the Oracle in Delphi upon your arrival there. =============== GOODS ABANDONED =============== Head back down the path from the top of the olive grove to where Eurytimus is standing, and then follow the path down to the south-west. Keep following the path as it turns 90 degrees to the south-east, and then as it turns north-east, head south-west and keep going south-west until you reach a small army of skeletons, zombies and other nastiness. Slaughter the LOT of them, and the treasure that Asimides was telling you about is all yours for the taking !! =================== A MASTER BLACKSMITH =================== You pick up this quest either by speaking with Admetus (a name you will become rather familiar with by the time the game is ultimately over) in the Village of Ambrossos, or by simply finding him yourself. To get to Termerus you will need to head north-east of the abandoned goods in the Helicos Pass until you reach the rebirth fountain adjacent to the Phocian Swamps. Head east, and every so slightly south of the rebirth fountain and you will find two pre-lit small torches leading you across a marshy path, and from there head north-east until you find another such path heading north. Take that path, and then follow the path to the east north-east into Lower Delphi. When the path turns 90 degrees to the south-east and crosses a bridge, keep heading north-east and you will find Termerus (and a small group of centaurs and satyrs) in a woodland clearing just off the road. Finding Termerus completes the mission, and earns you 1500 XP. Termerus lives up to his reputation, and sells (generally-speaking) some very decent clobber, not to mention the OH so cool BLACK DYE for your tunic should you choose to avail yourself of it. At 15000 GP it's not cheap, but you know fashion !!!!! ;) ============================== THE WORDS OF THE ORACLE CONT'D ============================== Once you are done with Termerus, head south-west and then cross the bridge to the south-east and follow the path as it winds eastwards through the Crisaeos Falls and up to the rebirth fountain on the roadside. Once you have gotten there, head east and then south-east into the Delphi Highlands, and follow the path as it ultimately turns to the north, and then leads north-west and winds into the City of Delphi. Beware the Maenad contingent that assail the city, however - some of them are quite hard to spot - ESPECIALLY the Maenad Rogues !! ================== THE CITY OF DELPHI ================== * There is a rebirth fountain in the City of Delphi * There is a portal shrine in the City of Delphi ===================== NON-QUEST INHABITANTS ===================== EUMACHUS - Guard Captain who complains that their God, Apollo, has done nothing to protect them from the onslaught of the monsters at the city's gates. EURYNOME - Wealthy Citizen who speaks of the refugees in the city, and of the Oracle. PELIAS - Storyteller who goes through the tale of the War of Troy. ================= QUEST INHABITANTS ================= IODAME - Grieving Widow who mourns the loss of her late husband - one of the original defenders of Delphi who fell to a great boar/man. She gives you the Grieving Widow quest. ASTYOCHE - Temple Attendant who takes the Olive Branch from you and bids you enter to speak with the Oracle of Delphi. For giving her the branch you complete the a Proper Offering quest, and earn a permanent +5% cold resistance for your character. DELPHIC ORACLE OF APOLLO - Speak with her to have a prophesy given to you, and the main quest updated to "The Source of the Monsters" (and 2000 XP) ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ ARISTONUS - Blacksmith DEON - Caravan Driver IPHITOS - Enchanter LYCON - Arcanist PAUSANIAS - Mystic ======= MYSTICS ======= FINALLY we get to introduce those elusive Mystics !! Mystics are the final type of businessmen that you will encounter in Titan Quest. Mystics only serve one function, but it is a very, VERY useful one. You can visit a mystic to buy back any skill points you want to re-allocate. Doing this is a costly exercise, as the points become ever-increasingly more expensive to buy back (until they reach a ceiling of 45000 GP per point). To give you an idea of how much of a mark-up that is, the first point you buy back costs you a paltry 250 GP !! You cannot use a mystic to drain all your points in a school and to pick a new school unfortunately, as you cannot decrease your mastery points in a given school - however for individual skills this is a GREAT function - provided you have the cash of course. ============================== QUESTS FROM THE CITY OF DELPHI ============================== ================== THE GRIEVING WIDOW ================== This quest is actually completed as part of going through the main quest, so I shall not speak of it for now, but I will bring it up at the right time, have no fear. ======================================== SECTION 1.4 - THE SOURCE OF THE MONSTERS ======================================== Now that we have been directed further, we can leave Delphi through its eastern gate (just travel south-east of Pausanias the Mystic and you will find it no problem). Continue heading up the hill (south-east), and you will come to two torches which you should go straight through and carry on south-eastwards until you get to the entrance to the Parnassus Caves. In the Parnassus Caves, head down the set of steps at the back-end of the first chamber you come to, and activate the rebirth fountain at the foot of the stairs. From the rebirth fountain, head east-south-east and you will find a way out of this main chamber and into another area of the caves. As you enter this new area, you will walk past two pre-lit torches (just flaming sticks in the ground really), and from here you should head due north (and a tiny bit east) to find ================== THE GRIEVING WIDOW ================== Cepharis - Master of the Flame. You remember him ? He is the nasty boarman that slew the husband of Iodame - the Grieving Widow in Delphi. Take care when you face him, as he has some mastery of earth (and fire) magic. He is, however, quite a clumsy enemy, and should not pose a MAJOR problem for you to defeat. Once he has fallen, search the three chests (one of which is ornate) in his cave for goodies, and create a portal to take you back to Delphi to deliver the news of his downfall to Iodame, and she will reward you with 3000 XP. ================================= THE SOURCE OF THE MONSTERS CONT'D ================================= Hokay so, back on the road to Parnassus :) Leave the tiny chamber where Cepharis was holed up by the south, and then head due east until you find another corridor that leads you out and into the next chamber. Once you are in THIS chamber, follow its northern wall as it travels south- east, then east, and then take the corridor on the northern wall that leads to the north-east. At the end of this corridor, on the eastern wall, is the way out of these dank and nasty caves. Hurrah ! You come straight out into the Parnassus Hinterlands, right beside a rebirth fountain which you should activate immediately. The path you need to take to get to the next main point - the Parnassus Portal Shrine - is a bit weird, but here goes. Head south-east of the rebirth fountain, and then follow the track as it curves to go north-east. A fair way off it may be, but you will come (after a fair few encounters with those pesky Maenad-fweeks) to a stone bridge that leads you to a rebirth fountain, the Parnassus Portal Shrine, and Pelanis - a Satyr Trader ! Once you are done dealing with Pelanis (who doesn't really say a whole hell of a lot, but who is kinda sweet), you need to head due east of the rebirth fountain, through a whole hell of a lot of Mountain Satyr's in camps, to get to the next bridge that will lead across a span of water and into the ============== LOWER WAR-CAMP ============== Yes friends, it appears we have pretty much found the source of the monsters. There is an entire bloody WAR-CAMP of them !!!!! Time to get our hands dirty !! :) There are a number of different routes you can take to get through this area of the war-camp (as I'm sure you must have guessed that, this being the LOWER war-camp there must logically be an UPPER war-camp as well ?? *raises his eyebrow knowingly*), but the easiest is probably to just batter your way directly east until you come to a large set of stone steps and two VERY widely-spaced torches. As you enter this area you come across a small contingent of exhumed skeletal soldiers, all with a glow around their feet. As I'm sure you will have no doubt noticed by now, you must destroy anything that has such a glow, as it more often than not signifies that the creature/s in question have some plot- driven significance. Once these boys have been taken care of, Hylas - a cowering vagabond - crawls out from under some rocks nearby and proudly shows his exclamation mark for all to see. Speak with him, and he will babble on almost incoherently about an army of centaurs, harpies, satyrs and other monsters marching off from here to who- knows-where. He says a few of them have remained here, and that the WORST of those that remain can ... wait for it ... yes, that's right ... *clears his throat* ... TURN YOU TO STOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONE !!!!! Pop question. Which Greek Mythological Monsters had the ability to turn men to stone ? Answers after the break !! Just to the north-east of Hylas is another rebirth fountain, which is a good thing as this battle is only going to get harder ... and harder ... and more harder ... heh. Continue down the steps to the north-east, and take note that you are now in the Upper War-Camp, but please be prepared for me to give you some VERY specific directions as to which way to go - the upper war-camp is a large area, and it is easy to wind up doubling-back on yourself if you aren't careful. From this first set of steps (the ones by the rebirth fountain), head due north. This will take you up, and then almost immediately back down, a set of steps that is very near to the rebirth fountain. Keep heading due north of this position, and you will come upon a further set of steps, which curve up and to the north-east. Take those steps and you will see a large bonfire alight in front of you. From here head to the north-east, and then follow the steps as they lead down, and curve to the south-east before ending on a large expanse of dark earth with isolated weeds here and there. Head north-east of this set of steps, and you will see a petrified Cyclops followed by ... a petrified set of humans ... followed by a pair of pre-lit torches. Yes, we're about to fight a boss ... *cracks his knuckles* Enter the building ahead of you and you will step into the Pythian Caves. Oddly the first enemies you encounter in these caves are the toughest for, straight out of Greek Mythology I am proud to present you with ... ... THE GORGON SISTERS ... YES friends these beauties might look like Miss World Contenders, but rest assured their minds are NOT on winning beauty pageants this time around. They're more interested in your ... ass ... ============ HELPFUL HINT ============ Whenever you enter a boss fight that requires you to go through a bigass door to get into it ? The door WILL lock itself behind you once you are inside. You CAN, however, stand just inside the threshold of the door, and be quite safe from it locking. This obviously means that you can, in many of the room-based boss fights on Titan Quest and Immortal Throne, avoid a total asswhuppin' by using THIS technique which I shall dub the "doorstep" technique, to maintain an escape route should you need it ;) The THREE Gorgons you must fight in this boss fight are, true to Greek myth :- 1) Sstheno 2) Medusa; and 3) Euryale. All three have different attacks. Sstheno is armed with a spear, and consequently likes to attack you up close and personal. Medusa is armed with a bow and arrows, and has the ability to petrify you from afar (that's the large purple blast she fires at you from time to time, WHICH YOU SHOULD AVOID in case that bit isn't obvious) ;) She fires flaming arrows at you as well. Euryale is also armed with a bow and arrows, and she is able to charge her strikes with cold and lightning energy. ============ HELPFUL HINT ============ NONE of the gorgons is able to leave their cave, which is a good thing as you cannot open the door to get back out once you are inside. If you are a master of the Storm school, and have chosen the lightning and chain lightning skills, you may be able to draw the gorgon sisters to you by launching a lightning bolt so that it strikes the ground in the uppermost corner of the screen near them. If they take damage from the strike - even if it is just the tiniest sliver of damage - they WILL come to find out who threw the lightning bolt at them, and you can use this in conjunction with my dizzying attack to sort them out proper. Once they have all fallen to your might, HEED MY WORDS and take care when picking up the items they drop. Make sure you have enough space in your inventory to carry them, as if you do not, and your character drops them in disgust ? They may well just fall into the HUGE BLACK HOLES on either side of the narrow bridge you have to cross to get to where the gorgons were. If this DOES happen, run to the very bottom edge of the room and you might find that you are able to select the items from there - it's kooky logic, but the game seems to work on a number of different planes to gauge where you are in relation to objects in-game. After you have raided their bodies, crack open the Majestic Chest and three Primitive Chests that they were guarding, and then speak with the (now de- petrified) Feiyan, who expresses her incredulation at how the gorgons got the better of her. She then goes on to recount the tale of the Telkine. It transpires that a Telkine is a "great sorcerer who can summon beasts and monsters to raid and destroy" ... hmmmmmmmm ... sounds like another BOSS to me ... anyhow, this "Telkine" of which she speaks attacked Feiyan's village, slaying everybody there but her. Feiyan is pursuing the Telkine and is sure that he is on his way to attack Athens itself. WICKED !! This should be fun !! :) Err ... I mean ... OH NO ! How AWFUL ! =================================== SECTION 1.5 - THE BATTLE FOR ATHENS =================================== With those B!ATCH gorgons taken care of, we can now leave through the north- western door that Feiyan very kindly opened for us, and enter the Pythian Caves proper ... and ... ooh what's this !?!?! MORE gorgons ??? Yup, the Pythian Caves are a veritable BREEDING GROUND for gorgons it seems. There are FIVE main types of gorgon that you will encounter in these caves, being :- 1) Gorgon Guards (armed with spears - a-typically Hastas) 2) Gorgon Archers (shockingly, armed with bow and arrows) 3) Gorgon Slayers (who can best be though of as more accurate and more powerful Gorgon Archers - they are usually light blue in colour) 4) Gorgon Profaners (who are flame-red in colour and can attack you with flaming arrows, and more annoyingly cause the ground underneath your feet to burst into flames for a period of time, doing you HUGE amounts of damage); and 5) Gorgon Geomancers (who are not QUITE as annoying as the Profaners, but who are not far off it to be honest. The Geomancers have the ability to strike you with poisoned arrows, and to cause the ground beneath your feet to erupt in a noxious poisonous cloud doing poison damage for a few seconds (and a lot of it, at that !!)). Head north-west until you reach the rebirth fountain, and activate it. From here, head north-east and when you enter the next main chamber (right through the archway basically), head south-east and then follow the southern wall around, and to the south-west to find the exit. If you're getting stuck check out your compass - the exit is shown on that as a black hole in a red circle. As soon as you get outside the Pythian Caves, you enter the Athenian Passage. Activate the rebirth fountain by the cave's exit, and trade your surplus goods with the Trader Damaskenos, who has a cart and two horses nearby. Fortunately there really is only one way to go to get through the Athenian Passage, and that is east, then south-east, then north-east of Damaskenos' position. However, be warned that both this Passage, and the Valley beyond, are VERY well inhabited by Centaurs and their Elders, so tread carefully. Once you reach the next rebirth fountain, cross the bridge that it stands beside, to enter Kephisos Valley. As with the Athenean Passage, there are many Centaur (and Boar) here, so be wary. From where you enter the Kephisos Valley, follow the shoreline to the north until you find Pausanias the Spartan Captain, and Isarchus the Spartan Soldier. Both have quests for you. ==================== TRAPPED IN THE RUINS ==================== Pausanias and his contingent of Spartan Warriors have managed to trap a Giant Limos (a Life-Eater) in the ruins to your immediate north-west. They have suffered losses at the hands of the Limos, however, as three of their warrior have already been injured by the beast. Gather your weapons, muster your arms, it's time to kick some ass. The Giant Limos IS a tough enemy if you are not prepared for him. You will undoubtedly have already crushed many of his lesser brethren in your quest this far into the game, but he is much more dangerous. The Giant Limos has THREE primary attacks :- 1) Clawed hand-strike; 2) Life-steal (where he replenishes his own life at the cost of yours); 3) Poison Gas Bomb (with Shrapnel add-on). In case you're curious, this places him at about a level 24 Rogue in terms of his mastery of the Rogue School of Training. NOT BAD EH - so BE ... CAREFUL !! Once he has fallen to you, return to Pausanias and earn your reward :- 3000 XP and a random magic weapon (tasty !!). ============= SPARTANS LOST ============= Isarchus - the Spartan Soldier who stands just to the east of Pausanias - is looking for somebody to seek out a scouting party who were recently sent up into the swamps nearby, but who have not reported back to the main group in some time. He wants you to go and check up to make sure they are alright. To do this, follow the shoreline as it leads east of Isarchus' position, until you reach a bridge leading north-west. Cross the bridge to get into the Monster Encampment, and then head north (and a TINY bit west), to get into the Athens Marsh. From here, hug the western wall and follow it north-east, until you reach Eryx, the Spartan Scout and his scouting party. Eryx says that he and his party are all fine, but they are just a little lost, and so it would be COOL if you could please tell the rest of their troop that they are safe and sound. Head back to Isarchus and deliver this message, to complete the quest and earn yourself 4000 XP. =========================== NOTE ABOUT THE ATHENS MARSH =========================== Be VERY careful when wandering through the Athens Marsh on the Legendary difficulty setting, as there is a seven-headed Hydra - the Lernean Hydra - camped on the eastern side of the marsh. This Hydra is one TOUGH mutha, with the ability to bite using its multiple heads, as well as being able to spit fire, frost and poison breath attacks at you. The Lernean Hydra is guarding four Primitive Chests, and one Majestic Chest. Many thanks to Michael Kier for pointing this out to me !! ============================ THE BATTLE FOR ATHENS CONT'D ============================ Once you are done with Isarchus and the wayward Spartan Scouting Party, head back across the bridge that leads you into the Monster Encampment, and from there head north-west until you reach a really quite large ... wait for iiiiiiiiiiiiiit ... MONSTER ENCAMPMENT !! Shocking isn't it. Follow the path as it winds through the Monster Encampment - it will go north-west, then north-east, north and then north-east again, and you will (upon clearing the encampment) find a rebirth fountain which you should, of course, activate immediately. Once activated, head east-north-east aways, and you will enter the Athenian Battleground. What is happening, in case you haven't noticed, is that the monsters (led by the Telkine) ARE mounting an offensive against the legendary great city of Athens, and WE ... yes my friends you, and I, are going to stop them. Oh yes, we are. So ! From your starting point I would like you to head north-west and into the town. Just follow the road as it curves to the north-east, and then back to the south-east. However, as it draws level with a field of wheat to the north, turn and head due north-east, through the field, across a path, through another field (just keep heading north-east), and then carry on heading north-east until you reach a brick wall. THAT is the wall of Athens, and you will find General Leonidas standing at the gate to Athens. ================== THE CITY OF ATHENS ================== * There is a rebirth fountain in the City of Athens. * There is a Portal Shrine in the City of Athens. ===================== NON-QUEST INHABITANTS ===================== BRASIDAS - Leonidas' Guard who has made the journey with him from the Spartan War-Camp all the way to Athens to help defend it from the hordes of monsters preparing to bring it down. En route they were joined by the Tegeans and the Corinthians, with the Thebans already there ahead of them. ANAXOGORAS - Storyteller who regales you with the tale of the Mountain Nymph Maia, and how she gave birth to Hermes by the God Zeus. He goes on to tell of how Hermes created the first Lyre, which he used to pacify the God Apollo (he actually NEEDED to, as Apollo was on the warpath to avenge the theft of some of his cattle BY Hermes !!). MELETUS - Angry Citizen who just wants to know WHY the monsters have chosen to attack Athens. CLEANTHES - Philosopher who quite rightly comments that it is most often when united by a common threat that old enemies become each others protectors ... of course for how long ... who knows ?? EVANDER - Athenian Guard that can backup what Kyros tells you, and who also confirms that the Athenian Guard are in the process of fighting their way up to the Acropolis as you speak. ================= QUEST INHABITANTS ================= LEONIDAS - Spartan General (as always). Leonidas recounts how in the Spartans hubris, they refused aid from their Greek counterparts - a decision they bitterly regretted later on, as they suffered many losses to the hordes of monsters they had to face on their own. Sparta marched to join forces with the other Greek factions, united in the common defence of the great city of Athens. He tells you that the Telkine of which you speak disappeared during the battle in Athens, which gave the other factions the chance to drive the monsters back, and has led them to their present situation. Finally, he says that he has heard tales of battles already going on within the city, but that he cannot spare a runner to go and see what is going on. He wants to know if you could go and see what is going on (and gives you 2500 XP and restores all your health and mana as a gesture of his goodwill). KYROS - Panicked Man who says that his leader is trapped by monsters in the heart of the catacombs under the Acropolis, and who begs you to save him by venturing beneath the Parthenon. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ ANTIPHON - Mystic DEMODOCUS - Blacksmith NICIAS - Arcanist ENDIOS - Enchanter KONON - Caravan Driver ============================== QUESTS FROM THE CITY OF ATHENS ============================== No specific ones - just a continuation of the main quest really. ===================================== SECTION 1.6 - THE ORDER OF PROMETHEUS ===================================== Kyros has let slip (totally intentionally) that the leader of their Sect - the Order of Prometheus - is trapped in the Athenian Catacombs, and that he needs your help otherwise he will surely perish. Time to rip off your shirt and reveal that Superman undershirt you've got on. C'mon I know you do ... eeeeeeeeeeeeverybody does ;) If you would care to head up the MASSIVE flight of stairs due north-east of where Kyros is cowering (and to help the Athenian Guard slay the large number of ratmen that are coming DOWN at the same time), then you will find the Acropolis at the top. From where you enter the Acropolis, please head to the north-easternmost corner, and up the flight of steps, through the archway. Then north-east and up two more flights of stairs to get an update to the Order of Prometheus quest, and access to the Parthenon. At the backend of the Parthenon you will find a smashed wooden door, with steps leading down into the Athens Catacombs. ================ ATHENS CATACOMBS ================ This is a FIVE-LEVEL Dungeon basically, with your objective being to get down to the fifth level. There are rebirth fountains strategically-placed throughout, and a HORDE of undead monsters and gorgons lurking on each level, so please take things slow, and steady. We wouldn't want you to poke an eye out with whatever weapon you're holding now WOULD we !! First off, activate the rebirth fountain on the first level. I am going to very (almost insultingly) simplistically write out in shorthand the quickest way to get through each level, so here we go :- ---------------------------- ATHENS CATACOMBS - LEVEL ONE ---------------------------- > North-east through the archway between the two blue Athenian Standards > North-west into the next room > North-west into the next room > North-west into the next room > North-east into the next room > Descend the steps on the south-eastern wall to get to ---------------------------- ATHENS CATACOMBS - LEVEL TWO ---------------------------- > North-east into the next room > North-west into the next room > North-west into the next room > South-west into the next room (a VERY long room) > South-east into the next room > North-east into the next room > South-east into the next room > South-east into the next room > South-west into the next room > Descend the steps on the north-western wall to get to ------------------------------ ATHENS CATACOMBS - LEVEL THREE ------------------------------ > Activate the rebirth fountain > North-west into the next room > North-west into the next room > North-east into the next room > Descend the steps on the south-eastern wall to get to ----------------------------- ATHENS CATACOMBS - LEVEL FOUR ----------------------------- > South-west into the next room > North-west into the next room (a very small one) > North-west into the next room > South-west down the narrow corridor, into the next room > Descend the steps on the south-eastern wall to get to ----------------------------- ATHENS CATACOMBS - LEVEL FIVE ----------------------------- > South-west into the next room > In the south-eastern portion of this room, open the EIGHT sepulchres, but beware of traps ;) > South-east into the next room Once you are in this room, see that door on the north-eastern wall ? The beautifully ornate one inbetween the two lions ? Behind THAT door is a boss, so GET READY. ============================ ALASTOR - SCOURGE OF ACHERON ============================ Alastor is a powerful wraith who has the ability to command up to six desecrated dead warriors at a time, so you should do your best NOT to get locked into the room with him, or your battle will become considerably more difficult. Here are Alastor's attacks :- - Flaming arrow - Poison arrow - Summon three Desecrated Dead Soldiers - Summon three Desecrated Dead Frost Liches Once three of his Desecrated Dead followers have fallen in battle, he will summon another three, which gives rise to the following tactics :- 1) Kill TWO of his Desecrated Dead Soldiers, and TWO of his Desecrated Dead Frost Liches, and then focus ALL your attacks on him, and avoid hitting the remaining soldier and frost liche, as this will prevent Alastor from respawning them. 2) WEAVE. Strike and dodge, strike and dodge. 3) If you CAN avoid getting into the room with him, DO SO. Since the complexity of this boss-fight depends largely on whether you have the room to manoeuvre, or whether you are trapped in the same room AS him, being able to move about freely can make all the difference. Once you are done with Alastor and his lackies, open the Majestic Chest, Ornate Chest, and two Quality Chests, before speaking with the recently liberated Phaedrus (the Aged Philosopher). Phaedrus identifies himself as the head of the Athens Chapters of the Order of Prometheus - a secret society charged with the safe-keeping of the mortal realm - arch-nemesis of the Telkine (Lesser Titans). It transpires that mortal legend erroneously believed that the Telkine were banished with the rest of the Titans when the Gods won the great war between themselves and the Titans. This is obviously NOT the case, as the Telkine that was up until recently in Athens, has now moved off towards Knossos on the isle of Crete. The Order of Prometheus is afraid that it is his intention to destroy a sacred artifact they use to keep in contact with the realm of the Gods, and they have no way of knowing what would happen if he were to succeed. Phaedrus asks you to travel to Knossos and to put a stop to the Telkine's evil plot at all costs. He says that there is an agent of the Order of Prometheus who is waiting for you at the Athens Docks, to arrange your safe passage to Knossos. With that, you earn a magical item (I earned a random green necklace), together with 5000 XP, and an update of the main quest to ... ================================= SECTION 1.7 - UNDER THE LABYRINTH ================================= Once you are done speaking with Phaedrus, leave through the door in the north-eastern wall of the room, and keep heading north-east, until you are able to leave the corridor via a small set of steps to the south-east. As soon as you leave the corridor, you enter the Athens Docks, and should (of course) immediately activate the rebirth fountain by the steps. From there, head to the south-west and slay all the gorgons you find en route, and keep going south-west until you find the familiar face of Feiyan whom, it NOW appears, is your contact with the Order of the Prometheus !! So THAT was the "business" she just HAD to attend to. Did a bang-up job of sorting THAT one out didn't you love !?!?! Speak with Feiyan and she will express EQUAL shock that YOU are the hero Phaedrus has elected to send to Knossos to do battle with the Telkine. To her defence, all she wants is a crack at the monster that slew her family and friends, but for reasons best known to himself, Phaedrus has seen fit to despatch her to the Far East on another mission. Once you have spoken with her, and the main quest has been updated, speak with Isarchidas - the Ship Captain who stands beside her, and elect to travel to Knossos. Do not worry - you can come back here if you REALLY feel the need ;) ============= KNOSSOS BEACH ============= Ah here we are at last. RIGHT. You go find a windbreaker whilst I go grab us a couple of ice-creams and some suntan lotion ok ?? Synchronise your watches aaaaaaaaaaaaaaaaaaaaaaand GOGOGOGOGOGO !! Ok ok I'll get on with it. Head south-west of your starting location, leaving Isarchidas behind (he never says much - just takes you back and forth between Knossos and the Athens Docks should you ever want to go back there), and keep going up the beach until you reach the Village of Herakleion ===================== VILLAGE OF HERAKLEION ===================== * There is a rebirth fountain in the Village of Herakleion * There is a Portal Shrine in the Village of Herakleion ===================== NON-QUEST INHABITANTS ===================== DIACRITUS - Storyteller who tells you the tale of the great builder Daedalus. He tells of how Daedalus built the Labyrinth of Crete at the behest of King Minos of Crete, to contain the fearsome Minotaur. He goes on to detail Daedalus' waxen wings - how he made two sets of such wings for himself and his son Icarus, and how Icarus couldn't read the manual properly, and melted his by the heat of the sun. ALCMENE - Hearty Matron who warns you of the existence of the Minotaur under the Palace ... like you didn't know that already !! *Slaps her silly* ANTIOPE - Shepherdess who confirms that something very powerful AND evil entered Knossos last night ... and nope, it wasn't looking for a bed and breakfast. ================= QUEST INHABITANTS ================= HIPPOCOON - Brooding Villager who gives you the Xanthippus the Healer quest. Basically he tells you that Xanthippus is up taking a break (and perhaps an olde worlde kit-kat) in the hills, and they really need him back here to help combat the sickness that has been left as a result of the Telkine passing through. DIOTIMUS - Peasant who tells you about the Tyrant Leucus - a former usurper of the throne of Knossos who's reign of terror came to an end when he was poisoned by one of his own servants. It appears, however, that he has risen from the dead and is now holed up in Tritons Ridge. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ POLYMEDES - Blacksmith MENO - Arcanist PARAEBATES - Enchanter PHILOCTEDES - Caravan Driver ===================================== QUESTS FROM THE VILLAGE OF HERAKLEION ===================================== ===================== XANTHIPPUS THE HEALER ===================== Xanthippus, the resident healer of the Village of Herakleion, has been up in the hills since the vicious Telkine passed through the Village, and they desperately need him to return and cure the survivors of the sickness that has beset them. Xanthippus, like Leucus, is on Tritons Ridge, and that is a fair way away, so I am going to proceed with the main quest walkthrough, and come back to this quest when the time is right. ================= THE UNDEAD TYRANT ================= Rumour has it that the long-fallen spirit of the evil tyrant Leucus has arisen again, and made a lair for itself on Tritons Ridge. Leucus was a former usurper of the Throne of Knossos, who took it by force, and was later poisoned to death by a servant there. As with the Xanthippus the Healer quest, I shall disregard it for now, as Tritons Ridge is a fair way off, but we shall come back to it when the time is right. ======================================== SECTION 1.7 - UNDER THE LABYRINTH CONT'D ======================================== So ! From the Village of Herakleion, leave via the eastern path, making sure to activate both the rebirth fountain AND the portal shrine to its north-west before going. Once you are in the Herakleion Highlands, head due north until you reach, and go through, the two torches. Once through the torches, hug the edge of the cliff to your west, and follow it north until you reach the stone bridge that least westwards. Cross that bridge and you enter the Omphalion, where you should activate the rebirth fountain in front of you IMMEDIATELY - there is a pronounced Maenad presence here - most of whom are archers, and they ARE going to rain on your parade if you aren't very careful. It is also possible that you may encounter your first Minotaur here. As with the Gorgons in the later part of the Pythian Caves, there are many - however, UNLIKE the Gorgons, you will encounter the weaker Minotaurs BEFORE you reach their Master, so that at least gives you some time to prepare yourself, to learn how they attack and so on. You must walk to your south-west to get into the thick of Omphalion, and as soon as you are able (i.e. after you have passed the first barracade to your north), head due north into another Maenad Encampment, and then from there (you will know exactly where "there" is because you will be standing before a VERY large Maenad War-Banner, on a tattered brown sheet), head north-east until you reach two torches and a bridge that will lead you out of Omphalion and onto Tritons Ridge. AT LAST !! Tritons Ridge is a bit of a weird shape, and as you already know you must go to TWO different locations to complete the two side quests you picked up in the Village of Herakleion. No sense in wasting time - let's get cracking !! ===================== XANTHIPPUS THE HEALER ===================== Since this is the first quest I picked up, I figure it's not unreasonable to make it the first quest we solve here. From entering Tritons Ridge, head south-east, and keep an eye on your compass to gauge where Xanthippus is. He is essentially DUE south-east of your starting position. Avoid going due south, as that leads into a small but powerful Maenad Encampment. There is a clump of rocks that blocks you going DIRECTLY south-east to him in one straight line, so you must move around those, but he is to your south-east, trust me. Once you find Xanthippus you may take his kit-kat and eat it for yourself. After this, you may speak with him, and he opens up to you and says that whilst he was picking medicinal mushrooms (shyeah RIGHT monghead - he was picking magic mushrooms !!) in the nearby cave, when a monster snuck up on him. Alarmed, he dropped his magical staff and fled to the safety (!!!) of Tritons Ridge. He says without his staff he will be unable to do anything for the villagers in Herakleion, and so you are going to have to go in and get the staff back for him. Sounds to ME like he was drugged up to the eyeballs, tripped out his skull, and saw a VISION of this monster ... *spits on his hands and rubs them together* let's go kick some BUTT guys !! Be forewarned that the cave contains all manner of spidery beasties ;) Enter the cave beside where Xanthippus is standing, and head east-north- east, circumventing a small hole in the ground. You will find an Ornate Chest (which is locked), being guarded by Runelord K'kin'zir - an Arachnos Hero who will not let you take its contents until he has fallen to you. K'kin'zir is not an overly tough opponent, who's attacks are mainly close- quarters sword strikes. He should pose no serious problem to you, but he is quite quick on his feet (it helps him having EIGHT of them I guess), so he might be able to score a couple of quick strikes against you if you do decide to fall back, so keep that in mind. Once Runelord K'kin'zir has died, the chest can be opened and its contents - the Staff of Xanthippus - retrieved. Give the Staff back to Xanthippus, and he will reward you with :- 5 Greater Energy Potions, 5 Greater Healing Potions, the full restoration of your health and energy bars, and 5000 XP ! NOT BAD !!!!! ================= THE UNDEAD TYRANT ================= Well that's 1 down, 1 to go by my count ! From the now elated Xanthippus, head north-north-west, and then follow the path to the north-west aaaaaall the way up until you find a set of steps descending into the ground. Go down these steps to enter an Ancient Tomb, which is shaped like a big, symmetrical, rectangular doughnut, so it doesn't matter whether you go east or west when you get in here, you will wind up following the path around to the final room all the same. This Ancient Tomb contains a horde of undead warriors, PLUS a fair few gorgons to keep you occupied. Leucus has bated a trap for you in the room he occupies, which is the north- westernmost room in the structure. You will see it as being two rooms due north-west of the room you start in. DO NOT GO IN THERE unless you want a SERIOUSLY difficult fight. These easiest way to handle this combat is to fire an arrow or something at Leucus, to lure him out into the adjacent room, and deal with him there. The trap he has set (which is a set of EIGHT skeletons - a combination of archers and regular soldiers - that will spring forth from the ground once you get sufficiently close to the treasure they are protecting) will still be activated when you go into the room, but at least by THAT stage you might have been able to defeat Leucus. ========================== LEUCUS I - TYRANT OF CRETE ========================== Leucus is, I believe, a Defence (and possibly Warfare) Master. He has access to the Shield Charge and Onslaught Skills, and uses both to great effect during combat. He can RAPIDLY close the gap between you and he, and his sword strikes are both strong and unrelenting. You might well fall a couple of times in your battle with him, which is VERY annoying considering the distance to the last rebirth fountain, so I would suggest taking PLENTY of health potions into your battle with him if your finances allow. However you destroy him, once he has fallen, the reward is truly worth it. You will gain 6000 XP for his death, plus access to the treasure he and his cronies (whom you may or may not have yet despatched ?) were protecting - Three sepulchres and a Majestic Chest. ======================================== SECTION 1.7 - UNDER THE LABYRINTH CONT'D ======================================== Once you have SMOTE the Tyrant of Crete, leave his ancient tomb by the same way you came in - the stairs - and then head to a bridge due south of you. In order to get to this bridge, you will have to go south, and follow the path as it forces you to go east, and then arc back on yourself to the west by going through the dead trees, and then walking just a few steps (truth be told it's only a few steps from the ancient tomb to this bridge ANYWAY) to the south-west to get to the bridge. Crossing the bridge takes you to the Kairatos Bluff, and you should activate the rebirth fountain as soon as you cross the bridge, as is by now I am sure a reflex anyway. Head due west into the Maenad Encampment, and then leave to the north of the Maenads, and cross the bridge there. This will lead you to another rebirth fountain, and Oles the Trader, with whom you can do business should you wish. Yes, I'll allow it ... go on ... *shoos you off* All done ? Okey DOKEY !! :) So from Oles, head north-east, up through the two torches, and you will find a set of steps to your north leading into the Knossos Palace. The Palace is quite heavily guarded - on the OUTSIDE by skeletons, plague birds and various automatons (animated suits of armour that you will not, as yet, have come across, but which are not OVERLY powerful with one exception that we shall come to in due course). Obviously, according to the legends, a BIG Minotaur lives underneath Knossos Palace, held within a labyrinth constructed by the great Greek builder Daedalus. There are a couple of ways of getting through the Palace Grounds, and I am going to give you a very quick run-through of how I do it ... ====================== KNOSSOS PALACE GROUNDS ====================== > From where you get the words "Knossos Palace" appear, head north-west, and keep going north-west until you reach a large L-shaped courtyard. > Follow the courtyard around to the left, and keep heading south-west now until you reach a set of stairs leading down to the north-west. > Take these stairs, and then in the next courtyard (where you start to battle the Automatons), head north-east, and then up another flight of steps. > Turn and head north-west, and then take the flight of stairs directly ahead of you, to the north-east. > Continue heading north-east, and take the flight of stairs directly in front of you. > Turn and head south-east, but hug the northern wall of this area (the wall with the columns, the roof over which is covered with leaves) and keep heading south-east until you find a small crack of a passage that leads to the north-east. Take it, but be EXTREMELY cautious and keep your ears open if you are playing on either Epic or Legendary difficulty, as you will have to do battle with an EXTREMELY powerful Automaton who is hellbent on preventing you gaining access to the Court of King Minos. His name, in case you are curious, is Talos. You might have heard of him before - he's been in a famous movie ;) For more information about THIS creature, see the In the north-western wall of this courtyard, inbetween the two pre-lit torches, is the entrance to ======================= THE COURT OF KING MINOS ======================= Simply head down the steps at the north-western end of the Court of King Minos to gain access to ==================== THE MINOAN LABYRINTH ==================== Tempting though it is to simply say "it's a labyrinth, work it out yourself" that WOULDN'T be very friendly of me now would it ... noooooooooooooo kids. I experimented with no less than FOUR different ways of detailing the labyrinth for you. I drew each room out, I mapped each room out in squares, I wrote a lengthy guide as to "go north-east until you hit a wall, then turn south-east and continue", but none of them did the Labyrinth justice, as you would have wound up having to follow them step-by-step, and to be honest whilst the Labyrinth is ... well ... labyrinthine and winding and confusing in places ? If you were to follow a "now take three steps forward" guide, you would go BANANAS. No my friends, you deserve only the finest. Therefore, in what is sure to go down in history as one of THE most shameless plugs for my own web-site combined with a bid to help you out, I have combined the graphics for each of the rooms into one single image that you can view here :- http://www.share-the-knowledge.com/david/tqit-minoan-labyrinth.jpg THAT should see you through the Labyrinth no problem at all, but if it DOESN'T for any reason ? Then I have done another one where I have even drawn out the path to follow to get there quickly !! That one is here :- http://www.share-the-knowledge.com/david/tqit-minoan-labyrinth-path.jpg ============ HELPFUL HINT ============ Make sure you kill ALL the enemies in far-right room, as there is a boss fight immediately afterwards, and if you lure the boss INTO that room ? And you HAVEN'T cleared it of enemies ? You're just going to make your life a WHOOOOOOOOOOLE lot harder than it needs to be, trust me ;) Once you have FINALLY made it all the way through the Minoan Labyrinth you will, at last, come to a beautiful golden door with a familiar sign embossed upon it. Yup - it's a boss door, and will lead you straight into a fight with the Minotaur Lord, and FOUR (yep, 4) Frost Traps. Therefore before entering this fight, I would strongly recommend teleporting back to one of the towns in Greece and visiting either a Trader or an Arcanist to obtain whatever magic scroll you believe may help you (you will only have enough time to use one during the coming combat), as well as ensuring you have an AMPLE supply of health and energy potions, and are prepped with your finest equipment and skills at the ready. Once you believe yourself adequately armed, go back to the Minoan Labyrinth and enter the gate, but do not step too far inside just yet. If you are able to, I would suggest drawing the Minotaur Lord to you with a ranged attack, as if you can get him to fight you outside the room he is in, so much the better. I say this because the Minotaur Lord is both extremely strong AND very quick, and the Frost Traps have OBVIOUSLY been placed in the room with him so as to slow YOU down, to make you easier pickings for him. Wrong-foot him by bringing him back into Room Six ;) If you are either unwilling or unable to do this for any reason, I would suggest making the Frost Traps your first victims, so that you are freer to move around. Consider using whatever scroll you have here and now, but be forewarned there is another big combat session coming up after this one is over and done with, so if you are strapped for cash, make sure you are happy that the time is right before firing it off ;) So ! Onto ... ================= THE MINOTAUR LORD ================= The Minotaur Lord is a Master of Warfare. He has onslaught available to him, and strikes with twin axes doing HUGE amounts of damage to lower-level characters (and a damned good thwack to higher-level ones too !!). He does also have access to an earthquake power which he uses periodically during the combat - however he is more likely to use this at range (he prefers to get in up close and personal ASAP bless him). Stick and move and HEAL repeatedly (obviously). Once he has fallen to your power, open up the two Primitive Chests, and the Majestic Chest he was looking after, teleport to the town and trade with whomever takes your fancy. PLEASE PLEASE PLEASE, however, make sure you stock up JUST as well as you did for your fight with the Minotaur Lord, as he was just a sub-boss, guarding the REAL boss fight which is about to come ... YES my friends - it is time for us to fight ... ===================== THE TELKINE OF GREECE ===================== FINALLY we get a crack at this MUTHA. We've been high-tailing it all over Greece, and it's come down to this. You and him ... and boy is he UGLY !! The Telkine fight takes place in a number of phases :- Phase One - The Room of the Conduit =================================== You must begin the fight sequence by going down the stairs on the north- western wall of the room the Minotaur Lord was in. Go all the way to the north-west, and you will see the Telkine attacking the artifact that Phaedrus asked you to protect at all costs. However when you draw near to the Telkine he raises a protective shield to prevent you from getting at him, and simultaneously launches four balls of energy which creep across the floor, heading towards the four statues on the walls - two on your left, two on your right. Phase Two - The Inhabited Statues ================================= As all four balls of energy reach the four statues at the same time, all four statues become "inhabited statues", and immediately move to attack you whilst the Telkine continues his assault on the artifact. The Inhabited Statues are reasonably quick, but have one fatal flaw which I outlined right up at the top of the guide ... what's that please ?? That's right !! They have an upper-limit on their range of movement !! Since they have good damage with the spears they carry, I would try and fall back to the entrance to the Room of the Conduit, and you will find they reach a point that they cannot pass, and turn and head back towards their starting point. Use the dizzying tactic I taught you earlier to bring them down in short order. Phase Three - The Telkine of Greece =================================== Once all four of the inhabited statues have been destroyed, the Telkine realises he is on his own, drops the shield, and joins the party in person ! Megalesios - the Telkine of Greece - has (as you would expect) a large number of attacks at his disposal, namely :- A) Swirling pinky/red energy bolt (AVOID !!) B) Potion to summon two Limos C) Storm Surge D) Life Drain E) Thunderball Like the other bosses, there is a limit to Megalesios' movement as well, however in order to try and make the game a BIT more challenging for you, he can summon two Limos who can pretty much chase you anywhere :( A word of warning - Megalesios has the power to turn your summons against you, so if you think it's a good idea to summon ... say ... your Ancestral Warriors as a Warfare Master ? I would think very carefully before so doing if I were you ;) However you slay him, once Megalesios falls, he drops his Telkine's Veil and his Telkine's Seal, and disappears leaving his life essence in a nice little blue ball called a "Mystic Orb", which you can open like a regular chest. Kyros has entered the chamber from the door to the north-west so you should go and speak with him - however on your way to doing so, take note that the Telkine was actually successful in destroying the sacred artifact DAMN him ! *GRRRRRRRRRRRRRRRRRRR*. Nevermind. Perhaps we can buy them a replacement before they notice ?? Nope - no mas. Kyros has spotted it ... bummer !! He says that you should travel to Egypt, to seek out a man named Imhotep - a Sage of the Order of Prometheus, who will be able to give you advice concerning the Conduit which was just shattered. He says Imhotep can be found in the City of Rhakotis, and that you can take his ship to get there. Your reward for besting the Telkine is a random essence, together with an update of the main quest, 7500 XP, a SECOND Inventory Bag *GRINS*, and the neverending gratitude of Kyros and the Order of Prometheus. ======================================= SECTION 1.8 - THE BLINDNESS OF THE GODS ======================================= Leave the Room of the Conduit by the passageway that Kyros took to come IN, and you will come out at the Knossos Landing. Activate the rebirth fountain as you enter this area, and then head to the dock to the north, and speak with Apollodorus the Ship Captain, to secure passage to Rhakotis, and Egypt. ============== GREEK EPILOGUE ============== Well we tracked our enemy (Megalesios) the Telkine across all of Greece, piecing together his plan as we went. Although it is not clear to us WHY Megalesios would want to destroy the Conduit that acted as a communications device between the Gods and the Mortal Realm, we do know that it was a deliberate and calculated act, and so must (we assume) form part of some greater scheme that we are yet to uncover. Kyros has directed us now to Egypt, and to the Sage Imhotep (a fellow member of the Order of Prometheus) whom, we hope, might have some answers for us. Congratulations !! You have completed Act One. NOW it's on to Act Two ;) =============== ACT TWO - EGYPT =============== ======================================= SECTION 2.9 - THE BLINDNESS OF THE GODS ======================================= You arrive in the City of Rhakotis at the dockside beside Apollodorus, the Ship Captain who brought you here from Knossos. Walk north-west of him to enter ... ==================== THE CITY OF RHAKOTIS ==================== * There is a rebirth fountain in the City of Rhakotis * There is a Portal Shrine in the City of Rhakotis ===================== NON-QUEST INHABITANTS ===================== APOLLODORUS - Ship Captain who can take you back to the Knossos Landing should you wish to go back there. HAMUT - Refugee who remarks with surprise that monsters are in Greece TOO ? He says that surely it isn't possible that things could be worse there than they are here in Egypt ? (Great !!) KHERHEB - Vagabond who tells you that a TELKINE was seen heading from the City of Rhakotis up the Nile. Wait a minute ... ANOTHER one ?? Didn't we just KILL one of those little sh!ts ? *sigh* AMENI-AMEN-A - Storyteller who recounts the tale of Atum-Ra, God of the Sun, and Apep, the Giant Serpent that has existed since time immemorial. He tells of Atum-Ra's daily travels (the path of the Sun), and how Apep tries to devour him on a daily basis - greedy SOD !! ================= QUEST INHABITANTS ================= IMHOTEP - Order of Prometheus Sage who greets you upon your arrival in Rhakotis. Imhotep tells you of how Egypt is also being besieged by monsters and other weird creatures. The Pharaoh has fled his Palace and now cowers in hiding ... but all is not lost, as he (Imhotep, not the Pharaoh) has a plan to enable you to contact the Gods even WITHOUT the conduit. He tells you that you must seek out the Great Library of Rhakotis and find the Scroll of Invocation. He says that once you are in possession of the Scroll you are to take it to him in Sais, as he has pressing business that draws him there. More pressing than THIS !?!?! Why doesn't he just wait here for us - we'll only be a minute I'm sure !! He says he's now off to the Temple of Ptah. Yeah. Ptah to you as well mate !! ANHERRU - Noble Warrior who is WELL unhappy that he has lost his family's sacred sword. He stands with his exclamation mark VERY well hidden by the torch behind him, so you might have to look quite carefully to find him ... unless of course you're using the map or your compass ;) ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ HENKU - Enchanter AHMOSE - Blacksmith XUTHUS - Caravan Driver ANKHTIFI - Mystic AY - Arcanist ================================ QUESTS FROM THE CITY OF RHAKOTIS ================================ ================================ THE BLINDNESS OF THE GODS CONT'D ================================ Speak with Imhotep as he stands on the Rhakotis Docks, and he will tell you (as I have detailed above) that the whole of Egypt is plagued with monsters, and that things have gotten so bad that the Pharaoh himself has fled his own Palace and is now in hiding, fearing for his life. Not to worry though, as trusty old Imhotep (who is NOTHING like his portrayal in the Mummy before you even GO there) has a plan ... a very CUNNING plan to be precise. Imhotep believes he has come up with a way for you to re-enter communication with the Gods, even without the conduit that you so carelessly allowed to get destroyed by Megalesios back in Knossos (I know it wasn't your fault, but DAMN !!). To put his plan into action, you must enter the Great Library of the City of Rhakotis and find the Scroll of Invocation somewhere within. Imhotep would stop off and wait, but he is late for a tea-party that's taking place at the Temple of Ptah in Sais - it's one of those "movers and shakers" things, and he just can't get out of it, so you are going to have to deliver the scroll to him there. We will proceed with this quest, but first of all we should help out poor Anherru to retrieve that lost sword methinks. =================== THE FAMILY HEIRLOOM =================== From where you speak with Anherru, head north-west and exit the main part of the City, taking just a second to make sure that you have activated the rebirth fountain before you go. The City is largely overrun by scorpions and jackalmen, none of which are INSANELY hard to tackle. Head north-east and through the wooden doors (the only way out of this courtyard without going back into Rhakotis proper). This will take you into the Rhakotis Slums. Laugh gleefully as you watch the jackalmen chasing the poor inhabitants of this area around, and slay a few of the former to thin out their numbers. MY house ;) Once you reach the end of this street you must choose to either go north- west, or south-east. It matters not which way you go, as both come back on each other behind the building in front of you, and the path onward lies north-east of that, so just move around the building in front of you, and take the north-eastern exit behind it. Activate the rebirth fountain, and take the doorway leading to the north- west, through another doorway, and into the sandy courtyard. Slay the Scorpions, ESPECIALLY THE Colossal one/s, and take out the Sandwings for good measure. B!tches. Take the western exit and head due west until you see a small exit leading northwards. Head in here and clear out the area - more often than not, this is where you will find a Jackalman Elite Berzerker with a glow around his feet. Once HE has fallen (whether he be here or in the Great Library of Rhakotis which is his other favourite haunt), he will drop the Family Sword of Anherru, which you should immediately return to Anherru, by teleporting back to Rhakotis. He will be most grateful, and will reward you with 6000 XP, and a random Essence. ================================ THE BLINDNESS OF THE GODS CONT'D ================================ ASSUMING you find the Family Sword of Anherru where I have just described, head back to that main thoroughfare you just left to enter the alley, and then head south-west. If you did NOT find the Family Sword of Anherru there, we will get to it in a bit ;) Keep following this alleyway as it head north-west, and then south-west again, and keep heading south-west until you reach the area where the sand on the ground dissipates in favour of tiles. This denotes that you are getting near - VERY near - to the Great Library of Rhakotis, and the Scroll of Invocation. Yay !! :) Once you can pretty much not go any further south-west, head north-west and up the stairs nearby, and into ================ RHAKOTIS LIBRARY ================ If you failed to find the Family Sword of Anherru elsewhere in Rhakotis, then this is where it should be. If you fail to find it here, then assume that the Elite Berzerker has gone walkies, and hunt him down - he IS in Rhakotis, and this and where I described previously ARE his two main haunts. If all else fails and you cannot find him, you can always save, exit and then reload your game as this will put him back (somewhere) in Rhakotis. Once inside the Rhakotis Library, head due north-west, and keep going until you find Neb-ka-n-ra - the Head Librarian who is cowering like the WIMP he is. Speak with him, and he will praise you for saving him, and confirm that the monsters have started to turn the library upside down, burning and destroying everything they come across. He implores you to kick a little tail and sort them out. Sure ! I think we can do that, right guys ?? *The monsters are kicking up a fuss in the library, dog-earing pages, not putting books back in the right place ... all of a sudden the doors FLY open and Sinister spirals into the room, decapitating three Jackalmen as he enters. The monsters growl in anticipation of the combat to come, as Sinister puts a finger to his lips and goes "Shhhhhhhhhh. This is a LIBRARY" !!* Head through the door in the north-western wall, and head down the steps and into the Library Archives. Whilst it is no way NEAR as complex as the Minoan Labyrinth, the Great Library of Rhakotis is a bit of a maze in itself. Therefore, in order to try and help you get through it as quickly as possible, I am going to give you some simple step-by-step instructions as to how to move through it quickly. Here we go !! > Down the steps and into the Rhakotis Library (just in case you forgot !!) > Activate the rebirth fountain and go through the north-western door > North-west > North-west > North-east > North-east > North-west > North-east > South-east > South-east > South-east > North-east > South-east > South-east > South-west > South-west > Descend the steps to get to the Library Vault Once you are in the Library Vault you will encounter some new types of enemy that may be new to you (they won't if you thoroughly explored Rhakotis, but they WILL if you followed my guide and went the most direct way) - specifically Scarabs, and Worms. Scarabs are VERY difficult to see in most of the areas they inhabit - arguably the best camouflaged creatures in the whole of the game in fact. They are quick, do good damage and attack in force. BEWARE the Scarabs. They flutter their wings to gain lift, and then strike with their mandibles. At least these ones do - there are other varieties which we shall come across later. Worms are very slow - some are huge and gob gloop that slows you down - others are small and spit poisonous gunk at you. They deal high damage, especially the large ones if they get close-enough to you - and have good health, so watch out for BOTH of these enemies. From where you enter the Library Vault (which is the lowest floor of the Library you may or may not be pleased to hear), head through the door in the north-western wall, and take out the Crypt Worms (the acid-spitters). See that "Mysterious Door" in the north-eastern wall ? Well what do you think lies behind that ? THAT'S RIGHT !! ANOTHER Boss Fight. You are, no doubt, getting quite used to those by now, yes ? Well this one is with a giant scarab that is a MASTER of poisons, so be warned, this is NOT going to be easy !!!!! ========================== SCARABAEUS THE DESERT KING ========================== Scarabaeus is a VERY powerful Scarab who is able to generate followers to aid him in his fights, and who has an EXTREMELY powerful poison attack to back him up. In addition to this, he is quick and has plenty of health, so if I were you I would try and draw him as near to the door as possible. I am not sure whether he can fit through the door - I have my doubts - and I do know that his bone scarabs can rush through the door to do battle with you in the other parts of the library vault, but it can make the battle easier if you are able to dominate the terrain ;) Scarabaeus can :- > Create groups of four bone scarabs at a time - he is NOT limited to creating one group and waiting for it to die - he can summon multiple groups !! > Spit Poison > Mandible Bite > Pincer Strike Once Scarabaeus has fallen, open up the two coffers, the large coffer, and the Majestic Chest, and take their spoils, and then head through the door in the north-eastern wall to grab the Scroll of Invocation from the statue that holds it, and reveal a secret door in the north-eastern wall. Follow the stairs up and out into the Hathor Basin, which lies due west of the Rhakotis Library. Activate the rebirth fountain, and then head due north and pass between two large piles of rocks, and keep going north until you reach a pile of rocks that lies directly in front of you. From here turn and head north- west, and keep heading in that direction until you pass between two torches that lead into the Wadjet Canyons. Here you should definitely speak with Seba - the Desert Trader - who gives you the Beast of Legend quest. His comrades Metjen the Old Camel-hand and Astennu the Desert Trader simply whinge about the state of things, and pass comment as to the likelihood of this "Beast" of which people speak being truth ... or falsehood ... =================== THE BEAST OF LEGEND =================== From this rabble, head due north and keep going inbetween two piles of rock, and then to the left of a third pile of rock. Once you reach the remnants of a former structure - might have been a temple - there are broken pillars for sure - head north-west and once you are down the very short slope, head north-east (around the pile of rocks), and keep going north-east until you reach, and enter, the cave there. Remember your brief encounter with the Scarabs back in the Rhakotis Library ? Well you're about to meet some of their relatives - the Fire Beetles. They are the same as the basic scarabs, but they spit little fireballs. They will flutter their wings to get into attack range, and then pelt you with these irritating fireballs, so keep on your toes. They also bring with them Magma Beetles which, if you've ever watched Starship Troopers, are reminiscent of those HUGE beetles that breathe flame, only on a much smaller scale - they spit large flows of lava at you, but must get very close to do so. In the north-east of this cave is the =============== BEAST OF LEGEND =============== The Beast of Legend is the first of an entire RACE of such creatures that you will encounter as this Act progresses - they are called the Scorpos, and resemble a cross-breed between a man and a scorpion (wouldn't like to have been around for THAT !!). The Beast of Legend is more powerful than most of them are, as he is an ANCIENT Scorpos, and is adept at both Nature and Defence Schools. He has the following attacks :- > Tail-strike > Mace-strike > Plague > Heart of Oak (not an attack, but bolsters his life-force, and that of his allies) > Rally He is quick on his feet, and can deal out lots of damage in short-order. Best way to defeat him is to get him on his own - i.e. dispose of those enemies that he can benefit with his Heart of Oak power before taking him on face-to-face. Once he has fallen, you complete the Beast of Legend quest, and earn yourself the VERY tasty reward of 2 additional Skill Points, and 7500 XP. Wasn't that worth it !! :) ================================== THE BLINDNESS OF THE GODS - CONT'D ================================== Exit the cave and head south-west, following the northern ridge until you find the bridge heading to the north-west. Cross the bridge (and don't be afraid to fall back over the bridge a few times to try and force any enemies that rush you into a slight bottleneck), and then keep heading north-west, between the two torches, and down in the Nile Floodplain. Once you enter this area, activate the rebirth fountain, and head north, and then follow the path north-west and past the single torch. From here (at the single torch and broken caravans), head north-west, and keep going north-west until you can go no further, and JUST to the north of this location is another set of two torches, which you should go through. Now head west, and follow the western rock face as it heads west-north-west until finally it too comes to a set of two torches, this time leading north. Go north through the torches, and you will enter =================== THE VILLAGE OF SAIS =================== Take the path that leads to the north-west (NOT the north-east), and follow it until you find two humans guarding a gate that leads west. Go in, and you will be in the Village of Sais proper. * There is a rebirth fountain in the Village of Sais. * There is a Portal Shrine in the Village of Sais. ===================== NON-QUEST INHABITANTS ===================== KHETI - Poor Farmer who goes through the rise, and fall, of the Nile - a bit of a geography lesson for you perhaps !! Pity we can't kill him really, as payment for being so USELESS !! ================= QUEST INHABITANTS ================= ANPU - Nile Farmer who explains that things have become REALLY hard for the inhabitants of the Village of Sais (who are effectively totally defenceless) since the Reptilian Monsters have started to stage attacks on their small village, stealing children and livestock. He gives you the "Plight of the Nile Farmers" Side Quest. NEDJEMIB - Young Farmer who confirms what Anpu has already told you - that the Reptilian Monsters have started attacking the Nile Farmers farmlands. He says they came up from the marsh along the river. MAKARA - Nile Farmer that you cannot initially speak with, but who will give you the reward for completing the Plight of the Nile Farmers Side Quest, once you have tamed the Reptilian Horde. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ PETUBASTI - Trader =============================== QUESTS FROM THE VILLAGE OF SAIS =============================== ========================== PLIGHT OF THE NILE FARMERS ========================== I didn't have anything against these Reptilians until I heard that they ate kids, and that SUCKS so I think they deserve a damned good THRASHING, don't you ?? Head south-west of the Village of Sais, and then follow the marshy coastline as it curves south-east. Kill the 14 Reptilian Warriors of various ranks (the 2 you find before you enter the marshland, and the 12 that are there for now, and en route to the Village of Sais), and then return to the village. You should speak with Makara - the Nile Farmer who was previously unavailable for you to chat to - and she will reward you with a random Monster Charm, and 8000 XP (together with the gratitude of all her mates). ================================== THE BLINDNESS OF THE GODS - CONT'D ================================== You will have had to activate the rebirth fountain beside Makara in order to speak with her, so head north-east through the two torches, and keep on heading north-east until you get to Petubasti and the Portal Shrine. Activate the Portal Shrine, and trade with Petubasti if you like ... once you are done you should head north-west and up to the Temple of Ptah - where Imhotep said he would be. Carry on north-west until you reach Thuti of the Order of Prometheus, who stands beside a smouldering heap of rubble (which I think it's probably safe to say is ... or rather WAS ... the Temple of Ptah !!). Thuti says that Imhotep asked him to keep a watch out for you, and that the Temple of Ptah was fully upright as of yesterday, but then a Telkine came by and levelled it to the ground. Turns out that Imhotep fled the scene when the Telkine arrived, taking some of the village's most sacred texts with him. He has left a message with Thuti for you, which is that he has gone to the City of Memphis up the Nile, and is waiting for you there. This updates the main quest, and you should now head north-west of Thuti, and into the Lower Nile. Keep going north-west until you reach the shoreline, and make sure that you are FULLY replenished insofar as your health and energy are concerned, as you are about to come upon another new type of enemy. Once you reach the shoreline head north just a tiny bit and you will find a large structure standing ahead of you. Setting foot on it causes you to enter the Old Kingdom Ruins. You need to get around it to the west, but it is not going to be easy to do so without fighting at least SOME of the undead enemies that reside there. Should you decide (as I am reasonably confident you will) to eradicate ALL the enemies that are standing in this ruin, you will encounter some "Dark Obelisks" - these are generators for skeletal warriors (both hand-to-hand and ranged) called "Hideous Phasma", and they are proximity-sensitive. Basically as you draw near to a Dark Obelisk (and they have quite a range for detecting you - sometimes they will activate before you even fully appreciate they are there !!), they will summon FOUR Hideous Phasma skeletons, who will rush forward to attack you. Once all four of those are defeated, four more will be spawned at the Dark Obelisk, and so on, and so forth. You can keep killing these Hideous Phasma creatures to gain the XP they give you when they die, or you can go straight for the source (since they will be re-spawned indefinitely until the Dark Obelisk is taken out), and strike the Dark Obelisk itself. Once the Dark Obelisk has fallen, all the Hideous Phasma it was sustaining are automatically destroyed. Once you are done with the Old Kingdom Ruins, head around them to the west, along the shoreline, and then head due north and hug the eastern wall, following it as it curves north-west and going through TWO monster camps - one filled with Jackalmen, the other with Dune Raiders and their ilk. Slay ALL these monsters to make sure you are not disturbed, and then speak with Inen of the Order of Prometheus, and help her figure out why she has a huge exclamation park pinned to her forehead. ======================= A PROMETHEAN SURROUNDED ======================= Inen thanks you for saving her for the tight spot she seemed to have gotten herself into, saying that ordinarily she can defend herself, but that in this particular instance, she was most grateful for the assist. For helping her out of her little jam, you have earned yourself 7500 XP, and a random yellow magic item (mine was a necklace). ================================== THE BLINDNESS OF THE GODS - CONT'D ================================== From Inen, head south-east to exit the Dune Raider camp, and then south-west until you get to the water again. From here, turn and head north-west, through the two pre-lit torches and then stay on the path as it curves up to the north, through a jackalman encampment, and then curves around to the west, through another two pre-lit torches, and up to a rebirth fountain. Activate the rebirth fountain, and head north-west, through the two torches and into the Memphis Outskirts. Memphis is a HUGE city - really quite massive - probably as big as Athens - and it is going to take us a little longer to get to it ... as with most big cities, it is surrounded by outlying areas, and as you FULLY anticipate I am sure, these are REPLETE with monsters that are hellbent on making your day that little bit worse, and your life that little bit shorter. ONWARD !! ;) To get to Memphis proper, you need to head in a north-westerly direction. I personally just follow the sandy path from north of where you are standing right now up until it opens out into a derelict town area, and from there it is literally just a few steps further north-west to get into Memphis - however you may wish to explore the fields to either side of the sandy path of which I speak, as there are plenty of diseased vultures and hyena beasts there, some of which may yield precious monster charms for you, and a fair few of which are guarding bone piles. Your call. Whichever you choose, BEFORE you enter Memphis proper, as in as soon as you see the steps leading INTO Memphis, please head north-east and into a ramshackle area of town called the Beggars Quarter. It's a real DUMP, and can be accessed by a small wooden doorway in the north-eastern wall from the previous area. Speak with Merab - the Aged Beggar, who will plead with you to venture into their dismal little grotto, and rid them of the monsters that have taken over their homes. He gives you the "Lowest of the Low" Side Quest. ================= LOWEST OF THE LOW ================= Before you go any further with this mission let me give you a tiny bit of a warning about the enemies you are about to face. They don't hide IN the shadows - they ARE the shadows. They are patches of dark energy that you will see on the floor moving about the place. They are called Shadowstalkers, and as soon as they spot you they will attack you. It is VERY difficult to strike them with a bow-and-arrow or magical staff whilst they are in motion, as they are literally no taller than the floor - however once they reach striking distance of you, they will materialise from their shadowy state, and strike at you. It is during THIS time that they are both strongest AND most vulnerable, and they can be easily skirmished if you are playing a ranged character, by allowing them to pop up, and falling back whilst they are between states. Of course if you are a hack 'n slash character, just chop them to bits !! Go north-east of Merab, and wipe out EVERY single Shadowstalker (there are 16 of them) that resides in the Beggars Quarter. Once all of them have been disposed of, your quest will be updated and you should return to Merab for your reward - a Powerful Ring, and 8500 XP. ================================== THE BLINDNESS OF THE GODS - CONT'D ================================== Once you have liberated the Beggars Quarter, head south-west of Merab, and then north-west, up the steps and into Memphis proper. =================== THE CITY OF MEMPHIS =================== * There is a rebirth fountain in the City of Memphis * There is a Portal Shrine in the City of Memphis ===================== NON-QUEST INHABITANTS ===================== SIHATHOR - Storyteller that recounts the tale of Set and Osiris, and how Osiris (the first Pharaoh) was betrayed, murdered and his body rended into 13 pieces and scattered throughout the lands by his jealous and vengeful brother Set. Isis - Osiris' wife - travelled the lands finding pieces of her late husband's body in the hopes of restoring him, but ultimately was only able to find 12 of the 13 fragments. Therefore she used wax and cast spells to recreate the 13th part of his body, and used magic to enable Osiris to properly enter the Land of the Dead, where he now reigns. BATA - Cleric who muses over what it was like in his old life - as a priest. PEN-DUA - Soldier who insultingly suggests you should join the Pharaoh's army. Mate we are a 1-man (or woman) army in ourselves !! We don't NEED an army !!!!! ================= QUEST INHABITANTS ================= TATHARI - Young Noble-woman who is looking for her brother Unas. She gives you the "Missing Brother" Side Quest. Can you guess what she would like you to do for her ? IMHOTEP - Order of Prometheus Sage. Once you speak with him (FINALLY), he explains that, unfortunately, things have only gone from bad to worse since last you two saw each other. He says that the Order of Prometheus was TERRIBLY badly prepared to do battle with this SECOND Telkine (shocker, considering what a bang-up job they did of combating the FIRST one), and he then goes ON to tell you that, in order to actually complete the ceremony of which he has spoken to you previously, you will require (IN ADDITION to the Scroll of Invocation which you carried all the way here) two further items - the Eye of Chaos (which is somewhere beyond the Fayum Oasis), and the Hand of Balance (which is in Giza). ZAZAMANKH - High Priest of Memphis (second in power only to the Pharaoh himself), who gives you the "High Priest's Request" Side Quest. Zazamankh fears that the people are losing confidence in the leadership of their betters, and is keen to see this restored as soon as possible. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ PIANKH - Caravan Driver TEFIBI - Arcanist HOREMHEB - Enchanter TEHUTI-NEKHT - Blacksmith =============================== QUESTS FROM THE CITY OF MEMPHIS =============================== =================== THE MISSING BROTHER =================== Tathari is searching for her brother Unas. It turns out that he has gone to Giza in the hopes of awakening an ancient family guardian in order to have it fight the monsters. We are to travel to Giza to explain to him just WHY that is as commendable as it is foolish. We will come to Unas as part of our travels, so I shall revert to this quest at the appropriate time. ========================= THE HIGH PRIEST'S REQUEST ========================= Given to you by the High Priest of Memphis - Zazamankh - we are to travel to Giza and recover the Staff of Khufu from the Pharaoh's Sarcophagus beneath the Pyramid, and return it to him here in Memphis. As with the Missing Brother quest, we will get to this when we get to Giza, so I shall come back to it when the time is right. ============================ SECTION 2.9 - THE INVOCATION ============================ Once you have spoken with Imhotep you complete the "Blindness of the Gods" portion of the main quest, and are rewarded 8000 XP and two random magical items - mine were a yellow ring and a green ring. You must now make a choice - since you have TWO main objectives - the recovery of the Eye of Chaos and the Hand of Balance - you must choose which one you want to get first. If you want to find the Eye of Chaos you must travel to the Fayum Oasis. If you want to find the Hand of Balance you must venture to Giza. Since we can complete three side quests AND a portion of the main quest by hitting Giza, I suggest we go there first, but the choice is entirely up to you. Head north of Imhotep and you will be given a choice of two gates to go through, to get out of Memphis. In order to be as consistent as possible, I will do both Giza AND Fayum, as if you started in Memphis both times. ==== GIZA ==== The Gate of the Sphinx - the one leading out of Memphis to the north-east - is the path that leads to Giza and, consequently, the path we shall take first (if you wish it). Going through the gate takes you straight to a rebirth fountain, and into Outer Giza. Head north-east of the rebirth fountain, and pass through the two torches to enter a large expanse of desert. The way out of Outer Giza is to travel north-east, and then if you hit the northern wall, follow it as it heads east, and if you hit the eastern wall, follow it as it heads north. There is a rebirth fountain and two torches to signify that you have reached the exit, but beware the two large Temples which stand in Outer Giza, and which have become something of a breeding ground for the undead - PARTICULARLY their Archers. Once you exit Outer Giza to its east, you enter the Giza Plateau, which is where you want to be :) ============= !! WARNING !! ============= On the Giza Plateau you will find another new type of enemy - the Sandwraith. Wraiths have always been my personal favourite undead warrior class - they have a certain mystery to them which I find appealing from a certain perspective. SANDWRAITHS, however, have all the mystery and appeal of getting sand in the crack of your BUTT. They are EXTREMELY annoying, proximity-activated and INSANELY powerful in hand-to-hand combat. You will never see them until they are upon you, as they ALWAYS lie in ambush - usually around bone piles and chests - and wait for you to draw near. They have four hands each, and can attack with either a single-claw strike, a spinning-claw strike (their most powerful attack BY FAR), or by throwing sand at you which causes you to slow down quite considerably. They are very quick to move, but stupid. If you fall back far enough they will return to their original location, but they cannot go back into the sand so they will just mope around. Be VERY very careful when attacking Sandwraiths. My advice is to use the split-second it takes them to materialise to RUN !! If you have not already done so, you may very well also encounter another new type of enemy in this region - the Ant Lion. They come in two fruity flavours - Burrower and Tunneler, and both are VERY large (compared to you) insects that live in the sand, and which materialise when you draw close- enough to them. They attack with their mandibles, and are no way NEAR as dangerous as Sandwraiths, although they do do quite a bit of damage it must be said. Anyhow - my apologies for going off at a bit of a tangent - back to the PLOT !! Although the Hand of Balance is actually physically the closest item to you when you enter the Giza Plateau, I am going to complete both the side quests first if that is ok with you, SO ! If you would care to head due EAST of the rebirth fountain and two torches you have just activated, you will come to a stone obelisk bound tightly to a long block of wood (used to carry it no doubt), and a path of stone leading north-east (partially covered by the sands). Follow the pathway north-east, ignoring the branch that leads south-east for now. I would like you to follow the path as it winds north-west, and then north-east again, to activate the Giza Portal Shrine. Do not waste any time looking for traders or the like here - Giza is a barren and desolate place, and the only thing you will find in the immediate vicinity is this Portal Shrine. =================== THE MISSING BROTHER =================== From the Portal Shrine, head due east (not towards the cave that you will be able to see on your compass as that is the Fayum Passage, and we do not need to bother visiting it - it's just a cave that connects Giza and Fayum, but I have a better plan). No - instead just head due east, and then just a TINY bit south-east so that you can descend the nearby steps and enter the decrepit crypt there. As with previous such structures, I am going to give you room-by-room guidance, which is as follows :- (from coming down the steps) > North-east and into the next room > South-east and into the next room > North-east and into the next room > North-west and into the next room > North-east and into the next room > North-east and into the next room This will lead you into a room where Unas - Tathari's brother - is standing by a massive stone door, with an exclamation mark over his head. Speaking with him will reveal that he has succeeded in summoning the creature he had sought to use but that, shockingly, it isn't obeying him !! Perhaps he forgot to bring treats ? Time to clean house boys and girls !! Beyond the Massive Stone Door (which interestingly DOESN'T close behind you) is Hesy-su-neb-ef - an Ancestral Guardian of Unas and Tathari's family. It is a giant undead pooch, draped in bandages - which has presumably been mummified in the past. Interestingly this is a LUDICROUSLY easy fight, as he cannot leave the chamber you find him in, and the door remains open the whole time, meaning if you want a breather - just step outside the room !! Hesy-su-neb-ef has the following attacks :- > Immolate self (bursts into flames causing burn damage to you if you are too close to him) > Bite Once he has fallen, he dissipates into nothingness, and you are free to take the contents of the Majestic Chest he was protecting. Speak with Unas after filling your pockets, and he will recount how the beast appeared as if driven to madness by some spell or magic. I guess we have our friend the Telkine to thank for that ?? Anyhow - teleport from Unas (either back to Memphis to complete the side quest NOW or back to the Giza Plateau so that we can complete the second of the three things we can do here. Personally I would only bother going back to Tathari now if you are very near levelling-up. I am going to do the other two quests, and then go back to her but it's your call) back to the Giza Plateau Portal Shrine. ========================= THE HIGH PRIEST'S REQUEST ========================= From the Giza Portal Shrine, head south-west, and then follow the path south-east, and then south-west again, and this time TAKE the branch that leads to the south-east. You will come upon a great many undead warriors, archers, shades and sandwraiths who are swarming around a poor man named Tekenu the Desert Nomad. Once you have liberated him from this veritable SEA of filth, speak with him, and he will tell you that you should head into the pyramid IMMEDIATELY, to stop the monsters that have broken in from defiling the Pharaoh's Sarcophagus as if you do not, terrible things will happen. He then gives you the "Khufu's Curse" Side Quest. LOOK AROUND YOU MAN !! TERRIBLE THINGS ARE HAPPENING ALREADY !!!!!!!!!!!! ============= KHUFU'S CURSE ============= It transpires that the Pharaoh's mummy is cursed to spread a plague through the lands if it is disturbed. Tekenu is afraid that in their stupidity, the monsters may well inadvertently release the plague. Technically since we have to go into the Pyramid of Khufu to complete both of these side quests, it is just as easy to roll them in together. That being said, head into Pyramid to get access to the Tomb of Khufu. I am going to give you some very simple instructions for the completion of each quest, so here goes :- ========================= THE HIGH PRIEST'S REQUEST ========================= (From entering the Tomb of Khufu) > North-east up the slope (but BEWARE THE SCARABS !!) > South-east when you reach the top of the slope > North-east through the massive stone door at the end of the corridor > Keep heading north-east and go up up up up up until you find a great chamber at the end, with Khufu's Sarcophagus contained therein. Open the sarcophagus (after destroying the two Dark Obelisks and associated monsters of course), to pick up the Staff of Khufu - however be warned that doing so will activate an ambush-trap of four GIANT Skeletal Mages who will hammer you with their ranged attacks. They are :- 1) Gilded Dead Warlock who attacks with Poison and Fire 2) Desecrated Dead Flame Liche who attacks with Lightning and Fire 3) Gilded Dead Warlock who attacks with Lightning and Poison; and 4) Desecrated Dead Flame Liche who attacks with Ice and Fire Once you have the Staff of Khufu, carry it with you - we shall return to Memphis and give it to Zazamankh upon our return (or you can, of course, do so now if you prefer). ============= KHUFU'S CURSE ============= (From obtaining the Staff of Khufu) > South-west and go down down down down down until you reach the main corridor running north-west to south-east, that you were in previously. > North-west until you reach and passage that leads south-west and back to the Giza Plateau. > Instead of heading south-west, head north-east and through the ornate stone door and head down the ramp. Keep going until you find ========================== SADIKI, CHAMPION OF ANUBIS ========================== Sadiki is the leader of a band of Jackalmen who have staged the raid on the Pyramid of Khufu, and who BADLY need to be taught a lesson in humility. He is a spellcaster, and master of the Earth School of training. His attacks are :- > Flaming Arrow > Volcanic Orb He isn't INSANELY difficult - little more of a problem than his kin to be brutally honest - and once he has fallen to you, the Khufu's Curse quest is automatically completed, and you are awarded 12500 XP ... which is nice ! Just beyond Sadiki is the Pharaonic Sarcophagus he was about to open - the poisoned one ? You can open it if you like, but I would recommend AGAINST so doing, as it does unleash a very nasty cloud of poisonous gas which does NOT dissipate, and this can hamper the ease with which you get to the Majestic Chest on the north-western wall (and I know how much you love those !!). Once you are done here, teleport back to the Giza Plateau's Portal Shrine. ===================== THE INVOCATION CONT'D ===================== NOW it is time for us to obtain the Hand of Balance, and complete our work here in the Giza Plateau. So ! From the Giza Plateau's Portal Shrine, head south-west, then south- east, and then south-west again to get to the obelisk - the one that's strapped to the block of wood ? From here head north-west - literally just a handful of steps, and you will be a) ambushed by some zombies, and b) at the entrance to the Lair of the Sphinx. Descend into the Great Sphinx, and activate the rebirth fountain in the first room you enter. Simple directions to reach your destination are as follows :- (From the room with the rebirth fountain) > North-east into the next room > North-west into the next room > South-west into the next room and around the gaping hole in the floor > North-west into the next room > North-east into the next room > North-east into the next room > North-east into the next room > North-east into the next room > South-east into the next room, and follow it as it winds southwards > South-east into the next room > South-east into the next room > South-east into the next room, and follow it as it winds north-east, up up up up up until you reach a massive stone door. Ensure that you are adequately prepared for what awaits you, which is a RATHER tough boss fight against potentially four bosses at once, plus a regenerating horde of support-monsters. Enter the Massive Stone Door (which will close behind you if you venture too far in), and you will be presented with a large room, FOUR seated statues (called the Pharaoh's Honour Guard) and FOUR Canopic Shrines, which look very similar to the Dark Obelisks you have encountered elsewhere previously. The Canopic Shrines generate (as with their Dark Obelisk variations on a proximity-basis) Embalmed Dead Adepts, which throw little balls of lightning at you from afar. Each Canopic Shrine generates two Embalmed Dead Adepts, and as soon as one dies, another rises to take its place. In addition to this, two Desecrated Dead Tainted Revenants are generated, and these are VERY powerful units in hand-to-hand. The four Canopic Shrines should therefore be your primary targets - however when one falls, one of the seated Pharaoh's Honour Guard rises to take its place. The four Canopic Shrines are as follows :- 1) Canopic Shrine of Imset 2) Canopic Shrine of Daumutef 3) Canopic Shrine of Kabechsenef; and 4) Canopic Shrine of Hapi My advice is therefore to adopt one of the following two strategies :- EITHER A) Rush in and destroy all four Canopic Shrines, thus activating all four of the Pharaoh's Honour Guard. You will most likely die, but when you come BACK to this area, you should be able to use my enticement trick to draw the Honour Guard to you, thus making the fight a whole lot easier ... OR B) Destroy the Canopic Shrines one at a time, taking out the Honour Guard ONE AT A TIME. This will take a while as you will spend quite a bit of time hiding behind pillars and dodging the attacks of the Embalmed Dead, but it will most likely be well worth it in the long run. The Honour Guard have good health, and can strike by either stomping on you, or striking you with one of their hands in a large, excessive slap move. Both give you ample time to plan a response, and a fair chance of avoiding them truth be told, so they themselves are not the hardest part of the battle by far. However you destroy them, once they have fallen, you may exit this chamber through the north-eastern doorway, and claim not only the Hand of Balance, but also the contents of the Coffer, Large Coffer, Royal Coffer AND Majestic Chest that SURROUND the Hand of Balance. Cool eh !! Once you have had your fill, teleport back to Memphis. In Memphis, visit Piankh the Caravan Driver and deposit the Hand of Balance with him (as Imhotep will not take it off you without the Eye of Chaos being in your possession as well), and then talk to Tathari to complete the Missing Brother Side Quest and earn yourself a Powerful Ring and 10000 XP, and speak with Zazamankh too, to earn a random essence, and 9000 XP. You can speak with Imhotep should you wish, but he will just tell you to bugger off and bring him the other item - the Eye of Chaos - as well. ===== FAYUM ===== The Gate of the Palm - that which exits Memphis to its north-west - is the gate of choice for those of you looking to visit Fayum. You cross a small wooden bridge and go straight into the Artisan's Quarter, meeting first and foremost a rebirth fountain, which you should of course activate immediately. Go north-east, then north-west and then north-east from the rebirth fountain to exit the Artisan's Quarter and enter the Desert Waste - an area replete with Scorpos, Scorpions and other nastiness. The way through the Desert Waste is north-east of your starting location. It is in the north-easternmost corner that the pathway leading out and into the Sobek Plateau can be found. Therefore if you head north-east, and hit the northern wall, follow it east, and if you hit the eastern wall, follow it north ! Both ways will lead you to a rebirth fountain, and through two unlit torches to the Sobek Plateau. From where you enter the Sobek Plateau, head north-east - through or around (your choice) the Jackalman Encampment, and keep going north-east until you reach another two torches which will lead you into the Canyon of Isis. The exit from the Canyon of Isis is in the north-easternmost corner of the zone so, as with the Desert Waste, head north-east and if you hit the northern wall, head east, and if you hit the eastern wall, head north !! Once you reach the exit to the Canyon of Isis (denoted by a rebirth fountain and two torches), you enter the Fayum Desert. From just inside the Fayum Desert you will see cart tracks in the sands leading northwards. Follow these, and they will lead you to =============== THE FAYUM OASIS =============== * There is a rebirth fountain in the Fayum Oasis * There is a Portal Shrine in the Fayum Oasis ===================== NON-QUEST INHABITANTS ===================== SENNEMUT - Villager. Surprisingly useful for a NON-quest inhabitant, as he tells you about not only the Temple of Osiris, which he says is located just outside the walls of the Fayum Oasis and was attacked just last night by monsters - but also that there is ANOTHER temple built into a cliff far off in the desert (Note: THIS is the location of the Eye of Chaos !!). WENI - Villager who is, quite simply, just happy to meet you. A'O-PEKHTY - Storyteller who tells you of the former Kingdoms of the Upper Nile (ruled by Horus) and the Lower Nile (ruled by Set). He tells of the great battle between the two, and how Set was banished to the Desert when he lost (not the Dessert as I had originally typed. The thought of being banished to a gigantic banana split doesn't sound TOO bad to me !!), and how whilst the Desert is barren and infertile (reflecting the wound Set sustained at the hands of Horus) the Moon's light is paler than that of the Sun (representing how Horus' left eye - the Moon - was gouged by Set during the fight, making it weaker than his right eye - the Sun). ================= QUEST INHABITANTS ================= MENEMNAKHT - Caravan Trader who tells his tale of woe about Dune Raiders attacking his caravan just outside the Fayum Oasis - he gives you the "Caravan Woes" Side Quest. PA-NEB - Village Elder who tells you that the leader of the group who has been attacking the caravans in the desert is a Dune Raider named Iznu. ASRI - Scamp who babbles on about how he once stumbled upon a secret cache of treasure deep in the desert - down a flight of stairs. He says that he was chased away by monsters and gives you the "A Hidden Treasure" Side Quest for good measure. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ HOREMHEB - Trader =========================== QUESTS FROM THE FAYUM OASIS =========================== ============ CARAVAN WOES ============ Leave the Fayum Oasis by the western door, and follow the cart tracks to the north. Just as they round off FROM heading north TO heading west, head north-west, and you will find the ruins of an old building. Head east of this building to find another. Iznu will be wandering around between the two. Iznu is a powerful Dune Raider, who has a number of attacks and who is very quick to move about, owing to the fact that he rides a Hyena Beast. There are LEGIONS of Dune Raiders about, so try and avoid running away from him into areas you have not yet explored, if the going gets tough. He has the following attacks :- > Flaming Arrows > Meteor Strike And since he wields a bow-and-arrow, he attacks at range ONLY. Therefore if you rush into hand-to-hand combat with him, he will ride off to try and get a better shot at you. Focus on ensuring you have a clear field of play within which to manoeuvre, and then get up-close-and-personal with this FREAK. Once he has fallen, your Caravan Woes Side Quest is updated, and you may open the four Coffers that were previously locked (they are scattered around where Iznu was originally standing). Once you have taken all that they have to offer, TELEPORT - do NOT walk - back to the Fayum Oasis and speak with Pa-neb to get your reward - 12000 XP !! :) ================= A HIDDEN TREASURE ================= Return to where you fought Iznu (as in where the Coffers are - where Iznu was originally standing), and head north-west until you find the set of steps that Asri was talking about. Head down and into the compound below. There are many ways to get around this compound, but the quickest, and easiest way to get to the treasure Asri was describing is to head through the massive stone door in the north-western wall, and to deal with the TWO ambush parties (one of zombies near the massive stone door as you enter and the other composed of TWO Dark Obelisks and a group of Shades (Fallen Generals and Fallen Sorcerers) located nearer the set of chests against the north-western wall. Once you approach the chests, you will complete the A Hidden Treasure Side Quest and earn yourself 9000 XP, together with the contents of the chests, which are :- two Coffers, one Large Coffer, one Royal Coffer, one Majestic Chest. Teleport back to the Fayum Oasis as it will save you the walk - we won't be coming back this way again. ======================= THE INVOCATION - CONT'D ======================= From the Fayum Oasis, head out the north-eastern gate, and travel due east until you find the steps leading down into the Sandswept Cave. You can venture into the cave and clear it out should you wish (although be extremely careful on Epic and Legendary Difficulties as a Manticore resides on the lowest-level, and it's QUITE a walk to get back to him once he's slain you let me assure you), and head due NORTH of those steps, past the Jackalman Encampment, and keep going north, hugging the eastern wall as you go, until you pass the two torches and gain access to the Temple of Atum. The Temple of Atum is that Temple which Sennemut spoke of in the Fayum Oasis - it is carved into a cliff-face, and is the residence of the guardian of the Eye of Chaos (and the Eye itself !!), so please make sure that you take the time to fully heal-up before ascending the steps to do battle with =========================== NEHEBKAU - THE SCORPOS KING =========================== Nehebkau is a VERY dangerous adversary if you just wade on in and try and take him out hand-to-hand. He is MASSIVE, with one clawed hand and one hand that is a giant pair of pincers. He is a master of the Rogue school, with the following attacks :- > Pincer strike > Mace strike > Tail strike > Poison Gas Bomb (with Shrapnel) > Summon 3 Stygian Scorpions You MIGHT be able to lure him to the gate before going through (my entice bosses hint) and this would make the combat easier for you. I have never been able to get him to leave the sanctity of his Temple - not least because I do not think he would be able to fit through the gate !! Standard rules apply re: the generation of his Stygian Scorpions - kill 2 and he will not be able to generate another set of 3 until the third has died. Once he has fallen, raid the 2 Coffers, Large Coffer and 2 Majestic Chests, grab the Eye of Chaos and teleport back to Memphis - there is absolutely NO need to walk !! Once you reach Memphis, visit Piankh to pick up the Hand of Balance, and then head north-west to speak with Imhotep who is now standing atop the stairs beside Zazamankh. Imhotep will tell you that the two artifacts you have brought him combine to form the Sceptre of Eternity, and that he is now in a position to complete the ceremony. He rewards you with a random essence, 10000 XP and 2 Attribute Points =D ... he walks up to the statue of the pyramid ... ... he holds his hands aloft and the ritual begins ... ... there is light ... ... there is magic !! ... ... there is ... the SH!TTEST end-result I have ever seen !!! Standing there scratching his head, Imhotep demonstrates a COMPLETE inability to perform the ritual !! Speak with him again, and he will express his shock and bewilderment at the fact that the ritual failed. He feels that this is a sure sign that the Gods cannot help, and that mortals are on their own. He ponders the Telkine's recent assaults on buildings that are protected by the Order of Prometheus, and how this can only be because the Telkine is searching for one of the artifacts that the Order has been safeguarding. Since there is only one such site that the Telkine has yet to strike, it must be that very site which he is bound for now. Imhotep foolishly disregarded it as a potential target because he believed that the Gods would intercede and put a stop to the Telkine's madness once and for all. It appears he was very, VERY wrong. He tells you that you must venture to the Tomb of Ramses (remember that), in the Valley of the Kings. To get there you must head up the Nile to Thebes, and from there to the Valley of the Kings (don't worry about remembering this - I brought a map with me), and from there into the Tomb of Ramses. With that, he opens the Gate to Thebes which lies before you, and you may proceed on your journey. ================================= SECTION 2.10 - A TELKINE IN EGYPT ================================= Head down the steps to the north-west through the Gate to Thebes, and you will enter Dahshur. Simply cross the wooden bridge to your north-west, and activate the rebirth fountain. There is only one way out of Dahshur (aside from going back to Memphis), and that is via a small gate leading through two torches, to the north-west. Go there and you will exit Dahshur and enter the Upper Nile. From there, stay on the path and follow it as it winds north-westwards, and keep following it north-west (ignore the branch that leads north-east) until you pass through another two torches, and into the Thebes Outskirts. Activate the rebirth fountain, and then follow the path as it leads north and then north-west and through two pre-lit torches, to enter a crumbled building which has become the home of a few groups of jackalmen. Kill them and follow the path that start just north of their encampment, and heads west, then north and then finally north-west inbetween two torches and two HUGE statues. Stay on the tiled path, as this will lead you straight to a heavy wooden door which is the entrance to the Temple of Seti. That's in Thebes, just in case you were in any doubt ;) Activate the rebirth fountain as soon as you enter the Temple. ================== THE TEMPLE OF SETI ================== * There is a rebirth fountain in the Temple of Seti * There is a Portal Shrine in the Temple of Seti ===================== NON-QUEST INHABITANTS ===================== MENNA - Citizen of Thebes who confirms that the Telkine has already passed through Thebes on his way towards the Valley of the Kings. HENEN-NI-SUT - Aging Scholar who says that the Monsters were sent by the enemies of the Gods. TI - Citizen who says that the "Master of Beasts" was here (he just means the Telkine - woo). HAPUSENEB - Storyteller who tells you of what happens in Egyptian lore when a person dies. He explains how, after travelling through Duat - the land of the Dead, they will encounter Osiris, Lord of the Underworld, who will weigh their heart on the scales of justice. On one side will be the heart, and on the other the feather of truth. If the heart weighs more than the feather, you get gobbled up by Ammut, the Devourer of Souls (this would happen if you were BAD in life). If, however, the heart weighs less than the feather (which would obviously happen if you were GOOD in life), then you are given a second life in Duat - the Land of the Dead. ================= QUEST INHABITANTS ================= AMEN-NAHTE - Young Priest who explains how, when the Telkine did pass through Thebes, all but the Head Priest of their order (Neb-kemi) fled in terror. Neb-kemi stood alone against the Telkine, who easily overpowered him with the strength of his magic alone, turning the Head Priest's enchantments back upon himself. As a demonstration of his power, the Telkine converted Neb-kemi into one of his demonic followers. He gives you the "Corrupted Priest" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ SINON - Caravan Driver MERUITENSA - Enchanter ABANA - Arcanist KYSON - Blacksmith MASAHARTA - Mystic ============================== QUESTS FROM THE TEMPLE OF SETI ============================== ==================== THE CORRUPTED PRIEST ==================== Since the Telkine battered the CR@P out of Neb-kemi, I feel it is only right that we release his soul from the torment he must be suffering. You may, or may not feel the same way, but there IS a nice reward in it for you, so LET'S GO PEEPS :) Leave Thebes and the Temple of Seti via the archway to the north-east, just past Masaharta the Mystic, and keep going north-east past the two torches and the rebirth fountain (which you should activate), and into the Highland Pass. Head immediately EAST until you find a pathway leading up a hill that takes you into the Meretseger Ridge. From entering this area, head north-east, and descend the steps at the top to gain access to the Mysterious Tomb where Neb-kemi awaits you. To reach Neb-kemi, simply head north-east once you enter the Tomb. He is in the last room, standing against the back wall looking away from you. ======== NEB-KEMI ======== Generally-speaking you can pick him off at range without him ever retaliating - however if you feel you MUST entice him into combat, he has the following attacks :- > Flame Arrow > Ternion Attack > Life Drain > Deathchill Aura As you may have guessed, Neb-kemi has become a Master of the Spirit School since he was reformed to serve the Telkine. He is protected by three Sandstone Guardians, whom I would suggest you despatch before you attack him. They are very slow, and quite easily despatched at range, but can make it a bit more awkward to fight him if they are not taken care of in advance. Once Neb-kemi's soul is released (which is a nice way of saying once you have ATOMISED his ass), teleport back to Thebes, and speak with Amen-nahte to give him the good news. He will reward you with (his thanks, and) a Magical Weapon and 15000 XP. To be truthful with you, it is just as quick for you to walk from Thebes back towards the Valley of the Kings as it is for you to teleport back to the Mysterious Tomb of Neb-kemi and then walk, so I would walk back out of Thebes via the north-east (past Masaharta the Mystic), and this time as soon as you get to the two (now lit) torches and rebirth fountain, head due north-east, and then through the two torches that lead north and up onto a raised plateau from which you can see the roof of a nearby building and some Zombies. Follow the pathway north-east and through the two small pre-lit torches, and keep heading north-east, travelling through another two small pre-lit torches, and a little way further to the next rebirth fountain. Activate this rebirth fountain, and then keep following the path as it goes north-east, and then south-east, and then north-east again through two torches. You will now have entered the Place of Truth. ============= !! WARNING !! ============= PLEASE be careful as there are MANY many sandwraiths in this area !! From entering this area, head due north-east (you will find a temple set deep into a crevasse that you must move around) and keep heading north- east, past the temple I just described, until you reach two torches and the Valley of the Kings. ======================= THE VALLEY OF THE KINGS ======================= The Valley of the Kings comprises a Portal Shrine, a rebirth fountain, Ilu-iqisha the Trader, and eight Tombs, being the following (I shall list the name of the Tomb, together with the colour of the base of the serpent statues at its entrance, and the depiction that stands above the entryway) :- 1) The Tomb of Thutmes (Purple Serpents and a picture of a Scarab) 2) The Tomb of Amenhetep I (Grey Serpents and a picture of an Ankh) 3) The Tomb of Amenhetep II (Pink Serpents and a picture of an Ankh) 4) The Tomb of Amenmeses (Orange Serpents and a picture of a Scarab) 5) The Tomb of Merenptah (Green Serpents and a picture of a Scarab) 6) The Tomb of Seti I (White Serpents and a picture of an Ankh) 7) The Tomb of Thuyu (Yellow Serpents and a picture of a Scarab); and 8) The Tomb of Ramses (Light Blue Serpents and a picture of an Ankh) In order to get to Ilu-iqisha, the Portal Shrine and the rebirth fountain, just head north-west of your starting position. Nobody should attack you until you get past them. Since we are only concerned with the Tomb of Ramses, I shall spare you an in-depth breakdown of each of the other tombs - however I will tell you the following :- A) The Tomb of Thutmes is a dead-ended tomb with a LOT of worms in it B) The Tomb of Amenhetep I is a dead-ended tomb C) The Tomb of Amenhetep II is a dead-ended tomb D) The Tomb of Amenmeses is a dead-ended tomb E) The Tomb of Merenptah is a dead-ended tomb F) The Tombs of Seti I and Thuyu are linked - you can go in one and come out the other. Once you come at last to the Tomb of Ramses, descend and make sure you clear out each and every room on your way through, for reasons which will become apparent in a little while. At its most simplistic, all you need to do to move through the Temple of Ramses is to head in a straight line to the north-west, clearing out the rooms to your south-west and north-east each time you find them, and keep heading north-west (it goes on quite aways) until you cannot continue in that direction. Once you get to this point, turn and head north-east, and keep going that way until you reach an Ornate Stone Door, which is the door that will lead you into the Boss Fight with the Telkine ==================== THE TELKINE OF EGYPT ==================== Aktaios, the Telkine of Egypt, is CONSIDERABLY harder than his Grecian counterpart was. For starters I would STRONGLY recommend you do your very best to lure him out of the room he stands in, as this will make your life considerably easier - and quite possibly LONGER. I say this because Aktaios cannot activate one of his primary attacks unless he is in the room he starts in. As with Megalesios, Aktaios is a snappy dresser (it's probably quite easy to get in and out of clothes if you have no legs, but that's a moot point). His primary attacks are as follows :- > Volcanic Orb > Summon two Tomb Guardians > Create two Mirror Images of himself (which can battle you on their own) > Sunfire. This attack is the one which he cannot activate unless he is in the room he starts in. It causes beams of sunlight to stream in from the skies above and scorch the ground, doing EXTREMELY huge amounts of damage to anybody that is caught in their path. > Sandstorm (in his immediate vicinity) As you would anticipate, Aktaios is a capable combatant, but he is MUCH much easier to defeat if you are able to lure him out of his initial chamber, as you can skirmish and dizzy him, and he WON'T be able to burn you to a little crispy version of you by using that VERY annoying sunfire attack he has. Once Aktaios has fallen, take the Cuneiform Tablet he drops, and crack open his Mystical Orb to take his goodies. Return to Thebes and speak with Imhotep, who will take the Cuneiform Tablet from you, pat you on the head, and open the gate to the north-west - the Gate of Hatshepsut - which leads you onwards to the Temple of Hatshepsut. He says that the Cuneiform Tablet details the location of the Sickle of Kronos, which rests in the Temple of Marduk in the Hanging Gardens of Babylon. Since he is aware that a THIRD Telkine (wtf !! These guys must be breeding somewhere) is already assaulting Babylon, he surmises that this third Telkine must be looking for the Sickle, and MUST be stopped at ALL costs. After he has done babbling, he rewards you with the Sceptre of Eternity, 12000 XP and 2 Skill Points. =================================== SECTION 2.11 - THE SICKLE OF KRONOS =================================== Head north-west and out onto the Hatshepsut Path, making sure to activate the rebirth fountain as you go. Simply follow the path to the north-west, and then to the north-east, and keep going through the two torches and into the Temple of Hatshepsut. Once you reach the Temple of Hatshepsut, follow the path north-east and up the first, and then the second set of steps. Enter the Temple of Hatshepsut proper, activate the rebirth fountain by the entryway, and then keep heading north-east and through the two sets of Massive Stone Doors, down the steps and into the Halls of Prometheus. Aaaaaaaaaaaaaaaaaaaaall the way north-east, down the steps, and through the Massive Stone Door at the end. Before entering the SECOND Massive Stone Door, however, prepare yourself for another Boss Fight. ========================================= SAND WRAITHLORD - NIGHTMARE OF THE DESERT ========================================= The Sand Wraithlord is the Lord of ALL Sandwraiths, and as such he CAN be one tough cookie, so be prepared for this fight as best you can. The Sand Wraithlord's primary attacks are as follows :- > Volcanic Orb > Summon 4 Sandwraiths > Sandblast - slows you down > Sandstorm > Four-claw strike > Spinning-claw strike If you can lure the Sandwraith (as with previous bosses) towards the door, then you don't need to enter his chamber which gives you a DEFINITE edge during this combat which can mean the difference between kicking the Sand Wraithlord's @SS or suffering REPEATED frustration at his hands. Once he has been destroyed, check out the contents of the four Coffers and Majestic Chest, and then head north-east into the next chamber, and click on the Eternity Altar to use the Sceptre of Eternity and open the portal to Babylon. ================= EGYPTIAN EPILOGUE ================= Well, we defeated Aktaios and kicked the Sand Wraithlord to the curb, but we have learned that a third Telkine is already assaulting the City of Babylon in search of the Sickle of Kronos - an artifact of great power that they are after for some dark purpose we have not, as yet, been able to quite put our finger on - although I'd expect if you take a minute to think it through, you'll be able to work it out ;) Anyhow - on the plus column, at least we know what the Telkine are AFTER, AND we know that we have already destroyed TWO of their number. We don't know how many of them are left, but there can't be THAT many more, surely ? ====================== ACT THREE - THE ORIENT ====================== =================================== SECTION 3.11 - THE SICKLE OF KRONOS =================================== ============================== THE HANGING GARDENS OF BABYLON ============================== * There are MANY rebirth fountains in the Hanging Gardens of Babylon * There is a Portal Shrine in the Hanging Gardens of Babylon ===================== NON-QUEST INHABITANTS ===================== NAME - TEXT ================= QUEST INHABITANTS ================= ZAKIR - Order of Prometheus Agent who tells you that the Telkine is already forcing his way into the sacred chamber of the Temple of Marduk, and who urges you to make all haste there, to prevent the Sickle from being stolen. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ AZIZI - Trader ========================================== QUESTS FROM THE HANGING GARDENS OF BABYLON ========================================== ==================== THE SICKLE OF KRONOS ==================== Head south-east and follow the Babylonian Guards as they rush over the bridge to do battle with a horde of Ichthians. Take note that these are NOT the same Ichthians you did battle with all the way back in Greece - oh no - these are their bigger, buffer cousins - the Tidal Ichthians (but they fall just the same) ;) Keep going south-east over the next two bridges, fighting off the Tidal Ichthians as you go, and you will then encounter another type of new enemy in this third act - variations of your a-typical spiders - Tropical Spiders and Tropical Widows. Tropical Spiders look like spindlier versions of their bulky Grecian counterparts, but make NO mistake they are QUITE capable of taking you out if you're not careful. The next bridge is actually a set of two, side-by-side. It doesn't matter which one you go over, but when you do you will have to do battle with YET ANOTHER type of new enemy - the Mantids. They are human-sized preying mantis, that can run like the CLAPPERS and do SHEDLOADS of damage so watch out - think of them as being like the Scorpos in the previous act, but much quicker :( South-east over the next bridge, and keep going south-east until you have to take a turning to your north-east. Keep going north-east over two more bridges and then up a flight of stairs that turns back on itself to go north-west, and then south-west and onto the next level of the Hanging Gardens. From here, head south-west to encounter another two new types of enemy - the Jungle Creep, and the Quill Vine. Jungle Creeps are huge lummoxes which travel very slowly and look like little hills with plants growing out of them. They can strike you with their earthen claws, or by gobbing out large quantities of poison at you (NOT nice). Quill Vines are unable to move, but are not without their defences - they spit out little quills (the clue was in the name c'mon), at high speeds to damage you from afar. There is a third enemy that you will encounter with Jungle Creeps and Quill Vines later - the Bog Dweller (which is just a STUPID-looking monster with really long arms and legs that runs at you like a MUPPET). Keep heading south-west and over two bridges and you will then be forced to turn north-west and continue onwards. Activate the rebirth fountain which you will find very close by, and then head north-west, crossing five bridges and then up the flight of stairs against the north-easterly wall, and keep going up as it doubles back on itself, turning north-east and then south-east. Activate the nearby rebirth fountain, and then head south-east, crossing three more bridges and then up the set of stairs against the north-eastern wall, keeping going as they turn to the north-east, and then the north-west. From here, head up the flight of steps that you can see just to your north, and you will FINALLY have reached the Temple of Marduk. The entrance to the Temple proper is just to your north, and you will have to slay the various Tidal Ichthians that block your path before you will be able to get in. ================ TEMPLE OF MARDUK ================ Enter the Temple between the two statues, and then head north-east and go through the broken seal in the floor to access the Temple of Marduk - Level 1. I shall give you some quick directions to help you move through the Temple of Marduk, but I must forewarn you that you are going to encounter some old enemies (Ratman *spit spit spit* and others), together with some more new ones (fire sprites (but fortunately they are weak and look really cute as they run towards you - just DON'T be tempted to cuddle them OK ??) and others). TEMPLE OF MARDUK - LEVEL 1 ========================== (From entering via the staircase leading down from the broken seal) > Activate the rebirth fountain and then head north-west into the next chamber. > Take out the creeping slime and watch out for their ranged attacks - they spit portions of their own goop at you which will poison you AND slow you down at the same time - NICE !! Then north-east into the next chamber. > Turn and follow the corridor north-west and into the next chamber. > South-east and into the next chamber. > Descend the steps on the north-western wall to get to TEMPLE OF MARDUK - LEVEL 2 ========================== > Activate the rebirth fountain and then head south-west and into the next chamber. > Head south-east and into the next chamber. > Head south-east and into the next chamber. > Head south-east and into the next chamber. > Head south-east and into the next chamber. > Head north-east and into the next chamber. > Descend the steps on the south-eastern wall to get to TEMPLE OF MARDUK - LEVEL 3 ========================== > Activate the rebirth fountain and head north-east into the next chamber. > Head north-west and into the next chamber. > Head north-west and then take the first entrance to the south-west, to get into the next chamber. > Head south-west and into the next chamber. > Head south-west and into the next chamber. > Watch out in this room - there are a LOT of enemies to face, not the least of which is the EXTREMELY irritating Djinn with their squall powers. Head north-west and into the next chamber to your north-west (ignore the exit that leads to your north-east). > Head north-west and into the next chamber. > Head north-east and into the next chamber. > Head south-east and into the next chamber. > Head north-east and into the next chamber. > This is the antechamber that leads down (past innumerate enemies and four Traps) to a boss fight with a Chimera (another Beast of Legend) :) We love the Chimera - the Chimera ROCKS - but it is definitely NOT to be underestimated in combat, so you should stock up well on all the regular accoutrements before venturing down the steps on the north-eastern wall to do battle with =========== THE CHIMERA =========== The Chimera, for those of you that are not familiar with it AS a beast of legend, is a three-headed beast with the body of a lion, tail of a snake, and with its three heads being a goat, a snake and a lion. Whilst the Chimera is sometimes depicted with wings, in Titan Quest it has none, making THAT element of combat easier to deal with. Its attacks are as follows :- > Snake Head Only - Fire Breath with INSANE range, but does not turn to follow you - stands still and breaths in a direct line. > Snake Head Only - Bite > Goat Head Only - Lightning Blast - creates a field of lightning around the Chimera, which extends in a straight line at whatever angle the Chimera chooses from the beast aways. > Lion Head Only - Bite There are two ways to do battle with the Chimera :- 1) The BIFF way. Hang around on the steps and lure the Chimera to you, falling back as it gets too close so as to avoid its breath. It can't get through the gate and will walk away if you go back up the steps. Simply rinse and repeat and you shouldn't even need to use a single health OR energy potion !! Just rely on ranged attacks obviously ;) - or - 2) The MANLY way. Run in through that gate, let it slam shut behind you - LET it shut you in with that insane caged beast - and then go toe-to-toe with it for three rounds ... go on ! I've got your back *he says, reaching for the white towel just in case*. The biggest drawback of fighting the Chimera hand-to-hand is that its attacks are largely difficult to predict until they are upon you. Whilst you can unload a BOATLOAD of strikes whilst the Chimera is breathing flame at you (if it misses of course), you are going to have to fall back pretty damned quickly when she goes for her lightning attack ... and as this ISN'T a hydra situation (as in you cannot kill one head to remove it from play), you must defeat the Chimera as one single beast in order to continue ... ... tough cookie !! However you slay the Chimera, once she is down, head to the north-eastern corner of the room to find a Basket, an Ornamented Chest and a Majestic Chest, all of which are yours for the taking !! Once you are down with those, head through the archway to the north-east and stand on the symbol in the centre of the ground to activate a FANTASTICALLY cool secret passageway. Proceed to the north-east, and speak with the injured Feiyan who is lying on the ground to your north-west. She confirms that, regrettably, she failed to stop the Telkine (and that, more specifically, he struck her down with ONE BLOW !!!!!), meaning that he now possesses the Sickle of Kronos. ........................................................... BUGGER !! And I thought this was going to be the EASY act as well !! ;) She tells you that you must chase after him, and that to do so you need only follow the path of destruction he has wrought (check out the mess he made of the north-eastern wall !!). For your troubles you are rewarded with a third (your final) inventory bag, together with 15000 XP, a random essence and an update to the main quest. ================================== SECTION 3.12 - HUNT FOR THE SICKLE ================================== So ! He's got the item he and his brothers have been looking for eh ?? Odds are stacking up against us rather rapidly eh ?? GOOD GOOD - I'm on for that :) Head out through the gaping hole in the north-eastern wall, and out into the Babylon Outskirts. From entering this area, head south-east a little, until you reach the merchants ================= BABYLON OUTSKIRTS ================= * There is a rebirth fountain in the Babylon Outskirts * There is a Portal Shrine in the Babylon Outskirts ===================== NON-QUEST INHABITANTS ===================== ILU-ELATTI - Storyteller who regales you with the tale of Ninsun, and how she bore the mighty warrior Gilgamesh into the world, and how Anu, God of the Sky, created a companion for him called Enkidu - a wild and untamed man. Whilst they fought upon meeting at Babylon, Enkidu was unable to defeat Gilgamesh, and so the two became the best of friends, travelling together and doing great deeds together. He goes on to speak of just one of their missions - the slaying of Humbaba in the Cedar Forest. ================= QUEST INHABITANTS ================= APPA - Farmer who confirms that he saw the Telkine pass through here, with a horde of monsters. Anybody that did not flee his terrible wrath was cut down by the sickle on the spot !! Nasty pig !!!!! IMMERU - Farmer who runs across the bridge as you set foot on it, hotly pursued by two Coastal Ichthians. He begs you to save his farmland from the monsters who are destroying it as you speak, and gives you the "Seeds of Destruction" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ JANGBU - Blacksmith TASHI - Arcanist ================================= QUESTS FROM THE BABYLON OUTSKIRTS ================================= ======================== THE SEEDS OF DESTRUCTION ======================== Help Immeru by ridding his farmlands of the Coastal Ichthians that are destroying his livestock and crops. There are approximately 30 Coastal Ichthians to slay in the various fields that form Immeru's farmlands, just to the east of the merchants across the bridge, and once they have all been purged, you should return and speak with Immeru to receive your reward - 18000 XP. ========================== HUNT FOR THE SICKLE CONT'D ========================== From the grateful Immeru, head (back) over the bridge to the east, and follow the pathway that runs through his farmlands east (it's perhaps easier to view it on the compass), and as it exist his farmlands (as in, as it leads south and just starts to go south-east of his last field), head south-east and you will find a path that leads out of the Babylon Outskirts, through two torches and into the Parthian Highlands. Follow the path as it leads north-east, and up to a rebirth fountain and two torches. Keep going north-east on the path, and follow it east, past two more torches, and over a wooden bridge leading north-east. Watch out for the Chitinous Mantids - they are even worse than their regular Mantid counterparts, and attack in groups just like the others so be warned. Follow the path northwards as it winds up up up up up, and then curves to the east before going through two torches and over another wooden bridge. Once you cross the bridge you will be on the Silk Road, and from here you should activate the rebirth fountain to your north, and speak with at least Minani the Seasoned Journeyman to get information on the Telkine and, if you are feeling particularly nice, Nur-Sin the Journeyman, who tells you that if you want to follow the Telkine, you need just stay on the yellow brick road (sorry no that's the OTHER story ... follow the SILK road - THAT'S right - sorry), although he does warn you that it is quite treacherous at this time of year though =./ Follow the path as it heads north-east through two torches, and keep going on the same path as it leads up and up and up. You can tell it must be getting cooler, as you start to see snow on the ground. Shortly after this discovery (and of COURSE taking time to make snowcones, have a snowball fight and build a VERY modest snowman), keep on following the path through two torches and into the Bactrian Woods. Follow the path (which is now the road lying inbetween the snow on either side) north-east, through two torches and over the snowy bridge, and head- first into your first encounter with the Peng. Peng are tiny winged imp-like creatures that you will doubtless have seen in other games of this ilk. Ice Peng, which are the first type of Peng you will encounter, are snidey little buggers who attack in groups (like almost all other monsters in Titan Quest), and who fly towards you, closing the gap between you and them quite quickly. Not as quickly as Mantids it must be said - those things are like greased LIGHTNING - but quickly all the same. Peng attack with their claws. Keep following the dirty snow path north-east, through two torches and into the Amdo Region. Again, keep heading to the north-east and you will come at last to civilisation !! ================== SHANGSHUNG VILLAGE ================== * There is a rebirth fountain in Shangshung Village * There is a Portal Shrine in Shangshung Village ===================== NON-QUEST INHABITANTS ===================== RIMUT - Caravan Trader who says that he and his group are about to make the trek up to the Natu La Pass. They had expected to be in the east by now, but they have found the journey rather tough going. LHAK-PA GYAL-TSHEN - Storyteller who shares with you the tale of the eighteen kingdoms, and how they are collectively ruled from the Silver Palace of Garuda Valley a long way to your south. It is said that Garuda Valley is Shambhala - the Land of Happiness, and that tales of the Valley are relayed to the people by their Dongba, or Shamen. ================= QUEST INHABITANTS ================= PASANG DO-MA - Villager that tells tale of a HUGE Yeti that lives in the ice caverns of the Chumba Valley. He gives you the "A Gargantuan Yeti" Side Quest. KILU TEM-BA - Shangshung Man who is worried that his son has gone off and has not been seen in days. With the increase in Neanderthal attacks of late, he fears for his son's safety, and gives you the "Mystery in the Mountains" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ ZHUAN ZHU - Enchanter GUAN ZHONG - Caravan Driver O YE ZI - Trader HSIANG HSIU - Mystic ============================== QUESTS FROM SHANGSHUNG VILLAGE ============================== ================= A GARGANTUAN YETI ================= Given to you by Pasang Do-ma - a villager in Shangshung Village, you are to track down a GINORMOUS Yeti in the ice caverns of the Chumba Valley, and put an end to its life *slams his fist into the table*. Since we will come to the Chumba Valley as a matter of course, I shall come back to this quest at the appropriate time. ======================== MYSTERY IN THE MOUNTAINS ======================== This quest is given to you by Kilu Tem-ba - a Shangshung Man who wants to find out where his son is. As with the Gargantuan Yeti Side Quest, we will get to him at the appropriate time, so I shall come back to this mission when the time is right. ========================== HUNT FOR THE SICKLE CONT'D ========================== Leave Shangshung Village to the east, passing through the two torches and over the bridge. This will take you into the Natu La Pass, and you should head northwards up the slope and keep heading up as the slope curves to the north-west, and then follow the bridge that leads to the west. Through the two torches and then head northwards again, and take the bridge at the very northernmost point of this section, heading north-east. This will take you into the Natu La Ridge. ================== CARAVAN IN TROUBLE ================== From entering this area, immediately activate the rebirth fountain and then head to your north-east and follow the path as it goes north, and then down and north-east, before turning east and into an ice sprite ambush. Kill the ice sprites and then carry on heading east, but instead of going north and through the two torches, head south-east towards Gong Li the Caravan Trader who has appeared on your compass. As you approach Gong Li, he will run away and promptly be set upon by a group of FIVE Rime Sprites. Once you have slain them all, speak with Gong Li (you cannot speak with him until they are all slain), and he will give you, and then complete for you, the "Caravan in Trouble" Side Quest, your reward for which will be a random magical item (mine was a random green amulet), and 18000 XP. Not bad for a random encounter's worth of loot eh !! ========================== HUNT FOR THE SICKLE CONT'D ========================== From where you speak with Gong Li, head north-west and then north and through the two torches. Keep following the path northwards, and then to the north-east and up to the rebirth fountain, which you should activate. Follow the path to the east and stay on it as it turns north-east, then south-east and winds down towards the plateau beneath. Keep on the path and follow it through the two torches and into the Chumbi Valley. Stay on the path and follow it as it winds down a loooooong slope, first going eastwards and then curving and ultimately heading northwards until you pass through two torches. Activate the rebirth fountain and breathe a sigh of relief that you are no longer in those NASTY snowy covered bits where it's hard to see where you're going. Follow the path north-west and then north-east, past the two torches and over the wooden bridge to another beautiful section of verdant green lush landscape. Stay on the road as it does a horseshoe shape, and then leads north-east back ... up .... into ..... the ...... BLOODY SNOW !!!!!!!!!!!! Grrrr and brrrr. Ok. ======================== MYSTERY IN THE MOUNTAINS ======================== Through the two torches and into the Tsongmo Peak. Follow the path north- east a little bit and you will bump into Da-wa Phu-ti - the Young Shangshung Lad - off the northern side of the road. Speak with him, and he will confirm that the neanderthals have taken his cache of weaponry, and their chances of winning a battle against the people of Shangshung Village are SIGNIFICANTLY increased. Looks like we'll have to resume ownership of that cache eh !! STUPID boy *slap slap slap* From Da-wa Phu-ti, head east, down into the clearing to the north, and make a mental note of the location of the cave to the north-west. We will be coming back here in a few minutes but first I would like you to go to the EAST, activate the rebirth fountain that is just a few seconds away, in the Tsongmo Ice Caverns just to the east of Sang-gye Dorje the Old Man, and THEN return to the clearing and enter the Mountain Cave to the north-west of the clearing. From here, head due north-west and down the steps at the north-western end of the cave. On the first level you have a sub-boss to fight (and his neanderthal minions). His name is Yurg Rattlebone, and he rides a Saberlion. He attacks with a pike, and were it not for his speed and the fact that he is surrounded by his entourage ? He would be easy prey for your might. If you are finding him at all difficult, retreat back up the steps - that will give you an advantage as you can skirmish him backwards ;) Once he is down, keep heading north-west of the steps that brought you to this level, and follow the next set of steps down. On this second level down, you must fight another Neanderthal Hero - Tor Skullcrusher, who is also mounted on a saberlion, and who attacks (as with his partner in crime) with a pike. As with Yurg Rattlebone, if Tor Skullcrusher gives you any cause for concern just peg it backwards and skirmish him to pieces ;) Once you are done with him, head north-west and down the steps in the north- western corner of the cave, to reach the third level down. Head west from your starting location and you will venture out onto a plateau. This is going to be a VERY tough fight make no mistake. On the plateau, try and stay as close to the entrance as possible and lure as many of the neanderthals to you as possible. The main boss on this level cannot come out as far as the steps so you will be safe there for the time being - however the third of his sub-bosses - Korat Bearkin - CAN. Korat Bearkin is like the other two sub-bosses - a Neanderthal Hero mounted on a saberlion, who attacks with a pike. Once he and the other neanderthal warriors have fallen, we can concentrate on the boss proper. ================================== BARMANU - NEANDERTHAL HIGH WARLORD ================================== Without a doubt, Barmanu the Neanderthal High Warlord is THE toughest Neanderthal you will EVER encounter in Titan Quest. His main attacks are as follows :- > Avalanche - he causes blocks of ice to cascade down from the heavens and strike you. These things will almost CERTAINLY slay you on the spot, so watch out for them. When he raises his arms ? BE SOMEWHERE ELSE !! > Twin Mace Strike > Shriek - A debilitating power that does MASSIVE amounts of damage, and slows you down, making you easy pickings for his other powers. Remember Polyphemus the Cyclops in Greece ? Same attack ;) > Two separate Mace Strikes in quick succession Barmanu is quick, has LOADS of health, and can kill you pretty much with two hits. FORTUNATELY you listened to me and activated the nearest rebirth fountain before you came down here didn't you ;) PHEW. Otherwise you would have had QUITE a walk let me tell you !! I would suggest teleporting back to a town like Shangshung Village, and trying to buy a scroll that might help you during combat. Don't waste your time going for something he can smack like the Harpies - go for something that either benefits YOUR skills in combat, or which he will have a hard time focusing his attacks on. Also, DO NOT FORGET that Barmanu cannot venture as far as the steps, so if you take even a SINGLE hit from him, FALL BACK and heal up as quickly and fully as possible before stepping back into the fray with him. Once he has fallen, take the contents of the Majestic Chest he was guarding and teleport back to Kilu Tem-ba in Shangshung Village for your reward, which is 22000 XP. ========================== HUNT FOR THE SICKLE CONT'D ========================== Return to Sang-gye Dorje the Old Man beside the Tsongmo Ice Caverns (if you can't remember how to get there, just head back up each level of the cave you were in before your big boss fight by going north-east on each level to reach each set of stairs leading up, and then east from the cave, up a tiny little slope and there you have it !!), and speak with him to have him prattle on about how you must now venture through the caves to make forward progress. Thanks. A lot. Muppet. ================= A GARGANTUAN YETI ================= Head into the Tsongmo Ice Caverns, past that rebirth fountain which will, in all likelihood, be QUITE familiar to you by now, and head north-east, over the narrow icy bridge, and then north-west and down the steps against the north-western wall to the second level. From the stairs, head north-east and then north-west and down the stairs against the north-western wall, to get to the third level. On the third level, head north-west and you will find yourself face-to-face with your next boss ... being the =============== GARGANTUAN YETI =============== The Gargantuan Yeti ... the clue's in the name really isn't it ... this boy is HUGE !! He is very powerful but slow and sluggish, so unfortunately for HIM, this SHOULDN'T prove to be too daunting a fight (which is good since the only rebirth fountain is on the highest level of the caves). His attacks are as follows :- > Frost Breath - good range, and can freeze you SOLID for a period of time, allowing him to close the gap and pummel you > Frost Nova - icy projectiles fly off in multiple directions (all around him to be precise) - easily avoided at range > Single hand slap - either left, or right hand. Once he has fallen, you complete the "Gargantuan Yeti" quest, and earn yourself 20000 XP in the process (plus the chance that the Gargantuan Yeti drops yeti fur of course), PLUS the contents of the three Primitive Chests and the Majestic Chest that he was overseeing. After you have filled your pockets to capacity, leave via the north-western set of stairs to get down to the final level of the Tsongmo Ice Caverns. From exiting the staircase, head due north-east, and keep heading north- east until you find a passageway on the south-eastern wall. Take this passageway, and you will emerge in the Khantai Mountains. ========================== HUNT FOR THE SICKLE CONT'D ========================== If you head just a little ways down the mountainside to your east, you will find the Eastern Silk Road Portal Shrine, together with Kap-kye the Trader, and Sang-gye Dorje - the Old Man who was sitting at the entrance to the Tsongmo Ice Caverns. If you speak with him, he will tell you that you should "follow the blade" but "beware the master" ... He's just chock FULL of helpful suggestions isn't he !! *Sinister pushes him off the cliff and chuckles as he falls to his death* So !! Trade with Kap-kye if you like, and then head north-east of him, activating the rebirth fountain as you go. Follow the path that leads down the slope, through the two torches and then north, then east and then north-east. Just keep following the path as it leads east - past the Neanderthal Dwelling and inbetween the two torches, and then east-north-east to the next set of two torches (this little trip takes you through Orkhan Valley). As soon as you pass by THESE two torches, you enter Outer Mongolia. North-east up the slope and activate the rebirth fountain, then keep going east-north-east until your first encounter with the Razorclaw Peng. There isn't really a whole lot I can say about them except that they are MUCH bigger than their little Peng brothers, and they are also stronger, quicker and RED in colour. Head through the two torches to your east, to descend into the Mongolian Plateau. From here head north, activate the rebirth fountain, and then wipe out the Tigerman Village, and exit via the north, staying on the path and bopping to the Halo-style musical interlude. The path leads you off in many directions, but I would like you to head due north, and then to wipe out the next Tigerman Encampment for good measure - it's just down a little slope, and between two pre-lit torches. From that village, head south-east until you enter the Village of Ghanzhong and your first encounter with the comparatively VERY powerful Yerren. Think of the Yerren as Neanderthals on steroids - they are STRONG and BIG, and have a good reach with their polearms, and speed with their bows. Be VERY careful when fighting the Yerren as they can slay you in seconds when their archers pin you down. Once you enter the Village of Guanzhong, slay the Yerren and keep making your way eastwards until you encounter Chang Er - the Young Mother. Speak with her to acquire the "Child and the Raptor" Side Quest - a very simple quest to free Chang Er's little daughter from her impending death at the jaws of a rather snap-happy Raptor. ======================== THE CHILD AND THE RAPTOR ======================== Simply head east of Chang Er to encounter the Raptor, which IS stronger than its lesser counterparts, but which shouldn't really give you too much grief. Once the Raptor is dead, the daughter will skip back to Chang Er (with whom you should speak to gain your reward - a random magical item (I got a random yellow ring), and 23000 XP). ========================== HUNT FOR THE SICKLE CONT'D ========================== Exit the Village of Guanzhong via the path leading out of its south-eastern corner TO the south-east, and head up the hill to reach the Great Wall Ascend the Great Wall via the broken area (taking care when deciding whether or not to help the besieged guards, as if you open fire on the Yerren they WILL attack you en masse, and even though the guards will TRY and help you, the Yerren are, as I have explained previously, VERY tough), and speak with Wen Shong - Captain of the Guard, who will explain that just yesterday an army of beasts overran the guard and passed onward into the mainland. He says that even now they are still struggling to clear the wall of the remnants of this army. Head north-east along the wall, activate the rebirth fountain and speak to Zi Chan - the Young Captain, who will tell you that whilst his troop's orders are to clear the wall, his men have refused to fight a Giant Peng that is perched further along the wall. He is waiting for reinforcements *leans over to him and whispers "they've arrived", pointing at you* ============= PENG PROBLEMS ============= Head under the archway and keep going north-east along the wall, staying with it as it ducks and dives, turns and wheels. Ultimately you will reach Xiao, the Colossal Peng ==================== XIAO - COLOSSAL PENG ==================== Xiao is a BIG boy, but not THAT much bigger or meaner looking than the Razorclaw Peng. There are a couple of differences in his attacks, however. Xiao's primary attacks are :- > Scream - just like the Cyclops Polyphemus and Barmanu the Neanderthal High Warlord, Xiao's scream can really screw you over in battle so be VERY wary of your distance to him, especially as his is a much further-reaching scream than his predecessors ;) > Speed - Just something he has at his disposal all the time - Xiao is BLINDINGLY quick when he gets his skates on > Single-claw strike > Double-claw strike > Summon three Highland Peng to do his bidding. ============ HELPFUL HINT ============ Xiao's greatest weakness is one of the first he exhibits using his amazing speed, if you fall back you will VERY quickly realise that he cannot go as far as the top of the steps to the west of where you first meet him. Use THIS to your advantage, and you will soon have him BEGGING for mercy. Show him none - slay him summarily. Once he is no more, continue along the wall, plundering the Majestic Chest in the tower for good measure, and carry on quite aways, past the rebirth fountain and ultimately into our old friends the Tigermen. Kill them all, and then descend the steps leading out of the last tower to enter the Shaanxi Province, and speak with Bai Li Xi - Commander of the Troop sent to purge the Great Wall. He is pleased to hear that their men (THEIR men ? Without us there would have BEEN no victory !! *spits in Bai Li Xi's face*) are handling things. This completes the "Peng Problems" Side Quest and gives you as a reward 23000 XP and a random magical weapon - I got a random yellow weapon. ========================== HUNT FOR THE SICKLE CONT'D ========================== From Bai Xi Li and his spit-covered face, you need to head south BUT BEFORE YOU DO I would like you to please ENSURE that you are fully healed-up, and at MAXIMUM strength powers-wise, because you are about to encounter a race that will almost certainly kill you more times than any other you have met to date ... ... they are ... ... the Dragonians ... ... and they're horny too. The Dragonians come in a variety of flavours - you have your bog-standard fighter units (the Elder Dragonian Headhunters), then you have your ELITE fighter units (the Ancient Dragonian Ravagers), and then after that you have your EXTREMELY powerful spellcaster units (the Elder Dragonian Wrym- Mages), and then you have your archer units (the Elder Dragonian Firetalons) ALL of which can easily slay you. Of PARTICULAR interest is that their ranged units are MUCH more powerful than their hand-to-hand units, so whilst it is very possible that you will fall in combat with the Headhunters and Ravagers, it is almost DEFINITELY going to be the case that you WILL fall to the Wrym-Mages and Firetalons. The best way to deal with the Dragonians is that as soon as you HEAR them, because you will hear them a second or two before you see them, STOP. Stop IMMEDIATELY and fall back a couple of steps. Imagine it being like a hunt. You've caught scent of your prey and now you must stalk them. Move with care - don't go too fast, and DON'T make too much noise, and you might get the drop on them. Just do not let them attack you at range en masse or I guarantee you will die :( The Wrym-Mages attack with two main types of spell - a regular projectile (ordinarily fire or lightning), and then a multi-ball lightning spell, which will destroy you very quickly - possibly with a single hit. They alternate 1-2-1-2-1-2, however, so ordinarily you will be able to predict what they are going to do next ;) Follow the path to the south-east and take out the Dragonians and Tigermen you will encounter en route, coming at last to a stone bridge leading south-south-east, and into the Village of Zhidan. ===================== THE VILLAGE OF ZHIDAN ===================== * There is a rebirth fountain in the Village of Zhidan * There is a Portal Shrine in the Village of Zhidan ===================== NON-QUEST INHABITANTS ===================== SONG YU - Storyteller who goes into detail about Sun Wukong the Monkey King and how, when he was invited by the Jade Emperor (the greatest of all the Chinese gods) into the heavens, it was assumed he would behave, but he did not. It is argued that his misbehaving was as a result of his not having been invited to their royal banquet. He caused quite a ruckus, eating sacred fruit and picking fights with the occasional entire ARMY, until eventually the other gods caught up with him, and punished him by imprisoning him underneath an entire mountain (where he resides as at the time of the story being told). LIXUE - Villager who is pleased to see a COURTEOUS guest to the Village of Zhidan. She says the only other 'guests' she has encountered recently have been monsters, and they are brutes that don't make the bed in the morning or tip well. ================= QUEST INHABITANTS ================= FAN YE - Old Villager who can update your main quest by confirming that the Telkine swept through the Village of Zhidan from the Great Wall, and ventured off into the Jingyang Woods towards Chang'an. LU BUWEI - Wealthy Villager who is looking for a certain ... item ... which he is willing to pay over the odds for. He says it can be found in a cave in the Jingyang Woods, near here. He gives you the "Wealthy Collector" Side Quest. BAO ER - Simple Peasant who tells you that there is a terrible beast that walks the road leading to Chang'an, and that you should be very careful. He gives you the "Stalker in the Woods" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ XIAO NING - Arcanist MENG TIAN - Blacksmith ================================= QUESTS FROM THE VILLAGE OF ZHIDAN ================================= ===================== THE WEALTHY COLLECTOR ===================== Leave the Village of Zhidan by its eastern gate, and follow the path that leads into the Jingyang Woods. If you imagine the initial portion of this path as forming the first three-quarters of a letter "m", I would like you to start at the top of the first stroke and then head south-east, then north-east, and then where you would expect to head south to complete the "m", I would like you to head south-east, and keep heading south-east until you reach a cave entrance. Enter this case and head north-east, down the steps and secure the Mahogany Chest to recover the Jade Figurine that Lu Buwei is looking for. Teleport (don't walk) back to the Village of Zhidan (which you will find is itemised as the Great Wall on your Portal Shrine List) and give the figurine to Lu Buwei, who will complete the "Wealthy Collector" Side Quest, and reward you with 25000 XP and a random magical item - I got a random yellow ring. ==================== STALKER IN THE WOODS ==================== From Lu Buwei in the Village of Zhidan, return by the Portal Shrine to the natural cave you were just in, and then leave and return to the Jingyang Woods. As you exit the cave, head due north and keep going until you pass the two pre-lit torches, and then as you pass them make an immediate turn to the east, and head south-east, and hug the southern wall moving eastwards, around a rocky outcropping, and then to the south-west. THIS is where you will come across the Stalker. His name is Bloodfang, the Tropical Arachnos Warlord, and he is accompanied by FOUR of his minions. Bloodfang himself is NOT a very tough villain in spite of his reputation, and aside from being marginally quicker than his lesser brethren, he will fall easily to your weapons. ===================================== BLOODFANG - TROPICAL ARACHNOS WARLORD ===================================== Bloodfang is a larger, greener version of a regular Tropical Arachnos Warrior whom, were it not for the glow at his feet, you might not even NOTICE let alone bother to combat. His main attacks are :- > Energy blast - a single ball of energy that has poor speed and range, but which will explode if it hits you, and will slow you down as well, but only for a couple of seconds :) > Mace-strike > Life-steal - he has a limos-style attack whereby he can drain your life and add it back onto his own. I am not sure if his energy-style attack has to glob onto you before he can use his life-steal, but this does not appear to be the case. Once Bloodfang has bitten the bullet (narf narf), the quest is completed and you earn yourself the reward of 27000 XP points. ========================== HUNT FOR THE SICKLE CONT'D ========================== With Bloodfang down, head due north-east of where you found and fought him until you reach a small path leading inbetween two rock faces, and past two pre-lit torches. Once you are through this narrow pathway, head due north to the water's edge, and battle off a small horde of Ichthians before speaking with Yao Li - the Harried Warrior. Yao Li will tell you that he has lost his will to do battle with the monsters, and had hoped he would die nobly at their claws. =================== A LESSON IN DESPAIR =================== Just keep speaking with Yao Li (once you have killed the Ichthians in his immediate vicinity) to get him to come around in terms of his outlook. After a few chats, he will be ready to resume his duties protecting his people, and you will have completed the quest - easy huh ? Your reward for so doing is 25000 XP too, which isn't to be sniffed at !! :) ========================== HUNT FOR THE SICKLE CONT'D ========================== Head east of Yao Li (taking great care when moving around the Chitinous Mantids as they will attack you), and then north, over the stone bridge, to the rebirth fountain - which you should of course activate immediately. From here I would like you to hug the southern bank of the river you have just used the bridge to cross, and head east until you reach another bridge that leads to the south. Cross that bridge and then hug the northern bank of the river and head east, and follow the bank as it shoots up to the north, and over another bridge, into the Shaanxi Fields, and up to another rebirth fountain. Follow the path to the north as it enters a very large Tigerman Compound. Slay the Tigerman (including their pesky spellcasters and pack leaders), and follow the path as it heads to the east, then south-east, and then on eastwards, past the field to the south where the Ichthians are, and onward, through a few more Ichthians and the north and into the Chang'an Outskirts. Upon entering the Chang'an Outskirts, you will see Huan Yue - a citizen with an exclamation point above her head, whom you should speak with to learn that a woman asked her to give you a message (gee I wonder who THAT might be !!), the message being that she (the woman) is waiting for you in the centre of Chang'an, but that you need to tread carefully, as the Emperor's Terra Cotta Soldiers have come to life and all but overrun the once great city ! Sounds like a job for ... SUPER-(enter your character's name hiar) !! From Huan Yue, follow the path leading east-north-east of her, past the courtyard to the south which contains a large bell in a wooden housing that you can attack but not destroy (does anybody perhaps know the significance of this bell ??), and stay on the path as it curves north-east up some steps and over a bridge to enter ==================== THE CITY OF CHANG'AN ==================== * There is a rebirth fountain in the City of Chang'an * There is a Portal Shrine in the City of Chang'an ===================== NON-QUEST INHABITANTS ===================== QU YUAN - Storyteller who regurgitates for you the tale of Nuwa, the mother of all mortals, who created us (in Chinese legend) from clay, once she was done making the animals, amongst other great, noteworthy deeds. CHEN SHOU - Scholar who comments that Confucius taught us that ritual and virtue would combine to perfect the world - however he does not know what good that doctrine is against the enemies that attack their way of life. My thought would be that if Confucius' spiel were written in a very large book, then it might be CATAPULTED at the monsters, thus flattening them !! RESULT !! :) FAN LI - Citizen that wastes his time contemplating what will become of the world once the monsters take over. Little does HE know that this will NEVER come to pass, for WE have our finger on the mighty power-switch of PC-world-destruction plus 13 !! ;) JING KE - Guard who patrols the Forest of the Ancients Gate in Chang'an, and who would very much like to be reassigned to a less dangerous job ... like stamp-collecting, or toad-licking ... eeew !! ================= QUEST INHABITANTS ================= MA FEIBAI - Captain of the Guards who says that in spite of his guards' best efforts, it is proving hard to take back the city of Chang'an as not only do they have to content with the usual contingent of monsters, but also the Emperor's Terra Cotta Guard, who have come to life, and overrun the city (which we already knew, but it's nice to have MORE than one person tell you you're needed, don't you think ??) =) He gives you the "The Emperor's Clay Soldiers" Side Quest. WAI ZHEN - Deputy whom you can only speak to after talking with Ma Feibai about the Terra Cotta Warriors problems they seem to be having. He will tell you that the MAIN problem with them is that the City Guard are afraid of them, not that they are harder to slay than the Monsters (trust me, they are - he's talking CR@P !!). He gives you the "Terra Cottas At Large" Side Quest. FEIYAN - Order of Prometheus Agent who says that she just arrived by boat, and that whilst they know the Telkine was here, he appears to have mysterious disappeared. She says that their order's scholars have been researching their most ancient scrolls to try and fathom why the Telkine would come here, and they have found that it appears that the last of the Titans to fall in the battle between Titans and Gods was not banished to the Pit of Tartarus with his brethren, but was instead imprisoned here on earth - NEAR CHANG'AN !! Naturally Feiyan and the Order are somewhat apprehensive that the Telkine may attempt to free this Titan, and I have to agree - it does seem rather doubtful that the Telkine is simply here to catch some rays and write a few postcards whilst supping a few cocktails on the beach, non ? In any event, Feiyan tells you that you need to travel to the Jade Palace and speak with the Yellow Emperor, as he will know the exact location of the Titan. His gaff is located on the top of a white mountain that they believe to be Mount Qiyun, to the west of Chang'an beyond the Jinghe Valley. As a reward for making it this far, she gives you an update to the main quest, 10000 XP, and the full restoration of your health and energy. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ LU MENG - Caravan Driver XUE JUZHENG - Enchanter LI BAIYAO - Blacksmith JIA YI - Arcanist PE-LU - Mystic ================================ QUESTS FROM THE CITY OF CHANG'AN ================================ =========================== THE EMPEROR'S CLAY SOLDIERS =========================== Given to you by Ma Feibai, Captain of the Guards, your objective in this quest is to find, and put a stop to, the source of the Terra Cotta Warriors Power, which they know to be emanating from the Mausoleum in the City itself. To get to the Mausoleum, head through the doors to the west of the rebirth fountain in the main Chang'an Plaza, and prepare to do battle with the Terra Cottas, but please do take note that, whilst the Terra Cotta Warriors may LOOK stupid, and whilst NONE of them boast ranged attacks, they move quickly, and attack en masse. They are bound by a range of movement (as seems to be everything else in this game), so you can always run away like a little sissy and regroup - don't worry - I had to do just that MANY many times ;). So ! Head north-west, up the stairs and over the bridge, clearing out all the Terra Cotta Warriors en route. I would strongly recommend destroying all the Terra Cotta Warriors on both sides of the bridge after you get over it, and then once you are done with those, head up the stairs and clear that courtyard, before heading over one final bridge and getting access to the Chang'an Palace. Do not go in immediately - you are about to have another boss fight - no, instead MAKE SURE you have destroyed all the Terra Cotta Warriors from the rebirth fountain to this point, as you might wind up falling back here during the boss fight, and it would be a shame to have to deal with the boss and any more Terra Cotta Warriors than you have to, believe me ;) Once you are happy with your pacification of the area, enter the Chang'an Palace, and head up the stairs (on either the left or right hand side - your call as it makes NO difference whatsoever), to do battle with Bandari, the Terra Cotta Sorcerer. ============================== BANDARI - TERRA COTTA SORCERER ============================== Bandari looks like one of the Zombies from Greece, clad in some sort of stylised Dragon Armour (and actually that is exactly what he is) - he is a powerful spellcaster, and is responsible for the coming to life of the Terra Cotta Warriors that are assailing Chang'an. Killing him will, unfortunately, NOT wipe out all those Terra Cotta Warriors he has spawned and we will have to clean those up later - however we must kill him to complete the current objective. His main attacks are :- > Fire projectile > Teleport - not an attack per se, but he can use it to get away from you in a hurry, THAT much is certain > Terra Cotta Backup - when he teleports away from you, it is in a bid to lure you into rushing after him, which causes him to avail himself of some of the backup he has in stock - being a LARGE number of Terra Cotta Warriors - usually five-in-a- row - who will walk slowly towards you and then rush you when they get close enough to you. There is a finite limit to the number of Terra Cotta Warriors, but that will exceed the time this combat takes I have NO doubt. > Blast of purple energy which has a chance of slowing you down, and drains your life. > Eruption > Flight - again, not an attack - just a comment that he floats when he moves ... ============ HELPFUL HINT ============ You can very VERY easily lure Bandari out of the Chang'an Palace and back into Chang'an proper. He will even follow you down some of the causeways (not all, but some), and this can make the battle much easier- going for you, as you won't have to do battle with wave-after-wave of Terra Cotta Warriors AS WELL as this very powerful spellcaster. Your call, but I wish I'd have known it the first time I played through !! Once Bandari has fallen, keep heading north-west and speak with the Spirit of the Great Emperor who stands beside the corpse that sits on the throne, and he will thank you for liberating his Terra Cotta Warriors from the ancient evil that had corrupted them. He rewards you with 2 Attribute Points (bonus !!). Open up the Basket, Ornamented Chest and two Majestic Chests that are lying on either side of the throne, fill your pockets and then teleport back to Chang'an - there isn't really much point in walking as we don't need to come back this way again. Once back in Chang'an, speak with Ma Feibai to earn your reward of a random magical item (I got a random green talisman), and 30000 XP, and the completion of this quest. ====================== TERRA COTTA'S AT LARGE ====================== Unfortunately this is one of those slightly fiddly quests, as it must be done in parts. Basically your objective upon receiving this quest from Wai Zhen is to destroy all the Terra Cotta Warriors that are within the walls of the Chang'an City, so that the guards can resume control of the city. The problem lies in the fact that the Terra Cotta Warriors are located in small clusters, so I figure if I list the cluster-locations, that should be all you need to know to go and sort them out, yes ? Rather like I might say "deal with" when I mean assassinate and don't bore me with the details, yes ?? ;) So !! I would like to "deal with" the following clusters of Terra Cotta Warriors in Chang'an :- 1) Through the Heavy Wooden Door to the north of Wai Zhen; 2) Through the Heavy Wooden Door to the south-east of Wai Zhen; 3) Through the Heavy Wooden Door to the south-east of Qu Yuan; 4) Through the Heavy Wooden Door to the south-east of Xue Juzheng. Please note that 3) and 4) can be accessed through either door, as there is a doorway in the wall that will enable you to go in one and come out the other, should you choose. After clearing a cluster, guards move in to secure the area so you know that you can move on from there. Once all four clusters have been waporised, head back to Wai Zhen to complete the quest and earn yourself a random magical weapon (I got a random green sword), and 26000 XP. ========================================= SECTION 3.13 - JOURNEY TO THE JADE PALACE ========================================= Head due south-east from Qu Yuan the Storyteller, down the long corridor and through the broken section of wall in the south-eastern wall of the City of Chang'an to get into the Chang'an Farmland, and a very tasty rebirth fountain which you should activate now please. No ... RIGHT NOW please ... Thanks :) From the rebirth fountain, head a few steps up the hill to your south-east, and then through the field eastwards, hugging its southern edge until you find the entrance to the field below it. Once in THAT field, again hug the southern edge, but this time head west until you find the exit from the field on the western side. You will enter a small farm homestead. Simply follow the path that leads back eastwards, underneath the field you have just come through, and stay on that path as it leads ultimately south-east, out of the Chang'an Farmlands and into the Quinba Bamboo Forest. Heading southwards, take the western fork in the road so that you stay closer to the trees on the western-side, and the path will curve around and up to a man named Rang Ju - the Pensive General. Speak with him - just in case you couldn't follow my directions, he's actually due south of the southernmost field I described above, but you can't head there in a direct line - you have to curve down to him. Rang Ju is a bit of a muppet to be honest - he says that he was once a powerful general who got a bit too egotistical, and paid the price for his hubris by having to endure the shame of FAILING to defeat the monsters he sought to slay. He rejected his path to come here to the woods to reflect on his own nature, in order to better learn theirs. Basically ? He's a hippie. In any event, speak with him again to get the "A General in Repose" Side Quest, which we shall complete in a little while. To cut a long story short, he threw all his gear and other gubbins into a cave near here, so that his reflection wouldn't be hindered. Like I said - he's a muppet. Give me a sword over the 800lb Confucius Tome of Knowledge ANY day ;) =================== A GENERAL IN REPOSE =================== From Rang Ju, you need to follow the rocky outcropping to his immediate south, by going south-west, and then due south. You will find it curves back to allow you to go south-east, and then due east towards what is marked on your map as a "Woodland Cave". Take GREAT care when you are walking this route, as there are numerous Mantid Hivelords (which can be considered greater Chitinous Mantids) lurking around with their lesser brethren. Once inside the Woodland Cave you should head north-east to enter the first main chamber, then north-west into the next chamber, then pass north-east to get into the next chamber after that, and from there head down the steps in the north-eastern wall to enter a chamber that is ALMOST shaped like an hourglass of sorts. Head north-east, then south- east, then north-east and up the stairs to proceed. You will come to a chamber with three Mahogany Chests (and a bunch of Fire Sprites and Djinn waiting in ambush), and you should slay them all and plunder the treasure. Simply walking up to the Mahogany Chests will complete the side quest, and earn you 26000 XP. You can, of course, elect to complete your examination of this cave, but I would just leave and head back to Rang Ju for good measure. You do not need to speak with him, as you have already completed his quest, but he serves as a handy placemark for my next set of directions ;) From Rang Ju I would like you to head due west until you reach the bank of the river, and from there I would like you to head due south, along the bank of the river, TAKING GREAT CARE as there is a large group of Dragonians to deal with (including archers and spellcasters *spit spit*), and to keep heading south a LOOOOOONG way until you reach ... ===================== THE VILLAGE OF BINXAN ===================== * There is a rebirth fountain in the Village of Binxan * There is a Portal Shrine in the Village of Binxan ===================== NON-QUEST INHABITANTS ===================== BAN GU - Storyteller who has the tale of Lao Tzu and Confucius to regale you with. It appears that Confucius was able to learn a great deal from Lao Tzu when they spoke at length at the Imperial Library, and that Lao Tzu was asked by one of the guards of the city to document his thoughts before heading westwards into the Desert, and that these teachings are now enshrined in the form of the Tao Te Ching. XI KANG - Villager who rather sagely says that the monsters too are "part of the way" (meaning the circle of things), and that the wise man accepts this, studies it, and then fights without fear or desire. ================= QUEST INHABITANTS ================= XIAO YISHAN - Warrior who tells you of the existence of a Taoist Mage who lived in the Jinghe Valley, not far from Qiyun, and who used to visit the Village of Binxan on a regular basis (every new moon as it happens) for milk and cookies. Unfortunately this mage (who was reputed to be very powerful) has not appeared in accordance with his usual timetable, and this concerns the citizens of the Village. He gives you the "Hermit Mage" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ XUE FANG - Trader Hands down, this guy is my favourite Trader in the entire game. His first greeting ROCKS !! "Oh very good come stranger ..." - I LOVE IT !! :) ================================= QUESTS FROM THE VILLAGE OF BINXAN ================================= =============== THE HERMIT MAGE =============== Since we shall pick up and sort out a further side quest before tackling the Hermit Mage side quest, I will come back to it ;) Leave the Village of Binxan via the south-west, activate the rebirth fountain and cross the bridge. This will take you into the Jinghe River Valley. From crossing the bridge, hug the northern shoreline and head south-east, until you come to a small farm. Speak with Liu Xu the Farmer, who will tell you that his ancestors (who have for ages been laid to rest in a small cave behind the waterfall of the Jinghe River Valley) are no longer at peace because their cave has become infested with Spirits. He wants you to sort it out for him, and gives you the "Behind the Waterfall" Side Quest. ==================== BEHIND THE WATERFALL ==================== If you would be so kind as to head due west of Liu Xu's farm, and through the Tigerman Encampment, slaying them all as you go, then you will come to a mountainside. Keep heading west (travel to the south of the mountainside) and you will find a small slope heading north-west, which you should take. Kill the Ichthians at the entrance to the small cave to the side of the Waterfall, and then enter. This cave is called the Mortuary Cave, and all you need to do (he says) to complete the current side quest is to head all the way north-west to the back of the cave, and to destroy the five Shade Fallen Archmagi who are residing there. Once you do, you are told to return to Liu Xu and give him the good news. Whilst we do not need to come back this way, the Jinghe River Valley is a VERY dangerous place, so rather than sending you into unchartered territory by teleporting back to the Village of Binxan and walking back to Liu Xu, I would just retrace my steps from the mortuary cave, back eastwards through the Tigerman Encampment and to Liu Xu's Farm if I were you - but you can, of course, do whichever you prefer !! Liu Xu is most grateful, and gives you a random magical item (I got a random yellow talisman), and 28000 XP. This completes the "Behind the Waterfall" Side Quest. ========================================= SECTION 3.13 - JOURNEY TO THE JADE PALACE ========================================= From Liu Xu, head back (and I can only apologise for this, but it is a much safer way to travel than to randomly venture off into the forest) back to the little slope that leads to the north-east to the mortuary cave ? But instead of going UP that slope, head south-east and follow the shoreline until you get to two torches and a bamboo bridge leading south. Traverse the bridge, and activate the rebirth fountain. As you enter this area, I would ask that you keep going south, but hug the western shoreline as you do. You will come to a large Tigerman Encampment which you should OBLITERATE, and then carry on heading (now west-south- west) along the shoreline, until you reach a slope that heads up and past two torches, into the Qiyun Ascent. =============== THE HERMIT MAGE =============== As soon as you see the words "Qiyun Ascent" appear on the screen, STOP. Go back down the slope, and hug the treeline to the south and follow it to the south-east. You will come upon an abandoned homestead comprising three Mahogany Chests, and this will automatically complete the quest, giving you 28000 XP. Please note, however, that your side quests panel will glitch at this point (only minorly), insofar as you will get a tick in the list of quests at the top, but at the bottom instead of saying "Rewarded" it will still say "You Will Receive" ... but you HAVE now completed this quest, hokay ? ========================================= SECTION 3.13 - JOURNEY TO THE JADE PALACE ========================================= So from the Hermit's Place, head north-west along the path you just took, until you reach the Qiyun Ascent ... again ... :) From here, follow the path as it winds north and then north-east and over a wooden rope bridge to a rebirth fountain, and Yi Shan - a Serene Young Woman, who has an exclamation mark over her head. Speak with Yi Shan to learn that you are now in Qiyun Mountain, and she will give you the "Three Sisters" Side Quest. From Yi Shan, head north-east and follow the little path as it curves back on itself, to come back west and over another wooden rope bridge. Head west, and then north up onto a little path that winds first north, then west, south and then west again, where it widens out. Stay on the little path that leads west-south-west, and go through the two torches and over the next rope bridge onto Mount Qiyun, and a further altercation with some of our old enemies - the Peng. From here, travel south-south-west, and take the next rope bridge that leads south-west, and then follow the little path that leads to the west, and up to the NEXT rope bridge. I think this place should be renamed to Jungle Jim's rather than Mount Qiyun with all these bleedin' bridges, don't you ? Do NOT rush over this bridge - take your time, make sure you are fully healed, and prepared for the boss fight you are about to engage in, as this mutha is TOUGH ... in many cases ... but you have me to back you up, so we'll muddle through ;) ============================ YAOGUAI - ANCIENT DEMON BULL ============================ Yaoguai is the guardian of the Yellow Emperor's Palace. He is a very strong, quick and powerful bull who has the following main attacks :- > Summon 5 Shadowstalkers - he gores the ground before he calls them, so you have a couple of seconds to prepare yourself. > Buck and Kick > Stomp - an attack which creates a HUGE flaming aura around him, doing MASSIVE amounts of damage. > Headbutt For all his power and MASSIVE amounts of health, Yaoguai cannot follow you back across the rope bridge, and this boss fight is not a lock-in, so you can always draw back if he starts to batter you (which is what I did ... many, many MANY times). Do not forget, however, that he can just summon a batch of Shadowstalkers who CAN follow you back over the rope bridge, so be wary of that. Once Yaoguai has fallen, take the contents of the three Primitive Chests, and the Majestic Chest that are near him (on the northern edge of the mountain), but PLEASE take care to make sure you have enough space in your inventory before picking up the items, as otherwise your character might just toss them over the edge of the mountain by mistake and that WOULD suck wouldn't it !! Cross the long bamboo bridge leading to the north-west, to enter the Jade Palace, and then just keep heading north-west (there are no enemies in the immediate area), and up until you get to an audience with the Yellow Emperor. The Yellow Emperor praises your destruction of the first two Telkine - Megalesios and Aktaios, but stopping the third, he says, is going to be much harder, and unless you DO manage to stop him, he will undoubtedly free Typhon - the last Titan - from his imprisonment under Wusao Mountain nearby. He tells you that you should leave via the passageway below his chambers in the Jade Palace, and gives you 25000 XP, full health and energy restoration, and a random magical item (I got a random green ring) for your troubles. He also updates the main quest for you. =================================== SECTION 3.14 - UNDER WUSAO MOUNTAIN =================================== First of all, teleport back to Chang'an and speak with Feiyan to get further information and directions at to how to reach the Wusao Mountain. She will restore your health and energy, and then free up the lock on the Forest of the Ancients Gate beside Jing Ke in Chang'an. You now have a choice to make. You can either teleport back to the Jade Palace and continue along with me to complete a couple of side quests and explore some very expansive areas of the Orient, or you can simply leave via the Forest of the Ancients Gate, and skip the next bit, to reach the climactic conclusion of this Act. Your call. I am going to teleport back to the Jade Palace, but if you choose not to, do a keyword search in this document for (*) - there are only two instances of it - one is here, the other is where you should go to if you chose to skip the next bit. Activate the rebirth fountain east of the Yellow Emperor's Throne, and then leave his Chamber via the steps to the north-east, and head down through the various chambers, the stairs leading down on each floor being located in the :- (From the Jade Emperor's Throne Room) North-eastern wall North-western wall North-eastern wall; and North-western wall (and through the gaping hole in the wall to enter a natural cave) In the natural cave, head north-east and then north-west to reach a set of stairs descending to the next level down. From there, head due north to reach the next set of stairs going down, and take them. From here, head north-east, through the gap and down the stairs in the north-eastern wall. And finally, in this last room (taking care of the three ambushes awaiting you - one ice sprites, two fire sprites with some corpulent Djinn thrown in for good measure), head due north-east, and then take the exit in the south-eastern wall to get out and into the Jinghe Wetlands. Follow the path as it leads down to the north-east, and up to the rebirth fountain. From the rebirth fountain head due north-east, and through the two pre-lit torches (which are quite a way away - if you reach a lake, they are to the east of it - if you reach a Tigerman Encampment, they are to the north of it), and head east through the low-waters to do battle with some Deadwater Ichthians, and once you have slain them, head north of where they were when you found them, and up to Li Hua - a Fair Young Woman, who is waving her arms about her head trying to bat away the attacking exclamation mark. ============= THREE SISTERS ============= Just to refresh your recollection of this particular side quest, you spoke with Yi Shan on Qiyun Mountain to get this quest originally, and whilst she didn't really have a lot to say for herself, you were able to gather for your side quests panel that she was one of three sisters, and that she did not fear to walk the mountain, as the monsters there could not harm her in any way. Puzzling, but ok. Speaking with Li Hua now, you learn that their third sister's "charm" has broken, and that she is now under attack by monsters and needs help BADLY. In order to reach her, you must travel south-east of Li Hua, and keep travelling south-east until you reach an impenetrable line of trees. From there, head north (hugging the trees) until you find a pathway through the trees leading east, and into a Tigerman Encampment. Slay ALL the Tigerman in this Encampment to automatically receive an update to the Three Sisters Side Quest, and then speak with Ru Zhao, the third sister, to learn that she inadvertently broke the enchantment that was protecting her from the monsters. She goes on to explain that ages ago, the Great Sage Lao-Jun disguised himself as a beggar, and wandered through the land occupied by the three sisters and their village. Nobody would care for him or give him rice or aid, except these three Sisters. As a gesture of his gratitude, he gave each of the three Sisters a magical seed, and said that if they each ate their respective seed, no harm would befall them, as long as they did not harm anybody else. They did, and since then they have been effectively immortal. That is, until Ru Zhao slew a Tigerman today, as she saw him about to kill a deer and flew to its defence. This naturally lifted the enchantment she was under, and she has been chased by monsters since then. Head back to Li Hua and deliver her the news, to complete this rather odd side quest, and earn yourself a random magical item (I got a random yellow ring) and 30000 XP. =================================== SECTION 3.14 - UNDER WUSAO MOUNTAIN =================================== So - back to the main quest ... leave Li Hua and head east just a few steps until you reach the rocky outcropping that forms the boundary of her abode, and forces you to walk to the south-east for a couple of steps. Instead of heading back to the east towards Ru Zhao, head due north, and keep going north until you find a stone bridge leading north-east. Cross that bridge and slay the Yerren in the village that you enter before leaving via the north-east. Activate the rebirth fountain you come to, and re-enter the City of Chang'an via the open archway in its wall to your north. If for ANY reason you find that the Jinghe Valley Gate is locked, and cannot be opened ? Just teleport back to Chang'an and leave via the Forest of the Ancients Gate beside Jing Ke. (If you teleported back to Chang'an after visiting the Jade Palace and did not go on to explore the Jinghe Wetlands, you should start here (*)) ============ HELPFUL HINT ============ Clear the large courtyard of the innumerate Tigermen, which you can actually do BEFORE opening the door by attacking through it if you position yourself just right, and then leave Chang'an (again) by the hole in north- eastern wall, activating the rebirth fountain as you go. You are now in the Forest of the Ancients, and you need to travel due east until you reach what is marked on your map as a "Cave Entrance", and then rather than entering it (although you can of course explore it should you wish), you then need to travel north-east until you reach a fallen tree that forms a bridge over a river, and cross it. Activate the rebirth fountain on the other side, and then head due north and follow the light grey path you come upon as it heads north-east, and through two torches into the Wusao Barrens. BEWARE !! 'ere be DRAGONS ... LOADS of Dragonians to be precise, and they are WELL cheesed off, so watch your step. Head east along the path once it permits (you must walk a few steps to the north first), and then keep going east until you reach the Wusao Portal Shrine, which you should activate. From the Wusao Portal Shrine, head north-west and through the canyon that is filled with Gilded Dead Adepts, Warriors, Archers and Spirit Liches, and follow it northwards and into Wusao Caverns. This automatically updates the main quest to "Find Typhon's Prison" - so you know you're close ;) Activate the rebirth fountain and head north as soon as you can, and keep going north until you find steps leading down in the north-western wall, which you should take. From here head north-west through the first chamber into the second, then north-east into the third chamber, and then south-east into the fourth chamber. Leave the fourth chamber by head north-east, and keep heading north-east until you find the steps leading down to the next level, which you should follow. Keep heading north-east and down the next set of steps, and then just keep on heading north-east and through a small archway onto a huge rocky slope that leads downwards. Keep an eye out for Fire Sprite ambushes whilst you are on this slope, and follow the slope down to the south-east, and keep going down down down down down until you enter a tunnel, and the Obsidian Halls. In these halls you will encounter many old adversaries - Fire Sprites, Dragonians and Undead to name but a few, but you will ALSO come across a NEW type of enemy - the Sepulchral Wyrm. It looks like a dragon made of magma, and stomps towards you breathing fire from a reasonable distance. It is not overly intelligent, not overly difficult to slay, and cannot travel beyond a certain distance from its starting location, so it is by far from the most dangerous of enemies, but its initial impression can cause one to wet one's pants a little ;) In this first room of the Obsidian Halls, hug the northern wall and follow it around to the east and then the south to get out via a long tunnel leading south-east in the eastern wall. Activate the rebirth fountain, and then (bear with me because this room is a bit of a pain in the @rse), head east and then south-west to get around the first little oblong-shaped pit of lava you encounter just beside the rebirth fountain, and then head south of the southern tip of that lava pit, and the east and then north-east inbetween two longer rivers of lava, and keep heading north-east to get to =============== TYPHON'S PRISON =============== ... and guess what ... ... that's right ! WE'RE TOO LATE !! ... The Telkine is already here, standing beside his master Typhon who wrestles with his shackles. As you descend the slope, Ormenos (the third Telkine), equipped with the Sickle of Kronos, breaks the bonds holding Typhon to the rock, and Typhon escapes via a nearby Portal, whilst Ormenos readies himself to do battle with you. ========================= THE TELKINE OF THE ORIENT ========================= Ormenos, the Telkine of the Orient, is (as you would expect) quite a pain in the backside. He is, in MY opinion, actually less of a problem to deal with than Aktaios was back in Egypt, but he is still a very dangerous foe who should be treated with extreme care. ============ HELPFUL HINT ============ For a change, do NOT under ANY circumstances lure him away from the area he stands in, as that is the one place you have the most room to manoeuvre. Luring him onto the slope that leads down to the rock is a REALLY bad idea, as I have tried this before, and it makes the fight about 1000% more time- consuming, AND difficult. Ormenos' main attacks are as follows :- > Summon 4 Magma Sprites - he throws 2 Volcanic Orbs at you, from which 4 Magma Sprites rise (2 from each Orb). > Single Life-drain - an attack which does MASSIVE amounts of damage > Double Life-drain - an attack which means you CAN kiss your butt goodbye !! > Double Flame arrow > Earthquake - this causes chunks of rock to fall from the ceiling of the enclosure, and land on the ground. This attack also destroys any rocky shards that were previously left on the ground. > Telekinesis - once he has caused an earthquake, Ormenos can enter a prayer-like stance where he clasps his hands together and telekinetically seizes, raises up and throws one of the shards of rock at you. To slay Ormenos, keep your distance. Always wait until he has launched a life-drain attack at you and avoid those at ALL costs, and then just stick and move ... he is at his most vulnerable whilst he is selecting which of the rocky shards he wants to throw at you, as his telekinetic powers are rather time-consuming for him to use, and leave him open to multiple attacks during this time. Once Ormenos has fallen, you are rewarded with 25000 XP, the main quest is updated to "Olympus", and you can raid Ormenos' Essence to fill your pockets to bursting. After doing so, head through Typhon's Portal in the north-eastern wall to chase after Typhon. ================= ORIENTAL EPILOGUE ================= Well we have finally found and slain the third Telkine, Ormenos - however we did not do so in time to stop him from completing his objective and freeing his master Typhon, whom it transpires has now fled his prison chamber and made his way to Olympus to do battle with the Gods themselves. We MUST chase after him, as whilst it is more than likely that the Gods would be able to collectively overpower him (as he is the strongest of the Titans, but he is still only one Titan), I get the feeling they will be needing our help ;) ========================= ACT THREE - MOUNT OLYMPUS ========================= ====================== SECTION 3.15 - OLYMPUS ====================== As soon as you arrive in Olympus the rebirth fountain to your north-east is activated for you, but already we can see that Typhon has been through here - there are crumbled pillars, and the sound of distant thunder, and that ISN'T cool at all. Head north-east and up the stairs to do battle with :- Gilded Dead Brigands Gilded Dead Adepts Ancient Limos Life Eaters Ancient Limos Soul Stealers Carry on up the stairs to the north to fight :- Gilded Dead Assassins, and more of the enemies you fought further down the steps Follow the path to the north-east, up the stairs and as it turns north again you will fight :- Masterwork Automatoi Champions Masterwork Automatoi Warriors Beware the Champions as they will explode in multiple cascading fireballs. As the path curves to the north-east you will face more of the same, but then as it turns northwards again, you will have to deal with :- Elder Minotaurs And then a little way further up (as the path turns to the north-east again) Elder Minotaurs Elder Minotaur Lords Pass under the covered area and through the badly mangled doors to do battle with more Minotaurs and Minotaur Lords, and then take the steps to the north-west to face Cyclops Elders More of whom are waiting for you as the path turns to the north-east and carries on. When you hear Typhon's laugh you are almost upon him, so ready yourself with your most powerful skills, and get ready to do battle with the most powerful of the Titans ====== TYPHON ====== Typhon was VERY easily defeated in the original version of Titan Quest, but in Immortal Throne he has been beefed up considerably, given more powers, greater attack speed and smarter AI it seems. He starts off in the centre of the courtyard in the Olympus Summit (which is just up the stairs to your north-east). He will NOT come down the steps to do battle with you, so you CAN play the skirmishing game with him if you want to biff him to death, or you can just jump right in there to kick his @ss to the curb - your call. His main attacks are :- > Huge Lightning Spear > Flaming Breath - this has a LONG range so watch out > Poison Projectile > Energy Steal - this replenishes his own energy > Life Steal - this replenishes his own life > Cascading Shower of Rocks from the Skies > Thorns - he can cause thorns projectiles to come out of his body, increasing his hand-to-hand damage. Around the arena you will find Shrines that can help you out. They are, in order from west moving clockwise :- - Shrine of Thorns - Battle Marker - Frostbite Shrine - Regeneration Shrine - Energizing Shrine - Shrine of Mastery Use them wisely as they are pretty-much one-shot wonders for this combat. Easiest way to defeat Typhon is to MAXIMISE your use of the Shrines - especially Battle Marker, Frostbite, Regeneration, Energizing and Mastery, to watch his body-movements to avoid getting caught out by surprise, to time your attacks so that you avoid one of his and counter-attack, avoid and counter-attack, and to never EVER think that he cannot reach you. He cannot summon creatures to his aid, but he can bounce those rocks of his down the stairs after you if you're not careful, so BE WARNED. Once Typhon has fallen to your might, you complete the Olympus Main Quest and earn yourself 30000 XP and Typhon's Essence for good measure. As you open Typhon's Essence, Zeus speaks to you from on high, saying :- "Hail, mighty hero! I am Zeus, king of the Olympian gods. We are eternally thankful for your aid in stopping Typhon. No one would ever have thought that a human could defeat a Titan. The epic heroes would kneel before you, and perhaps they shall. The conduit between our realms was destroyed. You have proven that men are ready to become the masters of their own fates. Your mortal world is not yet safe, but the responsibility is now yours. Go, greatest of heroes, there is much left to be done." ====================== MOUNT OLYMPUS EPILOGUE ====================== Well I was right - it looks like the Gods DID need our help in stopping Typhon after all. Now that we have put things to right - at least here in Olympus - we have earned the love and favour of the Gods, and can move on to somewhere new to seek fame and glory for ourselves. Take everything from Typhon's Essence (teleport back to Chang'an or somewhere else to do the hard sell if need's be), and then when you are done, head through the Mysterious Portal to the north-east to complete the REGULAR version of Titan Quest and enter ================ ACT FOUR - HADES ================ We begin Act Four in the Temple of Apollo. I had hoped that Zeus would teleport us to some sort of sex den where we would be fed fruit on gold laurel leaves by sexy people and could earn a WELL-DESERVED BREAK, but NO. Fine !! FINE. Why are we here ... let's find out !! :) Head down the stairs to your north-east, and speak with Tiresias - the Projection of a man who stands before you. He will tell you that your deeds above have created strife below (BOO HOO !! We just saved Olympus !! HERROOOOOOO ??), that you must "find your way to where all men are destined" (which can only mean Hades - the Greek Underworld in Grecian Myth), and that to DO that, you will need to find the Sorceress of the Ixian Wood, to show you the way. =================================== SECTION 4.16 - A MYSTERIOUS MESSAGE =================================== Head down the steps to the north-east past Tiresias, and follow them as they lead east and then north, down and into the City of Rhodes. ================== THE CITY OF RHODES ================== * There is a rebirth fountain in the City of Rhodes * There is a Portal Shrine in the City of Rhodes ===================== NON-QUEST INHABITANTS ===================== STRABO - Citizen of Rhodes who says that all the damage done to Rhodes has come to it TODAY !! TEUKROS - Storyteller who regales you with the tale Orpheus - the son of Morpheus, Greek God of Music and Song. He tells of how Eurydice won Orpheus' heart, but that on the day of their wedding, she was dancing for him in a grove with nymphs, and a snake bit her on the heel. She died from the wound, and Orpheus, stricken with grief, withdrew to Aornum in Thesprotis, singing his dirge as he went. Charon the Ferryman wept as he rowed his boat across the River Styx, and even Cerberus laid down to let Orpheus pass into Hades. Hades and Persephone were moved by Orpheus' plight, and said that he could take Eurydice out of Hades on condition that he did not turn around until he was back on living soil. He couldn't help himself as he started to doubt he was leading her out of Hades, and turned around, and Eurydice was drawn back into Hades as was the arrangement. Poor ... USELESS ... I-D-I-O-T !!!!! LEUKOS - Citizen of Rhodes who says that his dreams of late have been plagued with visions of the dead. AEGINA - Citizen of Rhodes who says that as soon as the road leading to Ixia is safe again, she will venture there to visit her beloved Katina, who has been gone for almost a year, and whom she misses dreadfully. ================= QUEST INHABITANTS ================= EURYMACHUS - Nobleman who tells you that Medea (Lady of the Ixian Woods) came to the Ixian Woods many years ago, and that she is now known simply as "The Sorceress". He says that those that venture forth to visit her, however, risk inciting her wrath as well ... perhaps because she was jilted many moons ago by Jason - leader of the Argonauts (hence her dislike of "heroes"). MAERA - Mother of a poisoned child whom Medea has agreed to help on condition that she is given the tome of (some ancient queen or other - THANKS luv - VERY helpful !!), as payment for the service. Procne, one of Medea's students, tried to help but was reassigned to other duties by the Sorceress. Maera gives you the "An Impossible Task" Side Quest to complete. ARION - Sailor who tells you that a HUGE shelled monster - big as a Trireme, came ashore in Damatria, and that the only real way to get there do sort it out is to venture through the Cave of Orthea. He gives you the "A Crab Story" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ GYLIPPOS - Blacksmith CRETHEUS - Arcanist EPICLES - Caravan Driver PYLARTES - Mystic LAPHANES - Enchanter ============================== QUESTS FROM THE CITY OF RHODES ============================== ================== AN IMPOSSIBLE TASK ================== This is a multi-part side quest which we shall come back to when the time is right - for now, you need to know that we must venture to the Ixian Woods to find Procne. ============ A CRAB STORY ============ Head down the steps from the City of Rhodes to the east, and onto the Coastal Asomata. This is basically a beach, and you will encounter some very dangerous crabs here. They come at you in two different varieties - Karkinos Sand Runners (who are nippy little buggers who can attack in small groups and do good damage in VERY quick order), and Karkinos Wave Crashers, who are larger and move slower, but who do more damage. Thankfully, Wave Crashers come in smaller groups - usually 1-2. Beware the ambushes that the Sand Runners will lay for you too - they can bury themselves in the sand (or, as you will see later, mud), so watch out !! Hug the northern wall and follow it east, and then north through some Anouran (basically big frogs that, in terms of their combat-skills, can closely be alikened to the Tigermen you fought in the Orient), and up into the Cave of Orthea. In the cave, head north, then north-west, then south-west and exit to get to Damatria. If you head a little to your south-west, you can speak with Deinias the Fisherman who tells you that Karkinos have swarmed the beach, and that he for one is DEFINITELY not going back down there until it is safe, no matter how much Proteas gets in a strop about it. Proteas the Head Fisherman is to the east of Deinias, and he tells you that crabs as big as boats have come up on the beach, and that one of them took Dimitri's foot of at the ankle !! He bemoans the fact that his fellow fishermen are not doing their jobs as a result, and surmises that if the largest of the Karkinos were to fall, they could deal with the rest. Head down the slope to the east of Proteas, and onto the beach, to engage in your first Act Four Boss Fight WITH *fanfare* =================== GARGANTUAN KARKINOS =================== Yep, this is one HEAUUUUUUUUUUUUUUUUUUGE crab - that's for sure !! It moves at a decent speed given its size, and its main attacks are :- > Sand-crawl - it buries itself in the sand in one location and resurfaces in another - kinda teleporting, but I guess we are to infer that it has travelled under the sand. > Single-pincer strike > Double-pincer strike ============ HELPFUL HINT ============ He cannot go all the way up the slope, so you can use this to your advantage - just take care to ensure that he does not use his sand-crawl power to get behind you and cut you off though - he is usually quicker than you are ;) Once he has fallen (at least we ASSUME it's a he - how do you sex a crab ?) you should return and speak with Proteas to complete this side quest, and earn yourself a relic shard and 30000 XP. Return through the Cave of Orthea (please), and back to the Coastal Asomata. Now I would like you to head south and hug the southern shoreline, and keep following it eastwards until you find Abderus the Foreman, who tells you that they need to light the beacon to tell merchant ships that the harbour is once again safe to dock in, but that every time they try and do so, they are swarmed with monsters. He gives you a "strapping lad" (uh- huh ?) to accompany you to the beacon and light it, but you must keep him safe. Don't worry - if he dies you can just come back and get another !! You also acquire the "Torch-Lighter's Gauntlet" Side Quest ============================ THE TORCH-LIGHTER'S GAUNTLET ============================ From Abderus, head east along the beach, still hugging the shoreline, and keep heading east until you encounter the VAST number of wraiths and drowned sailors that lurk near the wrecked ship in the bay. Once you have put their souls to rest, head north and then up the stairs that lead to the north-east, to enter the Camirus Bluff. Carry on up the steps to the north-west, and clear out the landing before heading up the steps to the north-east and allowing the Torch-lighter to start his attempt to activate the beacon. During this time you MUST protect him, as all the wraiths which appear in the two waves of attacks will attempt to take him out. Focus your attacks on the ranged units first, as they pose the most immediate danger to his safety, and then take out the hand-to-hand units afterwards. As I said above, if he DOES die, you can always return to Abderus and get another, but I don't like to see innocent people die TOTALLY without reason, so please do try and keep him alive as long as possible ? Ta. Once he has succeeded, return to Abderus to complete this side quest, and claim your reward - an Arcane Formula, and 30000 XP. From Abderus you should head due north until you reach the rebirth fountain which marks the entrance to the Ixian Woods. Head due north upon entering the Ixian Woods, and keep going north until you reach Chrysis the Scout who runs up to you calling "Help us, PLEASE HELP US !!" - something tells me he's a bit needy ... and yes !! Look !! He TOO has been assaulted by those pesky exclamation marks. Speak with Chrysis and he will tell you that his sergeant has sent him back to get reinforcements for their outpost which has been besieged by monsters. He asks you to head to your left and help them out. He says he will follow you. He will then give you the "Outpost in the Woods" Side Quest. ==================== OUTPOST IN THE WOODS ==================== Do as Chrysis has asked and head westwards and repel the Nightstalker attacking force. Once they have fallen, speak with Teisias - Sergeant of this outpost, who thanks you for your aid but says that the battle is not yet over as another wave will soon be upon them. He says that they all spill forth from a waterfall nearby, and that they are led by a HUGE Anteok of great power. His warriors Amphytrion and Iodemicus are unable to wield their swords, and that the monsters are relentless and will soon overrun them. He asks for you to venture into the waterfall cave and slay their leader. Leave their outpost via the eastern path, and follow it as it heads north- north-west and up towards the Den of the Anteok (which you will see on your compass ahead of time). En route you will encounter two varieties of another new type of enemy - the Hydradon. They are twin-headed small lizard/dragon-style creatures that come as either Scorchers (who shockingly breathe fire) or Blacktongues, who gob glue-like balls of gunk at you which slows you down a fair bit for a few seconds. Once inside the Den of the Anteok, you must head west-north-west, and then north-west, south-west, north-west and finally north-east to get to the next main chamber. In this chamber, head north-west and up the stairs to do battle with a rather mean sub-boss ===================================== SURRYLN THE BELLIGERENT - ANTEOK HERO ===================================== So THIS is the guy that's been causing all the problems - I seeeeeeeeeeee !! He lives up to his reputation in combat - he is a dirty brawler with the ability to use the following main attacks :- > Poisoned darts (shoot out in multiple directions) > Axe-strike (left-hand) > Axe-strike (right-hand) > Double-strike - a one, two combo-attack with his twin axes that sends out two MASSIVE straight-line shockwaves - think of the ones Polyphemus does, only quicker and there being TWO of them instead of just the one !! My advice is to try and use the terrain to your advantage. His shockwaves can travel down the stairs so don't think they will run over your head as that won't work, but I mean keep your distance - his poison darts are VERY easy to dodge if you don't get too close to him, and his room is large enough for you to nimbly avoid his attacks if you are smart with the space you manoeuvre in ... Once he has died, raid the Majestic Chest in his chamber, and then return to the Ixian Woods Outpost and speak with Teisias again to complete this side quest and earn your reward - a suit of magical armour and 30000 XP. ========================================== SECTION 4.16 - A MYSTERIOUS MESSAGE CONT'D ========================================== Once you have complete the "Outpost in the Woods" Side Quest, head north until you cannot venture any further that way, and then follow the rock- and-thicket blockade around to the east, to the start of a nice path (which you should follow) that takes you from almost just outside the cave with the waterfall north, and then west to two torches, and a path leading north-west. Follow that path and keep going northwards until your main quest is updated to "Defeat the Sorceress' Sentinels", and enter a battle with two Ascacophus Gate Keepers. The Ascacophus are basically living trees that can walk after you, stomp on you, strike at you with either open palms or closed fists, and cast spells on themselves to big-up their combat attributes. Like the vast majority of the bosses, however, they are proximity-based, so this combat is deceptively easily, as you can dupe them into following you and then use my dizzying tactic to bring them down VERY easily. Once they have fallen head north, and through the massive wooden doors into Medea's Grove ============= MEDEA'S GROVE ============= * There is a rebirth fountain in Medea's Grove * There is a Portal Shrine in Medea's Grove ===================== NON-QUEST INHABITANTS ===================== HEBE - Acolyte who tells you that Medea is beyond. PHILEA - Acolyte who recounts how she arrived in Medea's Grove when she was only sixteen years of age, and that within a year the Monsters had already arrived, but that Medea, fantastic Sorceress that she is, fought them off. KATINA - Young Acolyte that says she hasn't learned a great deal as yet, but that they study lots of things at the Grove, including healing, poisons, commanding plants and animals, making balloon animals, shape-shifting, divination and summoning. Quite a repertoire !! ALOPE - Storyteller who gives you more information on Medea. It transpires that Medea DID fall in love with Jason - Leader of the Argonauts - upon his arrival in Colchis (back when he was searching for the Golden Fleece). Medea gave Jason the balm he needed to protect himself from the fire-breathing oxen, taught him how to get the men that grew from the dragon's teeth to fight amongst themselves, and put down sleeping herbs in front of the dragon that guarded the Golden Fleece. She fled Colchis with Jason and married him shortly thereafter, but he proved to be a disloyal husband and absconded, taking as his bride the Princess Glauce. Medea was beside herself with rage, and sent the bride a wedding gift - a beautiful dress to wear, but one which was lined with poison on the inside. Glauce died as a result, but that was not enough to sate Medea's rage. She wanted to ruin Jason and everything he loved, so she took each of the children she had borne him, and killed them one-by- one. A very, very sad tale indeed. KRANTOR - Hunter who says that things in the Grove are safe "as long as you watch your step" - I think I know what he means by THAT *snip snip ... snippy snippy snip squeal AAAAAAAAARGH*, don't you ????? ================= QUEST INHABITANTS ================= MEDEA - Sorceress of the Ixian Wood who says, rather fittingly, that she should turn our blood to OIL for having slain her guards and THEN seen fit to ask for her aid (it is rather gung-ho - my bad), and who then gives you the task of recovering the single eye of the Weird Gray Sisters who live at the end of the path Medea will set you on. She says that they will not part with it willingly, and I can't say I blame them - one eye between three sisters is hardly a surplus to begin with, non ?? Medea then updates your main quest, and gives you 18000 XP as a bonus. SEMELE - Headmistress of Medea's Grove who is deathly afraid of the wrath she will face at Medea's hands when she learns that Semele has lost a sacred Sigil - the Sigil of the First Apoktisis. Turns out that she was ambushed by Formicids whilst out in the woods, and that they took it from her. She gives you the "Stolen Sigil" Side Quest. LAMPIDO - Acolyte who says that she can make you up a potion that will grant you remarkable powers, but that she requires three active ingredients to enable her to do so. She gives you the "Lampido's Potion" Side Quest. PROCNE - Acolyte who gives you a bit more information for your "An Impossible Task" Side Quest, namely that the tome which Medea wanted was the Tome of the Liche Queen Kallixenia. Medea must have known that there was no way the poor woman would have been able to get the tome in one piece, as Kallixenia is a VERY powerful Liche Queen. In any event, Procne gives you the Waking Stone - an item which will need to be placed on Kallixenia's Altar in order to summon her. She says the altar is in the Tsakonian Ruins, and that Kallixenia will not part with the book willingly. This updates your "An Impossible Mission" Side Quest. If you speak with her again, she will tell you that the Tsakonian Ruins lie within the Soronis Swamp, and that the quickest way to get there is via the Ampelian Caves (which is EXACTLY what we are going to do). CARME - Acolyte (just up the steps from the main plaza area of the Grove) who tells you about the former Great City of Propontis, which has now fallen into a swamp. She says that the Tsakonian Kings ruled Propontis, and that each hid a fortune in their palace. The Legends tell that the greatest of the Tsakonian Kings - Dorus - has not yet had his treasure found, and that whilst many have tried to find it, none have returned with it, many of them not returning at all. She gives you the "Wealth of Ancient Kings" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ EUTROPIOS - Trader ========================= QUESTS FROM MEDEA'S GROVE ========================= ================ THE STOLEN SIGIL ================ Leave Medea's Grove via the north-east and pass through the two torches, entering the Ixian Outlands. Keep heading north-east, and down the stairs that lead into the Ampelian Caves. In the Ampelian Caves, activate the rebirth fountain, and then head north- east, and to your first battle with the Formicid - basically ANTS !! Yes, ants. And like their real-life counterparts they are caged in carapace, and attack en-masse. Fortunately, however, in Titan Quest Immortal Throne, they fall PRETTY easily :) Follow the path as it curves 90 degrees to the south-east, and then follow the path to the south-west, taking the branch that leads south-east as soon as it becomes available to you. As this area pans out, into a large cave leading off to both the north-east and south-west, head north-east and into battle with ================================ QUEEN YCHT'SSK'L - FORMICID HERO ================================ Queen Ycht'ssk'l is the Formicid B!ATCH that is holding the Sigil that Semele needs back badly. She is a spellcasting ranged attacker, who's primary attacks are :- > Mini ball of Lightning > Multiple blasts of Lightning Once she has fallen to your MIGHT, pick up the Sigil of the First Apoktisis and then open the Ornate Chest in the back of the room, line your pockets and teleport back to Medea's Grove to give the Sigil to Semele, which will complete this side quest and earn you the reward of a Magical Staff and 30000 XP. ================ LAMPIDO'S POTION ================ Just as a quick re-cap ... Lampido - an Acolyte in Medea's Grove - requires three active ingredients in order to craft you a potion of GREAT power, being :- A) A bit of Cybe Mushroom; B) Some Aestivus Root; and C) The Petal of a Night Blossom She says that if you bring her the three ingredients, she will make her potion up for you. Teleport back to the Ampelian Caves from Medea's Grove, and then head south-west all the way to the very south-westernmost corner of the cave (it makes a proper right-angle), and then turn and head due north-west, up up up until you can exit the Ampelian Caves via the stairs in the north- eastern wall. Do so, and you will emerge in Soronis, right beside a rebirth fountain. ============= !! WARNING !! ============= PLEASE take care in this area, as you are about to encounter another new type of adversary - the Lamia - and if you are not careful they WILL slay you very quickly, and if they have traced you back to the rebirth fountain you may wind up losing a TRUCKLOAD of XP as you die, are reborn, die, are reborn and so on, without being able to get to your headstone :( The Lamia are similar to centaurs, but instead of having the hindquarters of a horse, they have the hindquarters of a cat, enabling them to move with grace and speed. They can do HUGE amounts of damage given their comparatively small size, and will outpace all but the quickest of characters in no time, so BE CAREFUL. From the rebirth fountain you need to head due north, and keep going north until you can go no further. Just to your north-east is a set of two torches and steps leading up into a proper structure with tiles and EVERYTHIN' !! :) Head north-west and activate the rebirth fountain, and then keep going north-west and you will see two yellow icons with black exclamation marks appear on your compass - the first (and nearest) is off to your west - the Nightblossom, and we shall go there first. ============ NIGHTBLOSSOM ============ Only a fool would think nature did not have its defences, but I could EASILY forgive anybody that was not expecting to have his or her @ss handed to them on a plate by a plant. The Nightblossom is a DANGEROUS little beast let me assure you - much like that cute rabbit from Monty Python's Quest for the Holy Grail - do NOT underestimate it. It is basically a giant quill vine, which attacks by spitting out five poisonous barbs at a time. The poison is, in most cases, deadly, and the rate of fire is RELENTLESS and rapid, so watch your step please !! Once the Nightblossom has fallen, take the petal it drops, and head north- west and into a large Anouran Enclosure, and then due north of there to get the Cybe Mushroom (which will be yielded WITHOUT a fight I'm sure you will be pleased to here - although that mushroom DOES look like it would be VERY tasty smeared with goat's cheese and other niceness) :) Head south and exit the Anouran Encampment, and then turn and head north- east, PAST the two pre-lit torches, through the Anouran Camp, and then east and over the tiled bridge that leads to the north-east. You will be able to see the Aestivus Tree on your compass as another yellow circle with a black exclamation mark in it, so head over to it, wiping out all the Anouran SCUM as you go. The Aestivus Tree will yield its root without a fight. Now that you have all three ingredients for Lampido's Potion, teleport back to Medea's Grove and give them to her. Lampido will tell you to go away and come back (just speak to her again), and she will then give you the potion (which you will automatically drink) which gives you +6 Strength, +80 Health (and 30000 XP for completing the quest). =========================== THE WEALTH OF ANCIENT KINGS =========================== Once you have teleported back to the Aestivus Tree, head south-west, back over the bridge, and then west, and finally north-west, inbetween the two pre-lit torches and over the bridge. Do not follow the pathway that leads to the north-east just yet - instead head due north-west and follow the treeline as it gently guides you up and into the Tomb of Tsakonian Queens. From entering the Tomb of Tsakonian Queens, head (room-by-room) :- North-west North-east and down the steps to the second level ... on the second level, head ... North-west ... and straight into battle with Queen Alkiste. ============================== QUEEN ALKISTE - CORRUPTED SOUL ============================== Queen Alkiste is an Archer through-and-through. She is very quick to move into position, and does not mind getting up-close-and-personal if that is how you want to play things ... just don't give her a kiss - bleurgh !! Her main attack is to fire three flaming arrows at you simultaneously. Naturally this does a LOT of damage, but once you are used to dodging it, you will be able to take her down with little problem. Once she has fallen, pick up the Ancient Moon Key that she drops, and leave her Tomb (south-east, up the stairs in the south-western wall, then south- west and south-east to the exit from the room where she starts in). Once you are back outside, head south to the pathway you left to get here, and then follow the broken portions of the pathway as they head off and up to the north-east, coming at last to a rebirth fountain, which you should as always activate immediately, and passing through two torches and over a tiled bridge to get into the Tsakonian Ruins. From entering the Tsakonian Ruins, turn and head north-west, and then north-east, down some steps and onto darker stones (which are underwater). Keep heading north-east until you travel through a set of pillars that from a square (loosely) around you, with the north-eastern and south- western sections missing - i.e. you can run straight through it. JUST BEYOND that is a vine which hangs overhead. When you get to the vine, turn and head north-west, ignoring the yellow circle with the black exclamation mark on it which points you on your compass to the Altar of Kallixenia, as we will come back to HER in a little bit. Keep heading north-west, until you go up some steps and out of the water. Follow the steps as they lead to the south-west (two flights of steps), and then descend the steps to your north-west, to get into the Great Tomb of Aegimius. Once you are inside the Great Tomb of Aegimius, head (room-by-room) :- North-west South-west North-west In this last room you will do battle with King Aegimius ... ============================== KING AEGIMIUS - CORRUPTED SOUL ============================== King Aegimius is a hand-to-hand sort of fellow, which works to your advantage since he slumps towards you at quite a sluggish pace. His main attacks are :- > Onslaught > Single-Axe Strike Once he falls, he drops the Ancient Sun Key, which you need to pick up. Once you have slain King Aegimius, head (again, room-by-room) :- South-east South-west South-east Slay the Undead Warriors (Members of the Tsakonian Court who would have been in the service of King Aegimius), and a young woman named Nysa will call out to you. Go over and speak with her, and she will explain that she is most grateful for your having saved her, but she would like very much for you to do the same for her brother, who was wounded by the monsters before escaping. She gives you the "Treasure Hunters" Side Quest. ===================== AN IMPOSSIBLE MISSION ===================== Leave the Great Tomb of Aegimius (north-west, north-east, north-east, south-east of your present location), and then head north-east, down the two flights of steps, then south-east and down the steps back into the water. Keep heading south-east, past the statue of the man bearing a shield who is looking north-east, and then up the stairs to your north-east, and inbetween the two pre-lit torches. Head north-east, and then south-east, and take the stairs leading up to your north-east when the opportunity presents itself. Follow your compass to the north-west and up to the Altar of Kallixenia. Click on the Altar of Kallixenia to place the Waking Stone upon it. This will automatically summon Kallixenia the Liche Queen, and she will start attacking you without mercy IMMEDIATELY. ======================== KALLIXENIA - LICHE QUEEN ======================== Hokay, I would like you to imagine fighting a Liche Queen, like the many Liches you have fought in the past, but not a NORMAL one ... OH no ... imagine instead fighting one armed with a MACHINE GUN. THAT is what fighting Kallixenia is like. Kallixenia is VERY fast, attacks like (as I've said) an AK47, has GREAT range and can slay you in SECONDS so WATCH OUT !! Her main attacks are :- > Rapid-fire Poison Projectiles - Great Range and Shocking Speed > Soul Energy Cascade - Summons blasts of soul energy from the heavens to rain down upon you. > Soul Energy Surge - Like Flame Surge but with Soul Energy instead. > Life-steal - A power which she uses to restore her own health. I can only suggest being EXTREMELY quick on your toes, and using scrolls and other enchantments to bolster your fighting skills when facing her in combat. She is just SO quick that this almost feels a bit unfair to be honest ! But nevermind - she will, I have no doubt, fall to your powers, and you will have the satisfaction of beating that b!atch DOWN !! :) Once she has fallen, speak with her and she will express nothing short of HORROR at the fact that you have awoken her from her undead slumber just to nick what is, to her, little more than a book of recipes ! She says that she hopes you screw up the incantations and go straight to Hades for your IMPUDENCE. Fair play luv - might see you there then !! *whacks her on the head and walks off*. Teleport back to Medea's Grove and give the Tome of the Liche Queen Kallixenia to Procne, who will use it to fashion a Curative Elixir which she asks you to take to Maera in Rhodes so that she can administer it to her son. Procne rewards you with an Arcane Formula as a gift. Use the Portal Shrine (DON'T TELEPORT !!) back to Rhodes to give Maera the gift of life for her son, and she will ALSO reward you with 35000 XP, and the completion of this LONG overdue Side Quest !! ==================== THE TREASURE HUNTERS ==================== Use the Portal Shrine in Rhodes to return you to your Personal Portal in the Tsakonian Ruins and, from the Altar of Kallixenia, head south-west, and then up the stairs to your north-east, past the pre-lit torch. Head north-east, through the pathway that leads between the Corinthian Pillars, and then turn and head up the stairs to the north-west. From here head due north-west, and then through the pathway beside the pre-lit torch to your north-west, where you should turn and head north-east, and then just keep on going north-east until you bump into Herodion - a young man who is standing about doing ... not a lot really. Herodion is Nysa's brother, and he thanks you for saving his sister. He says that they only came to the Great Tomb of Aegimius because Carme - one of the Acolytes from Medea's Grove (in case you'd forgotten) told them that she needed some crucial information about King Dorus from that location. Speaking with Herodion completes the Treasure Hunters Side Quest, and earns you a well-deserved 25000 XP. ================================== THE WEALTH OF ANCIENT KINGS CONT'D ================================== From Herodion, head south-east as far as you can go, and then turn and go south-west, taking the steps to your south-east when you are able. Take the entryway to your north-east, and then head south-east down the several sets of steps until at last you come to a rebirth fountain. From the rebirth fountain, head north-east and down the steps into the watery area. WATCH OUT FOR KARKINOS MUD RUNNER AMBUSHES - there are two in this area. Head north-east and then north and up the stairs to get out of the watery area, and back onto some nice, cleanish tiles. Head north-east and then south-east and keep going south-east until you can see the icon for the Great Tomb of Dorus appear on the right-hand side of your compass. Travel to it (you need to take the steps leading DOWN from the courtyard with the statue in it - NOT the steps leading UP as those lead to a dead-end), and then enter the Great Tomb of Dorus once you are ready. I shall give you simple room-by-room instructions so as to enable you to get around this rather strange building as quickly as possible :- From entering the Great Tomb of Dorus ... North-east South-east (into the room with the two sets of four statues) North-east (into the room with the single statue of an archer) Open the Ancient Lock - Moon Sign using the Ancient Moon Key you picked up from the corpse of Queen Alkiste North-west, and activate the Ancient Lever South-east (into the room with the single statue of an archer) South-west (into the room with the two sets of four statues) North-west North-east North-west (through the now unlocked Ancient Wooden Door) Open the Ancient Lock - Sun Sign using the Ancient Sun Key you picked up from the corpse of King Aegimius North-west, and activate the Ancient Lever South-east North-west (through the now unlocked Ancient Wooden Door) and into battle with =========================== KING DORUS - CORRUPTED SOUL =========================== King Dorus is a greedy little Spellcaster who has absolutely NO intention of allowing you to walk away with his well-guarded and elaborately protected treasure. His main attacks are :- > Lightning Blast from his Staff (rapid-fire) > Thunderball He is slow to move, and should not prove to be TOO great a problem for you to defeat. Once he is no more, head through the north-eastern tunnel to get access to his hidden treasure, which comprises 2 Quality Chests, 2 Ornate Chests, and a Majestic Chest, AND the completion of this Side Quest which gives you 40000 XP !! ============================ SECTION 4.17 - MEDEA'S PRICE ============================ FINALLY we get back to the main quest !! Leave the Great Tomb of Dorus (south-west, south-east, south-east, south- west, south-west of his treasure chamber), and head back up the stairs to the Tsakonian Ruins. Head up the stairs to the south-west, and then turn and head north-west, and keep heading north-west in virtually a direct line from the courtyard with the statue in the area adjacent to the Great Tomb of Dorus, all the way up until you see the sign for the Temple of the Gray appear on your compass. Follow the compass point to reach the Temple of the Gray, and then enter the rather ominous-looking structure. As soon as you enter, you will hear one of the sister remark that she senses something is coming. NOT good - they know we're here !!!!! The main antechamber in the Temple of the Gray is nothing more than a small room with a set of stairs leading down. Going down those stairs will send you straight into the next boss fight which is with, as you have already been made aware ... ====================== THE THREE GRAY SISTERS ====================== This is a VERY difficult boss fight, rather predictably because you have to take on THREE bosses at once, each of which could quite possibly beat you down repeatedly on their own. The three sisters are Pemphredo, Deino and Enyo. All three of the sisters have exactly the same main attack - a snaking bolt of blue energy which travels fast and does good damage to you. However, only TWO of the three Sisters will ever be using this attack at any given time. It is the one that has the eye that you need to be most cautious of, as the eye gives the sisters additional powers over and above their usual ones. Whoever is holding the eye (which hovers above their heads) has the ability to create a field of life-draining energy beneath your feet which does INSANE amounts of damage to you if you don't get out of the way IMMEDIATELY and the regular blue snaking energy bolts become much larger and more powerful snaking bolts of red energy. In addition, the wielder of the eye becomes more resilient to damage. Focus your attacks on one of the two sisters that does not have the eye. If she picks it up from her sisters, focus on another one. The best way to win this combat is not to kill two and force the third to wield the eye, but instead to whittle down the health of all three so that whichever one is left with the eye when the other two die has so little health they fall easily. So, for example :- Pemphredo starts with the eye Sinister attacks Deino Pemphredo gives the eye to Deino Sinister attacks Enyo Deino gives the eye to Enyo Sinister attacks Pemphredo Just try and keep things balanced like that - it will make your life simpler in the long run. An alternative strategy would be to focus all your attacks on bringing any ONE of the sisters down, and then chopping and changing between the other two so that you whittle the two of them down. This does have the advantage of not having to dodge THREE projectiles at the same time. Once all three of the Weird Gray Sisters have fallen, take their eye, and plunder the 3 Chests and Majestic Chest that litter their abode, and then teleport back to Medea's Grove (we don't need to come back here again). ========== EASTER EGG ========== Did you notice how the Temple of the Gray is shaped like an eyeball with an optic nerve ? Once you are back in Medea's Grove, hand the eye over to Medea, and she will use it in an incantation to open a portal to Epirus, together with updating the Main Quest and rewarding you with 30000 XP and a set of THREE Scrolls (bless her !!) ================================ SECTION 4.18 - THE ROAD TO HADES ================================ Medea directs you to travel through the Portal she has just created to the Refugee Camp of Epirus. ===================== EPIRUS - REFUGEE CAMP ===================== * There is a rebirth fountain in the Epirus Refugee Camp * There is a Portal Shrine in the Epirus Refugee Camp ===================== NON-QUEST INHABITANTS ===================== POLYPEMON - Refugee who describes the attack on his city that drove him into becoming a refugee. ARCHYTUS - Storyteller who tells the tale of ... you !! :) MULIUS - Upset Refugee who feels that the Gods having abandoned man is actually man's fault, and that we are now entering a new age - The Age of Beasts ! THESSALA - Grieving Refugee who sagely comments that if you could follow the path of the Shades of all the people that died last night, that would lead you to Hades. ================= QUEST INHABITANTS ================= EPIGENES - Guard who recounts how he and his comrades tried to escort as many of the civilians out of the City as they could, but the monsters descended upon them so quickly there was little time. He says he sent Theogenes and a platoon of men back to find any stragglers, but that they could really use the aid of a good strong fighting arm (meaning us). He gives you the "Among the Ruins" Side Quest. PISISTRATUS - Healer who is looking for his young aid Admetus, whom he sent back to the City to recover supplies (food and medicine). Pisistratus regrets having sent him as he has taken an extremely long time to travel there and back, and Pisistratus cannot tend to the wounded without the supplies, so he is in something of a quandry. Pisistratus gives you the "A Dangerous Mission" Side Quest. PYTHES - Guard who speaks of the Monster's Captain Proseia. He says that she is responsible for the speed, strength and completeness of the monster's victory over the City, and that if she were to fall, he is sure they would be able to mount a reasonable comeback. He gives you the "Enemy's Captain" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ HELIODORUS - Trader ================================= QUESTS FROM EPIRUS - REFUGEE CAMP ================================= =============== AMONG THE RUINS =============== Follow the path that leads out of the Epirus Refugee Camp to the north, and leads north-west, then west and then north-west again, and keep going north-west and into the City of Paseron. As you enter the City of Paseron, activate the rebirth fountain, and speak to Theogenest the Guard, who tells you that if you can send him the groups of hiding survivors, he will guide them back to the Refugee Camp, but he says you might find it rather difficult to find them as they will be either trapped, or hiding in terror from the monsters that swarm the City. Head up the stairs to the north-west, and into the City of Paseron proper. I shall direct you from your starting location to each group of survivors, who will NOT make a break for their freedom until the monsters in their area are slain. Once they are liberated, they will make their own way back towards the entrance to the city - however they will not go more than a certain distance towards it unless you are with them, so a very modest degree of chaperoning will be called for. SO ... from entering the City of Paseron's main plaza ... > North-east of the Statue and up the stairs > South-west back down the stairs, and then north-west up the stairs and keep heading north-west into the dilapidated building > South-west back to the main path leading south-west to north-east from the top of the stairs, and then head south-west, and finally south-east to the next set of survivors > North-west of the previous set (although you must travel ever-so- slightly to your north-east to get back to the main pathway first) > North-west of that previous set Once you have saved the final set, return to Theogenes, and he will give you a magical item (I got a random yellow charm), and 32000 XP. This completes the "Among the Ruins" Side Quest. =================== A DANGEROUS MISSION =================== From Theogenes, head north-west and into the main plaza of the City of Paseron, and then exit via the stairs in the north-eastern corner which head north-west. At the top of the stairs turn to the south-west, and follow the tiled path south-west, and then north-west as it reaches the corner of the crumbled building, and then north-east as it goes around another corner of the same building. Keep heading north-east up the stairs and into your first combat with the Empusa. ====== EMPUSA ====== Empusa are winged female demons that come in four different varieties. Empusa Venomancers - Masters of Poison Empusa Pyromancers - Masters of Fire Empusa Frost Reavers - Masters of Ice Empusa Soul Carvers - Masters of Spirit Kill the Venomancers and then turn and head north-west and up two small sets of stairs. Simply keep heading north-west up the next flight of steps and then down a couple of barely noticeable steps and you will find Admetus ... dying !! Speak with him and he will tell you that he was wrong to think that he could do this quest on his own. He gives you the supplies he had, and asks you to take them back to the camp. He feels as long as his death has not been in vain, it does not matter that he dies. Poor guy !!!!! :( Remember the name Admetus, for he is a man of honour and worthy of our respect ... Teleport (do not walk) back to Epirus, and give the Medicinal Supplies to Pisistratus, who mourns Admetus' passing, and gives thanks for your having return the supplies to him by giving you 65000 Gold and 32000 XP, together with the completion of this side quest. =================== THE ENEMY'S CAPTAIN =================== Do you recall Pythes' having spoken to us about Proseia ? The Captain of the Forces leading the assault on the City of Paseron ? Well it's time to pay that BITCH a little visit - SINISTER style ;) Teleport back from Epirus to Admetus, whom we can no longer speak with, and head from him south-east, up and then down the first set of steps. From here turn and head north-east down two small flights of steps, and then keep going north-east until you cannot go any further, your path being blocked by loads of rubble. From here turn and head south-east, and assist the Paseron City Guard in their battle at the archway with the Keres. After the Keres here have fallen, head north-east through the archway, and into a large amphitheatre. From here, head north-east under the archway and up to the rebirth fountain, which you should of course activate. Continue north-east past the rebirth fountain, and when you can go no further north-east, turn and head north-west up the stairs nearby. Then turn and head south-west, and then north-west again once the opportunity presents itself. Once you reach the small courtyard with steps leading south-west, north- west and north-east, take the steps to the south-west, and keep heading west-south-west down the stairs, past the Paseron City Guard who are doing battle with the Keres and Empusa (help them if you feel so minded - I would as it's always good to have LIVING allies on-side), and take note of the yellow icon with the black exclamation mark inside which denotes Proseia the Daemon Captain, on your compass. To do battle with Proseia, simply head west into the courtyard and she will oblige you !! ======================== PROSEIA - DAEMON CAPTAIN ======================== Proseia is an Empusa Soul Carver, so expect a LOT of spirit attacks from her. She is far from the most dangerous opponent you will have faced thusfar in your campaign, however, and should fall reasonably easily. Her primary attacks are :- > Spirit Projectile > Circle of Power (which will do LOTS of damage to you VERY quickly, so be somewhere else when she casts this !!). Once Proseia has fallen, teleport back to Epirus and speak with Pythes who will grimly assess the situation, and say that even though the situation remains grim, with Proseia dead, their chances at retaking what is theirs by rights have improved. He gives you a random magical weapon (I got a random yellow weapon), and 32000 XP (together with the completion of this side quest). Teleport back to Proseia and head over the stone bridge and out into the Paseron Outskirts. From here, head a short ways along the path to find and activate the rebirth fountain, and then simply follow the main path as it leads north-west and then takes a sharp turn to go north-east and into the Pindos Mountains. Follow the path down the long set of steps into the Passage of Souls, and descend down, down, down into ================== HADES - DARK GROVE ================== So THIS is what Hades is like ... hey ! LOVING those purple flowers by the way !! Not bad at all ... a bit dark and ... well ... it IS the Land of the Dead I suppose =./ Ho-hum !! =) Head from the stairs north-west and up to the rebirth fountain, and please take note that rebirth fountains in Hades do NOT look like they do in the Land of the Living ;) From the rebirth fountain, head due north and through the two torches, which will light up blue as you pass (COOL !!). From the torches, head north-east and keep going north-east until you reach the River Styx, which automatically updates the Main Quest - "The Road to Hades". ============== THE RIVER STYX ============== Definitely one of the MAJOR points of interest for me as a boy when I was studying Greek Mythology at primary school was the River Styx. It FASCINATED me !! * There is a rebirth fountain at the River Styx * There is a Portal Shrine at the River Styx ===================== NON-QUEST INHABITANTS ===================== UCALEGON - Shade who seems rather confused that nobody has come to ferry them over the River Styx. He doesn't know whether they should try and make their own way across, or whether the Ferryman should be coming back or what ... =./ VETTIAS - Storyteller Shade who stands on Charon's Dock, and tells you the tale of King Sisyphus who did everything he could to get back out of Hades. Sisyphus was wise and cunning, but SERIOUSLY annoyed Zeus, who sent Hades to take him to the underworld. Hades arrived with menacles, and Sisyphus asked him how they worked, so Hades put them on, and Sisyphus locked them !! For days nobody could die, until Ares showed up to help Hades out. Sisyphus asked his wife NOT to bury him, so that when he arrived at Hades, he was able to speak with Persephone, and beg to be returned to the Lands of the Living that he might be buried properly. Ultimately the Gods grew EXTREMELY weary of his treachery, and sent Hermes after him to bring him back to Hades, where as punishment for his tricks, he was to push a boulder up a ramp over and over and over, only to have it roll back down again once he had done. Interestingly, I thought Sisyphus was actually cast into Tartarus to perform this task, but it is of little consequence to the tale. GLAUCON - Shade who says that it is wrong that he should have to wait here with the rest of this shade rabble (RABBLE ??), and who DEMANDS that you venture off to find Charon and compel him to do his job. WTF !?!?! We ought to kick this MUPPET into the River ourselves !! KLEIO - Shade that is sad because she won't get to see her husband or nine children unless she is ferried across the River Styx, and into Hades. ================= QUEST INHABITANTS ================= ARCHETIMAS - Confused Shade who asks whether you know where Charon has gone, or how to row the boat in his absence. He says he and his fellow shades want to cross the River Styx, but they have no means to do so without Charon (the Ferryman). He updates the "Road to Hades" Main Quest. ANTIGENES - Shade who says that they do not know what to do, as Charon has abandoned his post at the boat, and left them with no way to cross the River Styx ! Hipparchus, one of the shades who was here, tried to gather together a crew to main the boat, but he was taken away by the ever-mysterious "them" ... and now nobody else has even tried to row the boat. He gives you the "One Who Would Lead" Side Quest. COPREUS - Hunter Shade who informs you that he has seen a Beast in the Stygian Marsh that devours shades whole !! He says that it dwells in the waters of the river, and has started to come ashore, emboldened by the large numbers of shades passing through and into Hades. He says he would have fought the beast himself, as in life he was a capable hunter, but he has not got the necessary weaponry to be able to do so here in the afterlife. He gives you the "Stygian Lurker" Side Quest. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ None. ========================== QUESTS FROM THE RIVER STYX ========================== ================== ONE WHO WOULD LEAD ================== Head east-south-east of Copreus the Hunter Shade, and through the two torches. Stay on the dirt path (which you will see easier on the compass than the main screen), and follow it south-east, and then sharply north-west up the very well carved stairs and onto the Shrine of the Golden Bough. From entering the Shrine, turn and head south-east, and then descend the steps leading south-east, through the two torches and back down to the River Styx. Head to the east, and follow the shoreline of the River Styx southwards, coming slightly inland and down to the rebirth fountain. From there, head south-west and into a large Pale Formicid Encampment, slaying ALL the Pale Formicid you encounter there, and heading over to a prison made of bone in the south-western corner, wherein Hipparchus is contained. BEWARE, however, as Hipparchus is protected by Orok Skullcracker - a Troglodyte Hero of considerable power, who is standing under the covered hut just to the north-east of Hipparchus. ================= OROK SKULLCRACKER ================= Orok Skullcracker is a tough mutha, who moves fast for a Troglodyte, and whom is, I believe, a Master of the Rogue School of Training. His primary attacks are as follows :- > Calculated Strike - makes a large green tear on-screen, which I take to be the onset of poison damage. > Earthquake - small radius but good damage, plus it can stun you > Hammer Strike - a blow with a lightning-enchanted hammer Once Orok Skullcracker falls, Hipparchus - the Stalwart Shade - is automatically released from his imprisonment, and you should nip down to where he was (as he will stand around just outside his prison) and speak with him, to learn that he is not content to just be freed himself - NO ! He wants to make the way to Hades safe once again for ALL shades (bravo my good man, bravo). He wants you to travel on and wrestle Charon's Oar from the Ferryman, and return it to him at Charon's Dock by the River Styx, so that he can pilot the boat himself, and take the shades that are waiting to cross the river there, to Hades itself. He updates the "One Who Would Lead" Side Quest for you, and you should now make your way east-south-east, and keep heading in that direction until you can go no further. You may have to go north and south a little to GET to that point, but you will at last come to a totally impassable wall that spans the entire eastern direction, north and south. Follow the wall as it leads northwards, and you will reach the Unfinished Bridge. As you approach the bridge the "Road to Hades" Main Quest is automatically updated, and Charon calls out to you, telling you that you should leave NOW, or be destroyed. Get ready - this is going to be a tough boss fight !! ============================= CHARON - FERRYMAN OF THE STYX ============================= First of all, this is a lock-in fight, and one with a really rather irritating glitch at that. SAVE THE GAME BEFORE YOU FIGHT CHARON PLEASE. To activate the boss fight, just head to the north-east, over the unfinished bridge, and Charon will seal the way south-west from you, so that retreat becomes impossible. HOW does he do this ? Well he IS the Ferryman of the River Styx mes amis - he simply raises a gigantic wall of water behind you of course !! Charon attacks in two forms - first of all as a hooded man, and then once that form has been destroyed, in his true form. Charon's attacks whilst in his Hooded Man Form are as follows :- > Ball of Water - He gesticulates with his right hand, and a ball of water arises from the river (it can come from either side), and drops itself down onto your location. Keep moving around to avoid being smacked by these balls. > Oar Strike - He can mallet you upside the head with his oar. > Summon 2 Fallen Shades Warriors - Charon can cause a ball of water to rise from the river and be dashed to the ground on the bridge, causing two Fallen Shade Warriors to arise and do his bidding. > Rising River - If he says "River ... RISE !!" and raises his oar above his head ? Then avoid stepping on any uncompleted area of the bridge, as it stands a chance of a pillar of water rushing through it, high into the air. Once you have destroyed Charon's Hooded Man Form, he takes his true form, which is that of a winged old man, the Oar still in his grasp. Charon's attacks whilst in his Winged Form are as follows :- > Ball of Water - As with his previous power. > Tidal Wave - With a mighty flap of his wings, he causes what is at first a small wave to start to move towards you across the bridge. This wave will expand the closer it gets to you, so move as rapidly to either side of the bridge and as far away from it as you can. If the Tidal Wave hits you, it will slow you down for a time. > Piledriver - He rises up into the air and then slams his Oar down into the bridge, causing a circular ripple of water to pour forth from the point of impact. If you see him dart up into the air, fall back. > Rising River - As with his previous power - however this time he doesn't give you the "River ... RISE !!" warning - he just lets rip !! Charon is my favourite character from Greek Mythology - he ROCKS !! I have always found the depictions of him as this skeletal character standing quietly on his boat, never saying anything - just taking payment and ferrying the souls of the dead over the River Styx - to be a really striking image. I am pleased with the way in which he has been depicted in Titan Quest: Immortal Throne, as the game's designers have not made any effort to cheese him up - he is very reasonably portrayed (although I'm not entirely convinced by the wings !!). Charon cannot come back all the way to the entrance of the bridge, so you can dizzy him - however it is hard to do so, as he has so many attacks that he can hit you with. Your best bet is to stick and move down by the entrance to the bridge - NEVER set foot on the uncompleted sections of the bridge, and keep moving about to avoid his projectiles. The glitch of which I spoke earlier is that if you die whilst fighting Charon you will, of course, be resurrected at the rebirth fountain - however unlike other boss fights, Charon does not let the door reopen to allow you another crack at him - the wall of water he raised to keep you IN when you first stepped onto the bridge to fight him is now keeping you OUT !! If anybody that reads this has come up with a fancy way of getting around it I would love to hear it - I would up running a trainer and using the teleport function that comes with it to teleport back through the wall of water, so that I could do battle with him again !! *sigh* I do know that if you save the game and exit and then reload it, the wall of water has dissipated, but you will only get one more crack at Charon before the same glitch will hit you again !! It is nigh on impossible to dupe Charon into coming into combat range before he raises the wall of water - he is too far along the bridge =./ Just be EXTREMELY careful when you face him, k ?? When he has fallen, take his Oar to update the "One Who Would Lead" Side Quest, open his Essence, and then head over the bridge to the north-east, activate the rebirth fountain, speak with Tiresias the Projection to learn that Elysium itself seems to be under attack (and to earn yourself an update to the main quest - "Judgment of the Living" together with 25000 XP and the full restoration of your health and energy, and then FINALLY teleport back to the River Styx, and give Charon's Oar to Hipparchus. Hipparchus will reward you with a random essence, and 40000 XP. This will complete the Side Quest. ================== THE STYGIAN LURKER ================== We shall come to deal with this foul beast in the fullness of time my friends ... oh yes, we shall ;) ===================================== SECTION 4.19 - JUDGMENT OF THE LIVING ===================================== From Tiresias, head north-west a few steps, and then hug the north-western wall and follow it north-east, and then north-west, and then finally north- east again, before descending down and into the Stygian Marsh. BEWARE THE KARKINOS SAND RUNNERS - they are RIFE in this area !! Head north and under the bridge, hugging the right-hand side to activate the rebirth fountain, and then follow the western mass of rock around to the west, and then up the stairs leading south-west, through the two torches. Proceed eastwards, and over the bridge and past the rebirth fountain that you just activated. Keep going eastwards, down the stairs. You can even free the trapped shades from their prisons as you go if you like :) Head north, then east and under the bridge, and keep going east, hugging the southern rockface, to take the steps leading up and south-west, when the opportunity presents itself, through the two torches. Keep going west now, and then take the bridge leading north-west and through the two torches. Head west and then north, down another flight of stairs between two torches, and past a rebirth fountain. ================== THE STYGIAN LURKER ================== Proceed north-west, and keep going until you find a set of stairs. Instead of taking the stairs, however, head to the north-east of them by going west of them, and there, amongst the bones and littered corpses of his previous ... visitors ... you will do battle with ... ===================================== SHADE FEASTER - STYGIAN HYDRADON HERO ===================================== Shade Feaster is a NAUGHTY naughty boy. He gobbles up poor unsuspecting shades WHOLE, and deserves to be given the SMACKDOWN. He is a larger, blue version of a standard Hydradon, and FAR from tough to defeat you will I am sure be glad to learn. His primary attacks are :- > Left-hand claw strike > Right-hand claw strike > Bite > Breathe Flame He cannot go further than a certain distance from his starting point, and is easily dizzied. This should be a DECEPTIVELY easy fight !! Once Shade Feaster has fallen, you are rewarded with 35000 XP and a WHOPPING +4 to your Strength, Intelligence and Dexterity !! RESULT !! ============================================ SECTION 4.19 - JUDGMENT OF THE LIVING CONT'D ============================================ From Shade Feaster, head south-west and then up the stairs to the north, following the path from the top of the stairs south-east, and then taking the bridge that leads to the east. Keep going to the south-east, and then take either of the two sets of stairs leading down to the north-east, to enter the City of Lost Souls. Activate the rebirth fountain by the northernmost set of stairs, and then head north, through the archway and into the foreboding structure ahead of you. Head north-east, down the stairs and then north-east and finally south- east to exit the structure, and step out into the Upper City of Lost Souls. As soon as you enter this area, you SHOULD find that the rebirth fountain nearby automatically activates - if it does not, help it out, before crossing the bridge that leads north-east and following the path that goes on from there to the south-east, taking the SECOND set of stairs that go up and north-east, and then following the next set of stairs north-west, before crossing the long bridge heading north-east. Activate the rebirth fountain, and then head east and into the structure nearby. From entering this building, head north-west until you reach the north- western wall, and then follow it north-east to take the stairs on leading down and north-west. In this next room, simply keep heading south-west until you exit the structure, and come out in the Lower City of Lost Souls. Follow the path to the south-east, under the bridge, slaying the large numbers of Troglodytes as you go, past the statues (the path will curve so that it eventually winds up going due south), and into the archway marked "Tomb Entrance" on your compass - it is in the wall to the west of you just after your fight with the Empusa Venomancers in this canyon. Once you enter this tomb, head north-west, and keep going north-west until you encounter a shade named Aristonymus, who speaks to you of Hades' VAST wealth, and how the bulk of it lies just beyond the doorway to your north- west !!! Unfortunately the door is HEAVILY protected. He gives you the "Hades' Treasury" Side Quest. =============== HADES' TREASURY =============== In order to gain access to this treasury, you will need to obtain FOUR keys, each of which is protected by a guardian. Since you cannot rush your encounters with these four guardians, I shall refer back to this side quest whenever you are about to find a guardian, and remind you what it's all in aid of ;) For your information, the four generals you need to find, and the keys they hold, are as follows :- 1) Thyia of the Stygian Frosts, who holds the Frost Stone 2) Canace the Serpent Queen, who holds the Venom Stone 3) Metriche, who holds the Flame Stone; and 4) ============================================ SECTION 4.19 - JUDGMENT OF THE LIVING CONT'D ============================================ Exit the chamber Aristonymus is standing in by heading south-east, and when you get back to the Lower City of Lost Souls, head east and then up the S-shaped set of stairs leading northwards. Enter the structure to your north and you will find yourself in ============================ THE UPPER CITY OF LOST SOULS ============================ * There is a rebirth fountain in the Upper City of Lost Souls * There is a Portal Shrine in the Upper City of Lost Souls ===================== NON-QUEST INHABITANTS ===================== HYLAS - Shade who tells you that things have been really weird in these parts recently ... first Charon goes missing, then the Judges stop judging ... then new breeds of Daemon start marching through their lands ... he just can't fathom where they are going ... MARPESSA - Shade that tells you how the shades that inhabit the City of Lost Souls were deemed by the judges to be neither pure enough for Elysium, nor evil enough for Tartarus. She is perplexed that even in their state of comparative peace and tranquility, they are now beset by shades running around with sword and shield trying to be the big heroes *wooooo* NOEMON - Ancient Shade who recounts what it was like when Odysseus first came to these parts. He wonders whether you are like that great hero was. AMATHEA - Shade who explains to you that the City of Lost Souls is where every shade must travel in order to venture beyond and reach the Tower of Judgment. It is in that Tower that they are judged, with the wicked being sent to Tartarus, and then great going to Elysium. All those that fail to go either way, return here. ================= QUEST INHABITANTS ================= LEDA - Priestess Shade who recounts the tale of how before the Great War between Gods and Titans, Zeus got into a quarrel with a Titan, and threw a thunderbolt at him which hit him so hard he was reduced to ash. Prometheus took the ash and made the first humans from it, placing the remainder into a sacred urn which has resided in the Underworld, under the watch of a powerful guardian, for aeons. Leda says that if you return the ashes to her, she will be able to bestow upon you SOME of the power of the original titan. She gives you the "Dust of a Titan" Side Quest. EURYDICE - Shade that is pining for her beloved Orpheus. She says that if you were to find her the Mirror of Psyche, which can be found in the Cave of Whispers, she would be able to gaze upon his face again ... and I'm guessing that would make her happy ;) She gives you the "Eurydice and Orpheus" Side Quest. CALLICRATES - Scoundrel Shade. Ah so it appears we have scoundrels in the afterlife as well eh !! Fair enough. Callicrates wants you to do him and the order he represents a small favour. He wants you to destroy a Daemon Caravan of supplies in the Salt Flats, as it would prove a serious blow to the Daemon Forces. He gives you the "An Invitation" Side Quest. PHYLEIDES - Noble Shade who says that, whilst he has TRIED to get to the Elysian Fields, only those who are judged worthy by the three Judges are allowed to pass there. He updates the Main Quest for you. OENOBIUS - Priestly Shade who tells you that he and his fellow shades did TRY and tell the living what was happening here in the Underworld, but that their cries fell on deaf ears. One of the first targets the Daemons hit when they began their assault was the sacred structure known as the Necromanteion - an Oracle structure, and the only way for the shades to communicate with their descendants in the Lands of the Living. Without being able to regain control of the Necromanteion, the shades will not be able to warn the living of the attack force that is building up against them, here in the Underworld. He gives you the "Necromanteion" Side Quest. PYLADES - Rough Shade that you can only speak to after completing the "An Invitation" Side Quest for Callicrates. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ CODROS - Enchanter HOREMWIA - Caravan Driver LASTHENES - Mystic OROITES - Blacksmith EPIZELOS - Arcanist ======================================== QUESTS FROM THE UPPER CITY OF LOST SOULS ======================================== ============================================ SECTION 4.19 - JUDGMENT OF THE LIVING CONT'D ============================================ Leave the Upper City of Lost Souls via the archway in the north-eastern wall just south of Pylades the Rough Shade, and you will step out onto the Plains of Judgment. Activate the rebirth fountain nearby. There are three shades in the immediate area that you can speak with if you fancy it :- 1) Lysikles - a Shade who says that there is nothing good for you OR him in the Tower, and that he would stay clear of it if he were you. 2) LAMI - a Shade who speaks ill of Aristonymus. Apparently he says that he was once a minor, but she swears he has never wielded a pick in his life. She says he was nothing more than a jewel thief in life, and that he continues to be one in death; and 3) TROPHIMUS - a Skulking Shade that seems to almost WANT to be found by the Daemons ... what a FREAKLIN !?!?! Head off to the north-east, and straight into your first encounter with some new enemies ... the Furies. ====== FURIES ====== Furies come in two MAIN varieties - Howlers, and their more powerful cousins the Matriarchs. They look like big bats. Howlers attack by flapping their wings and trying to scratch you with their clawed feet, whereas Matriarchs can cast a wall of sound at you, which ripples towards you very much like Charon's Tidal Wave ability, aside from the fact that whilst THAT did a lot of damage to you, THIS simply stuns you for a fair few seconds, making you reasonably easy pickings for larger groups of monsters. ============= AN INVITATION ============= Head north-east of the Furies, and then turn and head north-west and into the Salt Flats. You will be assailed by another new type of enemy - the Odontotyrannus, which will come at you as either Brutes (the smaller, red versions of this HUGE hulking monster), or as Behemoths (the larger, orange and yellow varieties). To be honest these guys AREN'T much to write home about - they are just very strong and very slow. They have no ranged attacks per se, so you can skirmish them to death with comparative ease EVERY time. Head north-west from where you enter the salt flats (veering to the left when you hit the rocky outcroppings), and you will come to a set of THREE caravans with auras around them. These are the THREE (NOT one as we had been led to believe) caravans that Callicrates wants us to destroy so that his big brash message can be sent to the Daemons loud and clear. UNfortunately what he forgot to mention is that they are guarded. WELL guarded to be truthful. As soon as you have destroyed the first caravan you will be ambushed by a group of four Machae Wardens (VERY fast moving, pike-wielding Daemon Warriors) from the Tent in the centre of this clearing. My advice would be to destroy the first caravan from afar and then LEG IT back away from the Machae, as they will only travel so far and then turn and return to their tent - however they are almost guaranteed to be much, MUCH faster than you are, and so even skirmishing them there is a good chance that they will catch up with you. They cannot travel as far as the exit to the Salt Flats (from whence you just came). Once the Caravans have been destroyed, teleport (don't walk) back to the Upper City of Lost Souls and speak with Callicrates to earn a random magical item (I got a random yellow jewel), 25000 XP and a further side quest - "An Inside Source" - a mission whereby Callicrates asks you to go and speak with his associate Pylades, whom (if he deems you worthy) it transpires might introduce you to their insider in the Daemon Camp - a double-dealing Daemon named Keuthonymos. ================ AN INSIDE SOURCE ================ Head to the exit of the Upper City of Lost Souls - the one that takes you out onto the slope which heads down to the Salt Flats - and speak with Pylades, who is just to the north thereof. Pylades will tell you that he does not share Callicrates' ideals, but that if you want to help them out, you may go and speak with Keuthonymos. He says you will be able to find him in the Lower Daemon Camp, and that he should be easy enough to spot. Teleport back to the Salt Flats, and head north, then north-east and finally north again (when the opportunity presents itself) so that you can head up the very well carved stairs leading northwards between the two torches, and into the Hecatean Agora. Head up the stairs to the south-west, and then follow the Hecatean Agora's path as it goes south-west, north-west, north-east, north-west, and down a set of steps to a rebirth fountain. You should see a yellow circle with a black exclamation mark in it on your compass. This denotes a sub-boss that you will be fighting in a little while - Kondor the Mighty (he's a Troglodyte). Since we are not technically due to encounter him quite yet, there are two ways to deal with him. You can either pick him off with magic and other ranged attacks from the Salt Flats NOW, or you can wait until you fight him face-to-face LATER. If you want to slay him now, head due north-west of the rebirth fountain and keep firing up at him from the Salt Flats - he kinda hovers around the ledge above you. If you would rather wait and go hand-to-hand with him (which is what I am going to do for this guide), head north-west of the rebirth fountain, and then south-west, and up the slope that leads to the north-west and through the two torches, to enter the Lower Daemon Camp. As soon as you enter the Lower Daemon Camp, head due west, and you will find Keuthonymos - the Neutral Daemon - standing by a few tents. Speak with him and he will tell you what he wants you to do for him. It transpires that there is an envoy who is carrying a message for Proseia in the Overworld ... ((( didn't we already kill her ? I guess the envoy doesn't know that yet !! ))). He says the envoy is en route to the Daemon Army Camp, and you should be able to intercept it in the Vale of Mourning. If you kill the envoy and return to speak with Keuthonymos, your quest will be completed. ========================== HADES' TREASURY - PART ONE ========================== If you travel to the north-east of Keuthonymos, you will find the first of the four key guardians - Thyia of the Stygian Frosts. She is an Empusa Stygian Frost, with the following primary attacks :- > Rapid-fire Frost Projectile > Freezing Ball - an orb which she lobs at you which will freeze you on the spot for a few seconds, as per the Freeze Spell. She isn't THAT tough - just despatch her company of Empusa Venomancers, and then focus all your attacks on her, and she will fall quite well. She is also in a rather difficult position to strike you in at the outset, as she is in an encampment that is hard for her to aim out of. Once she has fallen, she will drop the Frost Stone, which you should pick up and deposit with a Caravan Driver next time you are in a town. ======================= AN INSIDE SOURCE CONT'D ======================= Head north-east of where you fought Thyia, and you will encounter first two fire traps - and then if you keep heading north-east, down the slope and past the caravans that lie before you, you will find Kondor the Mighty. Kondor the Mighty is a rather large Troglodyte, who is both swift and powerful, and who has the following main attacks :- > Hammer strike > Flame Surge > Earthquake - stomps on the ground and sends out a shockwave within a small radius - stuns you if you are caught in it He is, as I have said before, very quick on his feet for a Troglodyte, and so you would do well to keep THAT in mind at all times when fighting him. Once he has died, take out the rest of his entourage, and then free the shades in the area where he was waiting for you, to find two of note :- Andocides - Mad Shade who prattles on about how evil it is that the Judges are refusing to do their jobs and how you must find them; and Admetus !! Releasing Admetus from his imprisonment earns you the "Admetus Among the Dead" Side Quest, with instructions for you to speak with Admetus to find out what the hell is going on ... ====================== ADMETUS AMONG THE DEAD ====================== Speak with Admetus and he will tell you that he actually came here to try and free the captured shades, but that he failed and was himself captured. He forlornly says that he has failed at EVERY attempt he has ever made to be heroic (I don't know as much m'boy !!), and that whilst he would dearly love to enter the Elysian Fields, he has thusfar been unsuccessful. He is of the belief that there is another chance for him, however. He says that with the Tower of Judgment being overrun by Daemons and Fiends, he might have an opportunity to earn his spurs there - although he admits that at the present time he has done little to demonstrate it. He vows to repay your kindness in saving him. Head west of Admetus, up the slope, slaying the Jailers and freeing the trapped shades as you go. Follow the path (it shows up better on the compass than on the main screen), as it winds to the north-east, then the south-east, past a rebirth fountain to the north, and then north-east again. When you get to the caravans, turn and head north-north-west, up up and into the Cave of Whispers ==================== EURYDICE AND ORPHEUS ==================== From entering the Cave of Whispers, head due north-west, and keep hugging the western wall as it goes off on a side path, beside some cracked bone prisons, and around a large pile of rocks. Beware the HUGE number of Albino Spiders that you will encounter in this cave, as whilst they may LOOK like peasy-ass white spiders, when they attack en masse they have the ability to generate an energy attack by pooling their energy (during this time a red energy band begins to connect a group of them together), and deliver a large blast of light green energy to your character, doing good damage, usually at critical times. The larger albino spiders - the Albino Spider Queens - also have the power to freeze you on the spot, making you easier pickings for them to attack as a group. Just keep hugging the western wall, and follow the path as it curves to the north-east. Your target is the monster denoted on your compass - The Bloated One, and when you have cleared a path TO the Bloated One, you should enter into combat with it. ============================= THE BLOATED ONE - SPIDER HERO ============================= The Bloated One is, as its name suggests, a big fat bloated albino spider. I am not a huge fan of spiders, but this one in particular creeps me out. It is quick to move (it will almost CERTAINLY outpace you), strong, and has the following attacks :- > Summon a group of 6 albino spider minions > Web - freezes you on the spot for a few seconds > Bite > Leg Swipe The Albino Spider Minions which the Bloated One can summon are capable and VERY willing to do their group power blast projectile as well, so be careful of that - the RANGE on that thing is INSANE !!!!! Fortunately the Bloated One cannot venture too far from its starting point, so there is the opportunity to dizzy it - however PLEASE do not try and dizzy it by going anywhere other than back towards the exit from the Cave of Whispers, as it will easily be able to keep up with you if you venture further into the Cave. Once the Bloated One has fallen, head to behind where it was standing originally, and open the Demonic Chest to get the Mirror of Psyche. Teleport back to the Upper City of Lost Souls and give the Mirror of Psyche to Eurydice, and she will use the Mirror to divine that Orpheus is actually imprisoned ! It appears that Erato has cast him into a dark pit, where he is being watched over by some Cyclops. Eurydice uses the power of the mirror to open a passageway directly to Orpheus, and the door to the west of Eurydice swings open. Head through the archway and pass through the mirror beyond, to enter a Small Rocky Cave. There is only one way to go in this cave - south-west, then north-west and finally north-east and into a chamber where Orpheus the FOP is being held captive in a cage, and TWO cyclops are standing guard. The cyclops - Brontes and Steropes - both have the same powers, with their main attacks being as follows :- > Bellow (as per Polyphemus back in Greece) > Stomp > Hammer Strike I would suggest NOT rushing into the chamber, but rather enticing them into combat with you one at a time. Of course if you ARE feeling rather gung-ho (read: suicidal), then charging in all guns blazing is still an option !! Once Brontes and Steropes have fallen, head over to Orpheus and release him. He says you will have to lead him back to Eurydice, but he actually then legs it without you ... however, as with the huddling survivors in the City of Paseron, he will only go so far without you, so do not try and outrace him to the mirror, as he will just stop and wait for you. Once Orpheus and Eurydice have been reunited, speak with them both. Orpheus (the Greatest Musician) tells of how the Muses took pity on him when they heard how sad his song was, and bade Erato visit him to give him solace and comfort ... however when he spurned the advances of the Goddess of Love Poetry, she got MASSIVELY hacked off with him, and had him thrown into a dark pit. He is MOST grateful to have been released, and even though he is now a shade, and will never again see the living sun, he is beside himself with happiness to have been reunited with his beloved Eurydice. Eurydice is just happy to have her man back, and rewards you by completing this side quest, and giving you 34000 XP and a scroll in triplicate - I was given the Scroll of the Sky's Rage. ======================= AN INSIDE SOURCE CONT'D ======================= Once you have completed the Eurydice and Orpheus Side Quest, teleport back to the Cave of Whispers, and leave to return to the Upper Daemon Camp. Head south-east, and when you come to the large track (best seen on your compass), follow it north-east and then, when you see the rebirth fountain ON your compass drawing near, nip to the south-east, activate the rebirth fountain, and keep going south-east and through the two torches. You are looking for a Machae Hero named Envoy Kor-Lhrut. He will be situated somewhere in the encampment you enter just to the south-east of the torches. He stalks pretty much the entire of the camp, and be forewarned he is NOT a nice man. ============================= ENVOY KOR-LHRUT - MACHAE HERO ============================= Envoy Kor-Lhrut is a Machae Warden. He moves with grace and great speed, and is armed with a polearm and a shield. He has two primary attacks, which are :- > Polearm Swipe > Screaming Strike - he hits you with his polearm, and a screaming cone of energy echoes forth, very much like the Cyclops' Bellow Power. Once Envoy Kor-Lhrut has fallen, take the Daemon Scroll which he drops, and run back to the Lower Daemon Camp to return it to Keuthonymos. Once you do so, Keuthonymos will praise your skills, saying that the resistance will be able to use the information to raid another of the Daemon's Supply Lines AND that, even better, the information cannot be traced back to him, as it was intercepted by a MORTAL, and rewards you with a random essence, and 34000 XP. ================= THE NECROMANTEION ================= Return now to where you fought Envoy Kor-Lhrut, and exit the encampment you found him in by the south, to enter the Vale of Mourning. The path through the Vale of Mourning leads south-east of Envoy Kor-Lhrut's encampment, and then east, up a hill through two torches, and finally south- south-east, down a looooooooong way up to a rebirth fountain and two torches, which you should go through to enter Erebus. In Greek Mythology, Erebus is that part of Hades through which all the dead must pass immediately after dying. If you look closely as you are moving around it, you will see some of them bobbing up and down in the oily black waters ... niiiiiiiiiiiiiiiiiiiiiiiiiiiiice ... The quickest way to get through Erebus is like this :- RUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUN !!!!! Ok ok I'm kidding. (From the rebirth fountain and two torches) > South-east > South-west > South-east > North-east and around the C-shaped structure > North-east > North-west and up the stairs leading north-east > North-west and up the stairs against the north-western wall Follow the pathway around to the north-west and then the north-east, killing the Empusa as you go, to enter the Necromanteion. The Necromanteion is a large multi-room structure - however I am going to dispense with a detailed blueprint of the layout, as there is only ONE thing you need to do here. You need to find, and slay, the Bonescourge Soul- Feeder (basically a big skeletal dog - MUCH larger than the ones you faced in Egypt), as it is making a mess and being a nuisance, and its owner isn't cleaning up after it any longer. To find the Bonescourge, simply head north-east upon getting into the Necromanteion, and you can't miss it !!! ========================= BONESCOURGE - SOUL-FEEDER ========================= My describing the Bonescourge as a big skeletal dog wasn't a random idea - it really IS a big skeletal dog. It bounds after you at quite a pelt, and has all the regular dog-style attacks (apart from weeing on you). Its MAIN attacks are :- > Bite > Paw swipe > Soul Projectile - a reasonably quick straight-line projectile with good accuracy. My dog used to use his on me ALL the time and it STINGS I'll tell you THAT for nowt !! Once it has been destroyed, head to the north-eastern wall of this room, and find and speak with Podarge, the Temple Attendant. She will thank you for having released the shades from the torment of this creature, which it transpires was consuming them as sacrifices at the hands of the Daemons that had taken over the Necromanteion - the PIGS !! She will reward your skill in combat by giving you a scroll in triplicate (mine was the Scroll of the Sky's Rage), and 34000 XP. Leave this place once you are done. ============================================ SECTION 4.19 - JUDGMENT OF THE LIVING CONT'D ============================================ From the entrance to the Necromanteion, we now need to get out of Erebus, so to continue my brief directions :- (From the steps that lead you up from the north-western wall of Erebus to the pathway into the Necromanteion) > South-east, and up the stairs leading north-east > North-west, and down the stairs leading north-east > North-east (around the zig-zagged pond) > North-west and down the two sets of steps to the north-west Continue north-west until you head down a small slope up to a rebirth fountain, and into the Far Plains. =================== THE DUST OF A TITAN =================== From entering the Far Plains, head as far to the north-west as you can go. You will hit a rock face which looks back towards the Upper Daemon Camp. From there, head north-east and duck into the Deep Caverns which are on the northern rock wall. Inside the Deep Caverns, simply head north (around the gaping hole in the centre of the ground), and to the set of stairs leading down to the north- west, in the northernmost corner of the room. In the next room down there is one adversary, and he is ================================= KROG THE TOOTHLESS - URN GUARDIAN ================================= Yup - Krog the Toothless. He is the protector of the ashes of the Titan that Leda told you about in the Upper City of Lost Souls, and it is HE that you must destroy to gain control over those sacred ashes. The EASIEST way to defeat Krog is to lure him to the bottom of the stairs, as he cannot climb them, and pelt him with projectiles. However if you would rather be manly about it, then his primary attacks are as follows :- > Headbutt > Claw Strike > Earthquake - leaves a lightning aura around your head, and has a VERY good range. Unfortunately for him, aside from having a large number of health points, Krog is neither overly intelligent NOR fast, and so poses only a modest threat to even a moderate-level hero. Once he has died, open up the mysterious urn he was guarding, and take the ashen powder. Teleport back to the Upper City of Lost Souls, and give the powder to Leda, who will complete the side quest for you, and reward you with 2 Skill Points (BOSS !!!!!), and 34000 XP. She says that she will keep just a pinch of the ashes for herself, and if the judges do not deem her spirit worthy of entering Elesium, she will use the ashes to regain her flesh, and return to the Lands of the Living. Clever Girl !! ============================================ SECTION 4.19 - JUDGMENT OF THE LIVING CONT'D ============================================ Exit the Deep Caverns to get back to the Far Plains. From the entrance to the Deep Caverns, head south a few steps, then north-east. You will come to a point where a group of shades appear around you, and calmly begin walking to the north-east, up some steps. Head in that direction - you don't have to be polite and wait for them - just barge them out of the way and move onward ;) You will enter the Dread Halls. Room-by-room, this is how to move through the Dread Halls :- (From entering the Dread Halls from the Far Plains) > North-west > North-east (since you can't head any further north-west as there is a huge gap preventing it) > North-east (and into your first encounter with a new type of enemy - the Epiales. They are floating, poisonous creatures with long tentacles that come at you as either the Slygoth (the weaker variety), or as the Kalygoth (stronger, and with the ability to throw out a number of poison bombs with a delayed detonation - RUN FOR COVER as the poison cloud is QUITE large). The Epiales all release poison clouds when they die ... and die they shall ;) > North-west > South-west > South-west and down the stairs in the north-western wall to the second level. On the second level, leave the building via the exit in the south-western wall, activating the rebirth fountain that is just outside, and entering the Dread Path. Simply walk to your west, and then into the next Dread Halls structure. In this SECOND structure, head :- (From entering the structure from the Dread Path) > North-west > North-west and down the stairs in the north-western wall to the second level (Then, on the second level) NB. Beware the Skeleton Ambushes on this floor ;) > North-west > North-east, and down the stairs in the north-western wall to the third level (Then, on the third level) > North-west > North-east, and down the stairs in the north-eastern wall to the fourth level (Then, on the fourth level) > North-east, then north-west, and through the archway in the north- eastern wall to get back to the Dread Path, and the rebirth fountain and Portal Shrine that are there. You can trade your goods with Scylas the Trader, who so very OBVIOUSLY has dealings with Daemons it's UNREAL !! Once you are done dealing with the traitorous trader Scylas, head down the path to the east of him, and down down and into the Tower of Judgment. ===================== THE TOWER OF JUDGMENT ===================== The Tower of Judgment is a multi-level structure, the clue to that being in the use of the word "tower", and we shall be entering it at the top, and working our way down to the bottom. It is in this structure that the Judges pass judgment on all shades that are looking to move on, and send them either to Elysium or Tartarus ... or, failing that, they just send them packing, back to one of the many other areas of Hades where you have seen shades wandering around. Unfortunately, of late it appears that the Judges have ceased judging, which has meant an ever-increasing number of shades are unable to enter either Elysium or Tartarus, and this is creating something of a bottleneck in the Underworld. We are here to find out what the HELL is going on, and to straighten out the Judges, that they might do their jobs again. From entering the Tower of Judgment I shall give you floor-by-floor instructions as to how quickest to move from the start to the exit, as well as anything that I think you might need, k ? So ... head north-east to get into the Tower proper, and gape in AWE at how cool the rock movement animation is. I love it !! :) From the first proper room you enter ... > North-west via the door in the northernmost point (beside the gaping hole in the ground) > North-east > South-east > North-east through the two torches > Activate the rebirth fountain > Open the door in the north-western wall, and take it to go down to the Fifth Domain ============ FIFTH DOMAIN ============ From descending the stairs into the Fifth Domain ... > North-west > North-east > North-west and through the door in the north-western wall, TO the north-west > North-west and through the door in the north-eastern wall, TO the north-west > North-east > South-east > South-west > South-east and through the door in the north-eastern wall, TO the south-east > South-east and down the stairs in the south-eastern wall to enter the Fourth Domain. ============= FOURTH DOMAIN ============= In the Fourth Domain you will encounter another new type of enemy - the Melinoe. Think of them as being very similar to the Maenad, except (as you have come to expect by now), stronger, quicker and tougher. The Melinoe comprise Spear Runners (polearm-equipped warriors that charge you), Blood Acolytes (spellcasters who attack with blood projectiles from afar), and Blade Maidens (who are their most powerful units - VERY fast to enter hand-to-hand combat, and able to execute a spinning attack that hits multiple times, doing HUGE amounts of damage. To make matters worse, all Blade Maidens are able to generate the Onslaught Power !! Avoid these B!ATCHES like the plague !! So !! From descending the stairs from the Fifth Domain ... > Activate the rebirth fountain > South-west > South-east > North-east > South-east > South-west > South-west > South-east > South-east ========================== HADES' TREASURY - PART TWO ========================== Remember this quest ? Didn't think we'd forgotten about it, did you ? Oh no ;) You're going to encounter Canace the Serpent Queen - another Empusa Hero - in this room. She holds the Venom Stone, being the second of the keys you need to unlock Hades' Treasury. She has two primary attacks - a poison projectile which she can only fire as a single-shot weapon, but of which the RATE of fire is really quite impressive, and the ability to create a small, focused cloud of poison at your feet. Once Canace has fallen, take the Venom Stone and place it in your inventory, and then continue onward. > North-west > South-west > North-west > North-west > North-east and down the stairs in the north-western wall to the Third Domain. ============ THIRD DOMAIN ============ From entering the Third Domain ... > North-west > North-west > North-west > North-east > South-east > South-east > North-east (you will first have to go south-east before you can get back up to the north-east - this room snakes around a large hole in its centre) > North-east > South-east > South-west > South-east > North-east and down the stairs to the Second Domain. ============= SECOND DOMAIN ============= Ok - before I get started I have to forewarn you that this Domain is a LARGE one, ok ? Righty-ho, let's go !! From entering the Third Domain ... > Activate the Rebirth Fountain > North-east > North-west > South-west > South-west > North-west > North-west > North-west > North-west > North-west > North-east > North-east > South-east > South-east > North-east (you will have to go south-east to get north-east, as just like the Fourth Domain, there is a large gap in this room that you will need to manoeuvre around) > North-west > North-east > South-east > South-east and down the stairs to get to the First Domain ============ FIRST DOMAIN ============ In the First Domain we are going to encounter a couple more new types of enemies - namely the Arch-Limos. They are basically just super-powered Limos like you fought all the way back in Greece - however, they have either frost or fire powers (the Arch-Limos Frost Wardens and Arch-Limos Flame Wardens). You might also find the occasional Bonescourges, such as the one you faced in the Necromanteion. From entering the First Domain ... > Activate the rebirth fountain > North-east > South-east > South-east > South-east and into the next room (you'll need to go across a small bridge to get there) > North-east (you'll need to go around an L-shaped wall to get there) > North-east (across a windy set of two bridges and an interconnecting mass of tile), and into the next room > North-east > South-east (up to the door behind which Admetus is standing) ============================= ADMETUS AMONG THE DEAD CONT'D ============================= Admetus - how the HELL did he get in hiar !?!?! Head up to him and speak with him to have him open the door and let you in. Admetus forewarns you that Cerberus has been turned from his true purpose, and directed to guard these very halls instead .......................................... sh!t. That ISN'T good news. Open the THREE Majestic Chests in the room with Admetus, take your fill, and we shall be on our way ... > North-west (from Admetus' room to the previous room) > North-west > Descend the stairs in the north-easternmost corner of this area (you will need to head south-west of the door, then over a small bridge, then to the south-west and then double-back on yourself and head north-east of the stairs that lead down to a figure eight indentation) to enter your boss fight with ... ========================== CERBERUS - WARDEN OF HADES ========================== Cerberus - the three-headed dog-guardian of the entrance to Hades - has been redirected to the Tower of Judgment, and told to prevent ANYBODY from directly communicating with the Judges. He is a very loyal dog, which is going to make this a very tough fight indeed. Add to that the fact that the rebirth fountain is aaaaaaaaall the way back in the furthest corner of the floor above this one to where we are now, and the potential annoyance factor of this boss fight is increased DRAMATICALLY. It is for this reason that I have spent a LOT of time perfecting my biffest tactics to date. These tactics are so biff that ANYBODY that sees you use them will IMMEDIATELY lose ALL respect for you (but it might be worth it just to see that dog DIE) !! All you have to do to beat Cerberus without using a single potion or power, is to lure him to the gate, and dizzy him. It's THAT simple. His fire breath will twist with him as he moves away from you to go back to his duties, and his poison projectiles are easily missed. If you get locked in with him ? You are going to die - it's pretty much that simple. DO NOT GET LOCKED IN !! Of course if you choose NOT to heed my warning above, and to do the heroic thing, more power to you !! YOU will need to know the following info :- Cerberus' primary attacks are ... > Triple-headed Bite - he bites you with all three heads at once !! > Triple-headed Poison Breath - Cerberus' three heads can breathe their toxic breath of death in sync ! > Ley-lines - see those cracks in the ground in Cerberus' Room ? Those are best thought of as energy lines. Cerberus can howl, causing energy to course through the lines and do damage to anybody that is standing on them - much like Charon's power on the Unfinished Bridge. > Spit Poison Ball - a Ball of Poison which Cerberus lobs at you, and which remains on the floor for a little while. BAD dog ... that's a VERY bad dog. If you choose not to use my biff-tactic for defeating Cerberus, then your best bet is to avoid getting too close to him wherever possible, as his bite and poison breath attacks will soon chomp you down to size. ALWAYS avoid standing on the ley-lines, as those will sap health from you needlessly, and keep an eye out for the lobbed balls of poison he spits at you as you will want to avoid those. Lure him AROUND the room to maximise the space you have available to manoeuvre in, and make sure you're packing a TONNE of health and energy potions. Best of luck !! Once Cerberus has ceased to be a problem, raid the three Primitive Chests, and the one Majestic Chest that are in the room, and move through the now- opened door in the north-eastern wall. Follow the path to the north-east, and then to the north, for your audience with the Judges. There are three Judges, and each will greet you separately as you enter their Hall of Judgment. They are, from left-to-right :- 1) Aeacus - Judge of the Dead 2) Minos - Judge of the Dead; and 3) Rhadamanthys - Judge of the Dead You must speak with Minos first, who tells you that when the rest of the Olympians fled, Hades refused to follow them, and elected to imprison the Judges here, before sending his armies to do battle with the forces in Elysium ! Minos feels that the Elysian forces have no hope against the vast armies of Hades, and that they are fighting in the anticipation of YOUR arrival, as has been prophesised by Tiresias, the Blind Seer. Minos judges you worthy of entering Elysium (cheers mate !!), and suggests you speak with Agamemnon - leader of the Elysian forces - upon your arrival there. Minos opens up the portal to his right - that which leads to Elysium and you will be rewarded with 34000 XP and a random Arcane Formula. Your main quest will also be updated to "The Battle for Elysium". You may remain and speak with Aeacus and Rhadamanthys if you like - Aeacus tells you that Hades offered them command over his armies, and their own kingdoms when his campaign was over if they helped him, but that they said no to him because they were once human men themselves. He found new generals to replace them, and imprisoned the Judges in the Tower of Judgment for their defiance. Rhadamanthys says that Hades' Palace has become a factory from which Hades manufactures and churns out his army. He says that Hades has defiled his own home in order to satisfy his insatiable greed. When you are done speaking with the Judges, head through the doorway they have created for you, to enter Elysium. ===================================== SECTION 4.20 - THE BATTLE FOR ELYSIUM ===================================== My my, isn't THIS beautiful !! Head up the stairs to the north-west, and speak with Tiresias the Blind Seer, who will tell you that he has foreseen your victory (basically), and VERY importantly, that no shade can enter the Palace of Hades without his permission. ======= ELYSIUM ======= * There is a rebirth fountain in Elysium * There is a Portal Shrine in Elysium ===================== NON-QUEST INHABITANTS ===================== HESIOD - Epic Poet who recounts how it was when he was a man, living at the foot of Mount Helicon in Boetia, that the Muses (the Nine) who live in the Mountains, saw fit to bless him with the gift of verse. POLYXEINUS - Hero who tells you of the Battle of Troy, and the ten long years it took to wage. The Greeks were unable to breech the walls of Troy (walls built by Poseidon and Apollo), behind which King Priam's people remained. However, Odysseus had a plan to get around this - and under his guidance, the Trojan Horse was built. They wheeled it up to the City of Troy, and left it there - a small army of Greece's finest warriors resting therein - for the Trojan Army to take the bait ... and they did ! They wheeled the horse inside. The Greeks wait until nightfall, and then exit the Trojan Horse, slaying the guard and opening the gates for the invading Greeks to win the war. PHAEDRA - Minoan Princess that muses how, whilst the odds against them are indeed great, Elysium and its armies are comprised of the very finest warriors that the Lands of the Living have to offer. Good point luv !! ================= QUEST INHABITANTS ================= TIRESIAS - Blind Seer who completes his prophesy for you. AGAMEMNON - King of the Mycenae, who says that whilst his armies are doing their best, and fighting very bravely against Hades' hordes, they cannot win the war, because they cannot enter his palace - hence their need for a living warrior to do so for them. He says that yesterday his armies lost Pentheus and Lycurgus, and today Priam fell. He directs you to find Odysseus and his platoon, as their guile has triumphed over brute force before, and Agamemnon believes they may be able to help you find a way into Hades' Palace. ADMETUS - Hero (who only appears after you have spoken with Agamemnon). So at last our dear friend Admetus DID get let into Elysium - CAPITAL :) Speak with him to hear him say the rather apt words "we meet again, in the happiest of places and in the bitterest of times". I think Admetus should have been the poet - Hesiod's not much cop ! Admetus will complete the "Admetus Among the Dead" Side Quest (at last), and give you 34000 XP for your troubles. ================================================ MERCHANTS, ENCHANTERS, CARAVAN DRIVERS & MYSTICS ================================================ PERIPHAS - Arcanist MYDON - Caravan Driver DOROS - Blacksmith SORANUS - Mystic HERMIPPOS - Enchanter =================== QUESTS FROM ELYSIUM =================== ====================== THE BATTLE FOR ELYSIUM ====================== Head through the beautiful gate to the north-west of Agamemnon (it will open automatically when you are done speaking with him), and then down the steps to the north-west, into the Aetolian Polis. Clear out the gardens of FILTH as you venture north-west and up the steps. At the top of the steps you will find Solon - a Warrior-Poet (with whom you do not need to speak, but who will tell you that the forces of Elysium CHOSE to fight in this war if you do), together with Alcinous the Hero, who tells you that the enemy have a weapon called a "Siege Strider" and that they are cutting down the Elysian warriors like chattel in the field of battle. He asks you to destroy them if you can, and gives you the "Siege Striders" Side Quest. You can also speak with Nestor the Tactician, who will tell you that he has been forced to rely on messengers since his chariot was taken from him. He says their flank is in danger of being overrun, and Ajax will need to adjust his forces accordingly. He is happy to give you a messenger to take the message TO Ajax, but you will need to serve as his escort. With this, Nestor will give you the "Flight of the Messenger" Side Quest, and command over one of his messengers. It is a good idea to speak with Nestor before proceeding, as even though I have no intention for us to do his quest before the Siege Striders (as that would be out of sync with the order we'll meet the enemies in), we can benefit from the additional firepower the Messenger brings with him. ================== THE SIEGE STRIDERS ================== Head down the stairs to the north-west, and into Aneslasia. From here, we are going to DECIMATE the Siege Striders that are causing problems for the Elysian Forces. Since the Siege Striders are able to move (hence their being of some USE on the battlefield, I cannot give you precise directions as to how to get to them - however what I CAN tell you is that there are five of them, and that you will find their locations on your compass as each one is helpfully highlighted as a yellow circle with a black exclamation mark in it. Insofar as how best to deal with the Siege Striders in combat is concerned, you need to be aware of their two main attacks :- 1) An orb of flame which they lob at you, and which does burn damage in an area on the ground; and 2) A randomly-aimed set of fireballs which are thrown out by the Siege Strider, in an attempt to slay all enemies within a given radius - usually used by the Siege Strider when enemies start to get a bit too close for comfort. Once all five of the Siege Striders have been destroyed, return to Alcinous in the Aetolian Pass, and he will reward you with 35000 XP and FIVE copies of a random scroll (I was given the Scroll of the Crushing Vortex), plus the completion of this Side Quest. ======================= FLIGHT OF THE MESSENGER ======================= ============== IMPORTANT NOTE ============== Should Nestor's Messenger fall at any point during this mission, you will need to return to Nestor to pick up another. From Nestor, head down the stairs to the north-west, and follow the path to the north-west, and down the next set of stairs as well. If you look at your compass, you will see that the path now forks. To the north-west, the path is a thick, white path - to the south-west, two lines like cart tracks. Follow the path to the south-west, and keep following the cart tracks (for want of a better expression), and they will lead you to the Delian Meadows. Simply follow the path to the north of the Delian Meadows, and you will reach Ajax (and a very welcome rebirth fountain). Speak with Ajax, and he will tell you that unfortunately he cannot comply with Nestor's wish, as he cannot spare the troops to support Menelaus, as he is having a tough- enough time keeping the monsters coming out of the nearby caves at bay. Ajax gives you a random magical item (I got a random green medallion), and 35000 XP for having brought the Messenger to him. He also gives you a new Side Quest - "The Achaean Pass". ================ THE ACHAEAN PASS ================ Ajax suggests you speak with Idomeneus to get given a small platoon of Elysian Soldiers to accompany you to Menelaus, where you might be able to do what Nestor has asked yourself. He agrees with Nestor that the survival of the camp where Menelaus is camped out is CRITICAL to their war-effort. Head to the north of Ajax, making sure the rebirth fountain is activated, and speak with Idomeneus, who will give you control over a group of four Elysian Soldiers, all Archers, who are to accompany you on your quest to help Menelaus. Follow the path that leads to the north-west of Idomeneus, and then keep to the cart tracks as they go north-west, and up a long flight of stairs and into the Elysian Acropolis. You need to head north-west to the central circle in the gardens, and from there to the north-east, and upwards. There will be a fork in the path, and it does not matter whether you go left or right, as both directions double-back on themselves to meet in another garden further up. From this garden, keep heading north-east, and up to the rebirth fountain. From the rebirth fountain, head north-west, up the stairs and to the Achaean Pass. When you reach the camp at the Achaean Pass, you will find Menelaus - the leader of the platoon that is trying to defend the camp here. Do not speak to him until you are primed and ready to engage in a BIG boss fight, as his dialogue kicks it off. He tells you that although he was wounded in the last attack on this camp, his men will fight to their deaths as long as the banner flies overhead. He believes that your presence will serve to boost their morale. Once Menelaus has done speaking, a wave of enemies attempts to storm the camp. There are three waves in total, attacking (as waves do) one after the next. You will have to fight Empusa, Melinoe, Siege Striders and other nasty beasties in order to keep the camp secure. My advice for this combat is to be reactive - see where the monsters seem to be doing better than the Elysian Army, and aid them there. In doing this, you will keep Menelaus' forces alive longer, and give them the opportunity to heal- up a little bit. Once the three waves of enemies have been repelled, speak with Menelaus again to earn 35000 XP, and a random magical weapon (I got a random yellow weapon). ============================================ SECTION 4.20 - THE BATTLE FOR ELYSIUM CONT'D ============================================ Leave the Achaean Pass Camp and cross the stone bridge that leads to the north, to enter Celestia. Cross the bridge leading to the west, and then head north again and up the stairs that go to the north-west, to enter the Academy of Sophocles. Head north-west a few steps, and activate the rebirth fountain. Then keep heading north-west, down the steps and into the Fields of the Diadochi which will serve as the site for one of the best battles in the game, I guarantee it !! Trundle off to the north-west, and you will see a HUGE purple wall of energy cutting into the field ahead of you. Beyond this wall of energy are the mainstay of the forces of Hades, and our destiny mes amis. I am going to try and lead you on the most expedient route through Hades' forces, but it is a BIT of a rabbit warren in there, so if you get lost you might need to retrace your steps a bit (or just ignore me and wing it !!). Without entering the purple energy field, follow it westwards, and up a flight of steps. Head due north a few paces and into the purple energy field, and you will see three brown wooden platforms on your map. Follow the path to the west of the westernmost of the three, and head north-west on the path as it heads down a small slope, between two rocky walls. From there, head to the north, through two small encampments of monsters, and up onto the wooden scaffolding, at the top of which you should take the wooden bridge to the south-west. Head north-west at the intersection to enter the Philos Plateau, and keep going north-west, until you have to turn to the south-west again. Go south-west, and then north-west, then north-east and descend the wooden scaffolding to get back down to terra firma. ============================ HADES' TREASURY - PART THREE ============================ It is in this clearing that you will find the third of the key guardians - Metriche. She is a Pyromancer Empusa who holds the Flame Stone. As with Thyia and Canace, she is very close to the rest of her kin, with her two main attacks being :- > Flame Projectile (fired in a straight line); and > Flame Eruption (causes the ground under your feet to burst into flame). Metriche is quite a tough adversary, and killed me a couple of times before I got the better of her - however she isn't insurmountable by any means, and once she has fallen, pick up the Flame Stone that she was holding, and carry on. ============================================ SECTION 4.20 - THE BATTLE FOR ELYSIUM CONT'D ============================================ From the clearing where you fought Metriche, head north-east, and up the wooden scaffolding on that side of the camp. On the top of the scaffold, head south-east, then south-west, south-east and north-east before descending to the ground once more. When you are back on the ground, head south-east, down the steps and up to the rebirth fountain (which you can see on your compass ahead of time). From the rebirth fountain head north-east and take out the Siege Striders. Continue east-north-east, and then finally north and up through the two torches ... haven't seen many of THOSE in a while have we !?!?! The path north takes you into the Eronian Highlands, and you should follow it up to the two traps (one on either side of the road), and then to the east, where you will find another rebirth fountain. From the rebirth fountain, head south-east, and focus on following this, the main path, to the exclusion of the camps to its south and north. By this I mean you may have to clear out the camps on either side, but you should return to this, as it is the main path leading you through the Eronian Highlands. This path goes south-east, then north-east, then east- south-east, to finally double-back on itself and turn and lead down a slope to the south-west, and into Argolis. As you enter Argolis, head south, hugging the eastern wall. You will find Menestheus - King of Athens and his platoon doing battle to the west with a group of Melinoe, and a rebirth fountain to the east. Whilst the choice is entirely yours, I personally favouring heading to the east and activating the rebirth fountain before helping Menestheus and his group as that way, if you die, you will rematerialise closer and avoid the hassle of walking all that way again ;) Once Menestheus and his group have been liberated from their Melinoe assailants, speak with him and he will tell you that they are on a mission to create a diversion for Odysseus' platoon, by destroying an important Daemon as loudly and brashly as possible. Her name is Leucothea, and she is a Melinoe Blood Queen who commands this area of the battlefield. Odysseus hopes that if her death is sufficiently attention-drawing, his troops will be able to sneak up to their position undetected by Hades' Forces. Menestheus would like you to lead the charge against Leucothea, and gives you the "A Noisy Diversion" Side Quest. ================= A NOISY DIVERSION ================= Menestheus assigns you SIX of his warriors - a mix of hand-to-hand and ranged - who will not wait for you - they will charge immediately to the south-east and then south, and run THROUGH the Melinoe warriors to do battle with Blood Queen Leucothea and her entourage. ==================================== BLOOD QUEEN LEUCOTHEA - MELINOE HERO ==================================== Blood Queen Leucothea is surprisingly cr@p to be honest. She is just a taller and slightly more powerful version of a bog-standard Melinoe Blood Acolyte, with their standard powers, being :- > Staff-swipe > Blood Projectile - direct line but reasonably slow-moving > Blood Nova - decent radius blood aura that erupts on the ground and bleeds you of your health to restore her own. Once she has fallen, open the Majestic Chest she was guarding, and then return to Menestheus for your reward - completion of the Side Quest and 35000 XP. ============================================ SECTION 4.20 - THE BATTLE FOR ELYSIUM CONT'D ============================================ Head east of Menestheus and his platoon, through the two torches and down the steps to the rebirth fountain, which you should activate if you have not already done so. From there, head north and then follow the main path inbetween the various Machae, Melinoe and Troglodyte Encampments that leads to the north-east and then turns to go due east, up to Odysseus and his platoon. Here you can speak with Eurylochus - a hero who tells you that they have learned that although he is able to create Daemons, Hades can only control them when they are within his own kingdom. Therefore, in order to be able to retain control over his Daemons when they set foot upon the Living Lands, Hades has fashioned five Crystals - the Shards of Erebus - which enable him to control his forces in the Lands of the Living. Eurylochus tells you that if you were able to destroy the five Shards of Erebus, Hades' power over his minions above would cease to have effect, and they would be like lambs to the slaughter for the living forces. He then gives you the "Shards of Erebus" Side Quest. Speak then with Elpenor - another Hero who tells you that the replacement generals whom Hades empowered to lead his forces when the three Judges denied him are Machae under his command. The Elysian Forces fear that even if the Shards of Erebus were to be destroyed, these three Machae would have leadership enough to be able to rally Hades' Forces, and control their campaign in Hades absence. Therefore they must also be destroyed. Elpenor gives you the "Hades' Generals". Speak with him again to learn the names of the three Generals :- 1) Dysnomion - General of Nightmares 2) Makaria - General of Wretched Death; and 3) Trophonios - General of Darkness He says that when one falls, the others will become aware of this, so it is best to slay all three as quickly as possible. Once you are done with Eurylochus and Elpenor, speak with Odysseus - King of Ithaca, who will reward your progress thusfar by updating your main quest, restoring your health and energy, and giving you 20000 XP. Odysseus tells you that his squad has made it to the outer gates of Hades' Palace, and that they have ensured a way for you to gain access thereto. With that, he walks northward and activates a well-positioned Ballista, which fires down at the walls of Hades' Palace, and blows a passageway in one of the walls for you to enter ! Speak with him again, and he will tell you that inside the Palace you should find and speak with Persephone - Hades' wife, who will be your ally. She is likely to be imprisoned, however =./ Odysseus will them update your main quest again, completing the "Battle for Elysium" (phew !!), and replacing it instead with "The Immortal Throne". ================================== SECTION 4.21 - THE IMMORTAL THRONE ================================== Head south-west and then north of Odysseus and his platoon to get to the Palace Wall. Enter Hades' Palace through the hole Odysseus' forces just made for you (which is dubbed the "Secret Passage"), and then sneak into the Palace. ... wait a minute ... did you hear that laugh ? Sounds like somebody is expecting us !! Hmmmmmmmmmm. Ok ... first and foremost, take note of the layout of the room you are in at the moment. See that set of stone pillars in the centre of the room ? See the beautifully carved Ornate Bronze Door in the north- western wall ? Sense a boss fight coming ? OH yeah. A tough one too !! Make sure you are replete with health and energy potions, and that your skills are maxed to the full, because through that door you are about to face a rather nasty trick Hades has in store for you ... being ... ===================== TYPHON - UNDEAD TITAN ===================== Y'know, I have absolutely NO idea why I didn't see this one coming, but I was GENUINELY surprised when this happened to me. I mean ... Hades IS the Lord of the Underworld ... so why WOULDN'T he have control over anybody and everybody that you have slain in your quest so far ?? *slaps himself in the head for being such a chowderbonce*. Typhon's Undead Form is actually just as hard to defeat as he was in life unfortunately. I would STRONGLY suggest that you try your best to lure him BACK into the previous room (which of course means NOT rushing in and doing battle with him, but trying to provoke him into stalking you back through the doors). I say this because you can then use the central stone columns in the previous room as a shield. His bone-attacks cannot penetrate it, and this can mean the difference between a swift and horrifically painful death, or just a nice quiet walk in the park. Typhon has a completely different set of attacks this time around, being :- > Bone Prison - he throws a skull at you which, if it touches you, will form itself into a bone prison, holding you to the spot until it is destroyed. > Spirit Breath - a cone-shaped breath attack with good range. > Needles - a set of needle-like bony projectiles which he throws with good speed and range. > Bone Wave - a direct-line, rapid-moving ground-based projectile which causes a wave of bone - kinda like a spinal column, to arise from the ground and rush towards you, doing a LOT of damage. > Claw-strikes Once Typhon has fallen to you AGAIN, open the three Small Chests and the Majestic Chest against the western wall to his chamber, and take your fill of his goodies. When you are ready, leave through the open door in the north-eastern wall, to find Persephone, chained to a couch by two Ancient Locks. She calls for your aid, and you should release her by destroying these Ancient Locks. Speak with her, and she will tell you that Hades' delusions of grandeur are what has led him to this. When Zeus commanded that the Gods depart, Hades saw the opportunity to take it all for himself - EVERYTHING - and set about his campaign of destruction and terror. When Persephone tried to leave him so that she could accompany the other Gods, Hades (unable to stand the thought of losing her) chained her to this place, hopeful that she would come around when he ultimately won, and see things his way. Persephone is the Breath of Spring, and not a warmonger. She cannot abide what Hades has elected to do, and bids you proceed to do battle with him, and restore balance to the worlds. She updates your main quest and rewards you with three copies of a random scroll - I got the Scroll of the Crushing Vortex. Head to the north-west of the couch to activate the Hades' Palace Portal Shrine, and then lead Persephone's Chamber via the north-east, through the door she just opened for you, stopping to speak with her again on the way through. She says that you must be quick, for if Hades learns that she has been freed, he will surely come for her, and his wrath would be a terrible thing to behold. Descend the stairs to the north-east to enter the Dark Processional. From here, activate the rebirth fountain and move through the Ornate Bronze Door to the north-east. This will once again update the main quest. Follow the jagged path to the north-east, and then enter the open doorway in the north-eastern wall, to get to the Aidonean Propylon. Turn and head north, and then east and go through the door in the north- eastern wall to your first encounter with your final new type of enemy in Titan Quest: Immortal Throne - the Gigantes. ======== GIGANTES ======== Gigantes are gigantic, animated suits of armour that come in a variety of levels of power and danger. The weakest of the Gigantes are Vanguard. They are armed with a polearm, and function just like bog-standard infantry really - they walk slowly, and swipe at you slowly. Next most-powerful are the Armorite. Equipped with Axe and Shield, these guys have the Shield Charge power, enabling them to compensate for their slow-movement speed by rushing into combat with you. The first couple of times you see this in action, it is likely to cause you some concern, and quite rightly so !! Next up come the Vindicators, who are armed with twin-axes. They are quick in hand-to-hand, and can cause a wall of flame to rush towards you across the ground. Since this is VERY quick, and almost certain to kill you within a second or so, you should ALWAYS attempt to dodge this at ALL costs. On higher difficulties the Vindicators are replaced with even more powerful versions of themselves, but on normal, Vindicators are the most powerful Gigantes you will encounter. Head through the door in the north-western wall, and down the stairs. Then go north-west, and in spite of the arrow-shaped hole in the ground, head north and through the large mirror in the northern-area of this room, to another chamber. Activate the rebirth fountain in this room, and continue north, and then north-east and down the stairs. See the gigantic crystal being protected by the Gigantes on the rock mass to your north-west as you go down the stairs ? That is one of the five Shards of Erebus, and we shall be kicking it to pieces in just a moment ;) ==================== THE SHARDS OF EREBUS ==================== At the foot of the stairs, follow the path to the north-west and then down another flight of steps. Head through the door in the north-western wall, and down yet another flight of stairs. In the north-eastern wall of this chamber, you will find another mirror portal which leads you to your first of the five Shards of Erebus. Slay the Gigantes in the area, and then turn your attentions to the Crystal, breaking it into pieces and harvesting the first of the five Crystal of Erebus Monster Charms for yourself ;) Head south-west back through the mirror portal, south-east and up the steps and then north-east and down the stairs to continue onward. Through the door in the north-eastern wall to enter the Court of Kouloures. Head as far as you can to the north-east in a direct line, and you will find you are separated from the next Shard of Erebus by a chasm. Simply move around this chasm - I prefer to go to the south-east, then the north- east and then north-west myself - and destroy the Shard to gain your second Crystal of Erebus Monster Charm, and be 2/5 up on the Shards of Erebus ... good going so far !! :) From the second Shard of Erebus, keep heading north-east, through the Ornate Bronze Doors and down the stairs into the Winding Descent. At the foot of the stairs, activate the rebirth fountain to the north, and then head due east, and through the door in the north-eastern wall and down the steps to do battle with your first of the three Generals of Hades' Armies. ========================== HADES' GENERALS - PART ONE ========================== Dysnomion - General of Nightmares awaits you at the bottom of the stairs, with his horde of Machae Archers. At the bottom of the stairs, turn and head to the north-west - this is where you will find Dysnomion. ============================================= DYSNOMION - MACHAE HIGH GENERAL OF NIGHTMARES ============================================= Dysnomion is a master archer, and student of the Spirit School, with his primary attacks being :- > Spirit Arrow > Circle of Power > Deathchill Aura Using his circle of power skill to good effect means that if you are not careful you will wind up losing your own health and energy to sustain his during combat. Dysnomion plays much like a standard-archer, however, and is not a huge fan of entering close-combat range. Simply stick and move, and you should find he falls pretty easily - as long as you have slain his troop first of course - otherwise you'll look like a pin-cushion by the time this combat is over !! ========================================= SECTION 4.21 - THE IMMORTAL THRONE CONT'D ========================================= Once you are done with Dysnomion, return to the south-east, and then up the stairs to the south-west. Head to the south-west of the door which led you down to Dysnomion, and you will find a set of stairs leading down to the south-east. Take them, and then zig-zag east and then south-west again to go down another set of stairs. At the bottom of these stairs travel west and then north-west and down the next set of stairs. Head through the door in the north-western wall, and down the steps to enter the Prison of Souls, and an encounter with some familiar foes - the Albino Spiders. Notice how the cells to either side of the main corridor are locked ? We don't have a key for them as yet, but when we ultimately get one, you might like to come back and release the shades from their imprisonment - just be careful if and when you do, for reasons I shall come to in a bit ;) Head north-west, through the door and into the next room, where you should activate the rebirth fountain immediately. There are four exits from this room - back the way you came (which is NOT an option - Spartans never retreat, remember ?) ;), south-west, north-west and north-east. ========================== HADES' GENERALS - PART TWO ========================== We shall start by heading north-east, so head up the stairs and on the next level, head through the closed door in the north-eastern wall. Proceed through the mirror portal to the north-east, to enter your battle with the second of Hades' Generals - Trophonios - the General of Darkness. ============================================ TROPHONIOS - MACHAE HIGH GENERAL OF DARKNESS ============================================ Like Dysnomion, Trophonios is an archer, and a very good one at that I might add. He is a student of the Earth School, and can pelt you with a number of very powerful attacks over a short space of time. His main methods of attack are :- > Flaming Arrow > Pink Energy Projectile - can slow you down > Eruption Trophonios is CONSIDERABLY harder to defeat than Dysnomion was - however using the same tactics as you did to waporise Dysnomion - i.e. stick-and- move ? Victory SHALL be yours. ========================================= SECTION 4.21 - THE IMMORTAL THRONE CONT'D ========================================= Head south-west of Trophonios and through the Mirror Portal. Then continue south-west and down the southernmost set of stairs, to get back to the room with the rebirth fountain. Technically-speaking, there is absolutely no need for us to head south-west, so if you would care to take the door in the north-western wall please, we can continue. If I were to be 100% truthful, we didn't even need to come back this way - you could have just taken the northern set of stairs descending to the south-west in the room to your north-east now, but I prefer to hang around the rebirth fountains wherever possible, as the walking can be a real pain in the butt when you die - don't you find ?? SO !! Through the north-western door please. There are FIVE exits from this room, and I shall describe each, just so that you get a decent feel for exactly where you are :- > South-east - leads you back to the room with the rebirth fountain > South-west - leads you up to that room I said had no merit in being explored, so it can be disregarded. > North-west (on the western-side) - needs to be explored. > North-west (on the eastern-side) - need not be explored. > North-east - leads you up to the room adjacent to that in which you fought Trophonios, so it can be disregarded. If you would therefore head west of the door you used to enter this chamber and then north-west, we shall go through the north-western door, on the western side of the room. ============================ HADES' GENERALS - PART THREE ============================ Through this door you will enter your battle with the third and last of Hades' Replacement Generals - Makaria - the General of Wretched Death ... =============================================== MAKARIA - MACHAE HIGH GENERAL OF WRETCHED DEATH =============================================== Makaria is arguably the second-toughest of the Generals, the hardest in my opinion being Trophonios. Makaria is an archer (like his fellow Generals), and a student of the Rogue School. His primary attacks are :- > Poison Arrow > Poison Cloud - generates a small cloud of poisonous gas at your feet, which remains for a few seconds. > Petrify - just like Medusa, he has the power to freeze you for a few seconds, during which time he can unload blast after blast of poison into you - DEFINITELY avoid this one !!!!! At least he doesn't turn you to stone though ;) As with his fellows, use the hit-and-run tactics you used with Dysnomion and Trophonios and Makaria will fall to your might in short-order. Once he has fallen, this Side Quest is complete, and you will earn yourself a well-deserved 45000 XP and +5% Total Damage for your character !! WICKED WORK !! =) ========================================= SECTION 4.21 - THE IMMORTAL THRONE CONT'D ========================================= Head up the stairs to the north-east of Makaria, to enter the Polis Daemonai which is the exact same area you would reach if you went through the north- western door on the eastern side of the room I described above, hence my having said that particular door did not need to be explored ;) Go north a few steps, and then north-east and down the stairs. See the yellow icon with the black exclamation mark on the compass ? That denotes the Warden of Souls - the guy that has the key for ALL the cells that the Shades are being held in. He will be our next target on our way to slay Hades. From the bottom of the stairs, follow the jagged path to the north-west and then where it leads off to the north-east, stop. You will want to heal up and make sure you are ready for what can be a reasonably tough sub-boss fight with the Warden of Souls. Usually he is quite easy to defeat, but if he is having a bad day, it can be quite a difficult battle. =================== THE WARDEN OF SOULS =================== The Warden of Souls is a MASSIVE Gigantes Warrior, armed with a Bactrian Claw (a huge hammer), and an Akinakes (a large, curved blade). He has a number of powers, the most important of which are as follows :- > Sword-swipe - strikes at you with his Akinakes > Hammer-thump - strikes you with his Bactrian Claw > Soul Push - creates a cone-shaped blast of soul energy which moves out towards you like the Earth School's Flame Surge Power. > Life Drain - just like the Spirit School Power of the same name. UNfortunately for him, the Warden of Souls can only travel a certain distance from his starting point, so retreat back towards the stairs you took to get down here if you are finding him rather hard-going, and dizzy him to get the upper-hand in this fight. Once the Warden of Souls has fallen, take the Key of the Warden of Souls which he drops, and you will find you are now able to open each and every cell you come across in Hades' Palace. ====== BEWARE ====== PLEASE be careful, however, as I found that in one of the cells past the area where the Warden of Souls was standing, I could open it and get inside, but I could not then get OUT again afterwards !!!!! This was obviously REALLY really irritating, as I had to save and close and then restart the game, to then have to fight my way back through the bl**dy Prison of Souls just to get back to this point ... PLUS I had to fight the Warden of Souls again, as he is recreated when you save and exit !! *sigh* Anyhow - with him defeated, you can proceed. Head to the north-east of where he was and through the door he was defending to get to a Mirror Portal which you should go through. =========================== THE SHARDS OF EREBUS CONT'D =========================== Destroy the Shard of Erebus and large number of Gigantes on this platform to pick up your third Crystal of Erebus Monster Charm. Head south-west, through the Mirror Portal Shrine, and keep going south-west until you get back to the main thoroughfare where you turned off to do battle with the Warden of Souls. =========================== HADES' TREASURY - PART FOUR =========================== Turn and head north-west, and down the stairs to do battle with the fourth key guardian for Hades' Treasury - The Night's Mistress - an Empusa Hero who holds the Soul Stone. The Night's Mistress is an Empusa Soul Carver, with the same powers as a normal Soul Carver would have - just a bit better amplified. She therefore attacks with the following powers :- > Soul Projectile - direct line, and VERY impressive rate-of-fire. > Circle of Power First move is to take out her Gigantes Bodyguards, as they are a pain and then, when they are gone and you can focus all your attacks on her ? Just stick-and-move (I know you have been doing an awful lot of that recently), and you should find that the battle with her is not as traumatic as it could be ;) IF she hits you with her Circle of Power, IMMEDIATELY fall back as she will be leeching HUGE quantities of your life and energy to replenish her own, as you are no doubt aware by now. Once she has fallen you will be in possession of all four of the Keys you need to unlock Hades' Vault and plunder HIS treasure for a change. You now have a difficult decision to make. You are not far from completing Titan Quest: Immortal Throne, and we have done all but two side quests together - Hades' Treasury (which we can now finish), and the Shards of Erebus, which we are going to finish in a moment. You can teleport out of here to sort out Hades' Treasury if you wish, but if you teleport from Hades' Treasury back to one of the towns (which you WILL need to do as you will almost CERTAINLY not be able to carry all of his loot in one fell swoop), your portal here will be lost, so that would mean that after completing the Hades' Treasury Side Quest, you would have to either teleport back to the Hades' Palace Portal Shrine and run back down here, or save and exit the game to restart at the latest rebirth fountain, but then you would have to FIGHT your way back here. The alternatives are :- 1) Go and finish the Hades' Treasury Side Quest by teleporting from here to the Upper City of Lost Souls, PILFER what you want from his treasure and disregard anything you don't like the look of, then run back to the Upper City of Lost Souls, do your trading and use the Portal Shrine there to teleport back here; or 2) Complete Titan Quest: Immortal Throne, and then come BACK afterwards to complete the Hades' Treasury Side Quest. It's your call !! I am going to go for option number 1 ;) =============== HADES' TREASURY =============== Teleport back to the Upper City of Lost Souls, speak with Horemwia the Caravan Driver to pick up the other three stones (if you deposited them with any of the Caravan Drivers as I believe I may have suggested to you earlier), and deposit all non-essential items with him, and then leave via the south-western archway, heading south-east and down the winding stairs, and then west at the foot of the stairs, and into the familiar chamber where you met Aristonymus. Speak with him to peak his interest in the stones you have in your possession, and the place the stones on the four altars along the north-western wall (being, from left-to-right, Frost, Flame, Soul and Venom - you don't need to know that - just click on each one and the relevant Stone will be taken from your inventory), to open the north-western door that leads to Hades' Treasure Vault. Entering the vault and walking up to the treasure will complete the Side Quest and earn you a WHOPPING 100000 XP (yep - ONE HUNDRED THOUSAND XP !!). THAT is sure to come in handy eh !! Raid the three Majestic Chests and two Otherworldly Chests, and take your fill of his treasure. When you are done, RUN back to the Upper City of Lost Souls, sell your gubbins, pick up your stuff from Horemwia, and use the Portal Shrine to teleport you back to the Polis Daemonai, and your impending battle with the Lord of the Underworld himself ... =========================== THE SHARDS OF EREBUS CONT'D =========================== Head through the Ornate Bronze Door in the north-western wall and down the stairs to get into the Crystalline Stellae. Simply carry on heading north-west and through the doorway, and then in the next room head north-west again and down the corridor, and through the next doorway. This next room is the final room in the game. To your east and west you will see the two remaining Shards of Erebus, which you should promptly destroy so as to sever Hades' control over his minions in the Lands of the Living, and to pick up your fourth and fifth Crystal of Erebus Monster Charms, completing this (not so useful, granted) Monster Charm, and adding it to your collection. You will also gain 35000 XP for completing this Side Quest. Head a few steps to the north-west, and when you see the room ahead of you (being a large, circular room), STOP. Interestingly, scope out the map ... this room is shaped like ... well ... I don't want to say, but ... I mean DAMN - if I were the boss, this is what I'd shape MY throne room to look like ... LOL !! So ... are you ready for your final boss fight ? This is going to be tough, so be prepared. Stock up on healing and energy potions, max-out your offensive skills, prime yourself, prep a couple of scrolls and ready your most powerful weapons ... it's time to take on Hades himself. ======================= HADES - GOD OF THE DEAD ======================= To enter battle with Hades, head into his Throne Room. It IS possible to lure him out of the Throne Room and back down towards the two now-ruined Shards of Erebus, but to be honest it is just as easy to employ my very carefully-designed technique in his throne room, so head on in. Hades attacks you in a number of guises - THREE to be precise. I shall go through each one in turn. =================================== HADES - FIRST FORM - OLD HUMAN MALE =================================== Hades' first form is that of an old human male, with white hair and armed with a hooked blade. He is reasonably slow to move in this form, and his primary attacks are as follows :- > Spinning Blade-Attack - used when you get too close, Hades spins around creating a blood-red aura around him and doing great damage to you. > Hades' Projectile - a direct-line fast-moving projectile, akin to the vast majority of such powers you have seen from other enemies in the past - the main difference with this one appears to be the colour. > Push - he can knock you with the shaft of his hooked weapon if you get too close to him. > Thrown Hades Projectile - he lobs a ball of energy into the air which explodes in a multi-direction projectile attack when it hits the ground - run away from this one to make it easier to dodge the smaller projectiles. He isn't too too difficult to slay in this form - just keep your distance at all times, and use a hit-and-run attack-style to do damage whilst avoiding his two ranged attacks. Once Hades has taken 50% damage in this form, he will change forms. ===================================================== HADES - SECOND FORM - ARMOURED AND MUTATED HUMAN MALE ===================================================== Hades' second form is a variation on the first - his right arm changes to become a multi-tentacled version of its former human original, and his body becomes protected by bone armour. He also gains a helmet, but he holds the same hooked weapon he had in his first form. In his second form his attacks change slightly, as follows :- > Spinning Blade-Attack - as per his first form. > Hades' Projectile - as per his first form. > Thrown Hades Projectile - he now lobs multiple balls of energy in the air, which will stun you for a few seconds if they hit you. > Hades' Vortex - he creates a vortex at his feet which he sends towards you. The vortex is slow-moving, but you do NOT want to get caught in it, so steer well clear of it at all times. > Hook Strike - a powerful hand-to-hand strike with the hooked weapon he holds in his left-hand. Hades is quicker-moving in this form, and this actually works to his detriment, as he spends slightly longer getting into position for his ranged attacks - in the first form he was a bit more "Oh sod it - I'll just throw it from here" ;) As with his first form, just stick-and-move to wear this one down. When Hades has taken 100% damage, his second form will fall away and he will change again. =========================== HADES - THIRD FORM - SPIRIT =========================== Once his physical forms have been destroyed, you must battle Hades as a spirit. THIS is where my patented, tried-and-tested "Clock Technique" comes into play. All you have to do in order to defeat Hades really quite easily in this form is imagine his chamber like a clock and, provided he is in the centre of the room (which is where he seems to like to be in this form), strike him, then side-step to move around either clockwise or anti-clockwise to the next number on the clock if you will, thus dodging his attack, and then strike him again - rinse, repeat, and he should fall quite easily. There is only really one attack he unleashes which causes you to have to abandon this technique (temporarily), and that is detailed below - it is his Spirit Orbs attack. When he uses his Spirit Wall attack you have to jump a couple of numbers around the imaginary clock instead of just one ;) His main attacks are as follows :- > Spirit Projectile - a fast-moving, straight-line spirit projectile. > Spirit Wall - a HUGE cone-shaped wall of spirit energy that he throws at you - fall away and to the sides to avoid this one. > Spirit Beam - a thicker, slower-moving straight-line variation of the spirit projectile attack. > Spirit Orbs - he throws a set of five orbs up into the air, each one shattering upon impact with the ground to send spirit projectiles out in multiple directions - just fall back away from him as far as you can to better gauge how to dodge these attacks. > Spirit Nova - a GIGANTIC ring of spirit energy that shoots out with Hades at its centre. Once Hades has finally been put to rest in all three of his forms, his wife Persephone appears. Raid Hades' Essence, and then speak with her. She says :- "You have defeated both a Titan and an Olympian. From this day forward you shall be known as Godsbane. We leave the Afterlife in the hands of your human judges, for they have shown that they are just and merciful. Truly the Age of Man has come, for now you govern both life and that which follows. I give you my thanks and open the way, back to Greece or wherever the Fates will lead you." She will give you 32000 XP, and complete the main quest for you. With that, she opens a portal in the north-western wall, which you can go through to see the very cool credits !! CONGRATULATIONS - you have now completed Titan Quest: Immortal Throne on Normal Difficulty !! HADES EPILOGUE With Hades having been defeated, and the Gods withdrawing to leave the Fate of Man to its own destiny, who knows what the future will bring for us ... You are to be rewarded for your bravery, however, and may now proceed to do the WHOLE thing again (should you wish) on Epic Difficulty ... woohoo !! ============================================================================== C H A P T E R S I X ============================================================================== S K I L L S O F T H E S C H O O L S ============================================================================== As you already know, there are NINE different Schools of Training that you can follow in Titan Quest - EIGHT in regular Titan Quest, and NINE in the Immortal Throne Expansion Pack, yep ? Well because I'm feeling generous, I think it's about time to go through, in some more depth, the nine schools of training, each of their powers, what they do and whether (in my opinion) they are worth their weight in gold, or plop. So without further ado, let's get cracking !! ======= ======= ======= ======= === === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ / ¦ ¦ ==== == == ¦ --- ¦ ¦ --- ¦ ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \/ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ --/ ¦ ¦\ /¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ \ / ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ \/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \¦ ¦ ¦ ¦ ======= === ------- --- ----- --- Game Description : Excels at dealing massive lightning and cold damage to single opponents or small groups. The Stormcaller has limited personal defences but can slow, freeze, and stun enemies with frost and thunder attacks. Sinister says : In my opinion Storm is one of the best schools in the game. As with all schools it has offensive and defensive skills, but it has two of what are, I believe, THE best skills available - chain lightning and summon wisp. There are some skills that you are generally quite unlikely to use, however. LEVEL 1 SKILLS Skill Name : ICE SHARD Description : Projects a deadly shard of ice at the target inflicting cold damage and temporarily slowing them. My Rank (/5) : 3 My Comments : Whilst ok as a low-level projectile, it quickly loses out to skills like Lightning Bolt. You can augment it at higher levels to increase the speed and number of shards, but it's still not your handiest skill. Skill Name : STORM NIMBUS Description : When active, the player is imbued with the power of the storm, causing their attacks to strike with cold and lightning damage My Rank (/5) : 5 My Comments : VERY handy to have if you choose the Storm School, this adds damage to EVERY attack you to. Unfortunately it places what's called a reserve on your energy, meaning a block of it becomes unusable whilst the skill is in effect, but in my opinion this is a VERY handy low-level Storm Skill. LEVEL 4 SKILLS Skill Name : SPELL BREAKER Description : A pulse of negatively charged energy dispels hostile enchantments on allies or, when cast on enemies, breaks their beneficial enchantments and negates a portion of their energy. This attack inflicts bonus damage when used against Magical creatures. My Rank (/5) : 1 My Comments : In my opinion this skill is not one you will use very often. It's just easier to make spellcasters your primary targets when you encounter them than faff about dispelling their spells (although it CAN be quite fun if you have the patience) ;) Skill Name : THUNDERBALL Description : Hurls a ball of electrical energy that damages and stuns enemies in a small blast radius. My Rank (/5) : 3 My Comments : Whilst it looks and sounds cooler than the Ice Shard, it isn't THAT much better in my opinion. At higher levels you have the option of adding mini Thunderballs to it, to big-up the radius and stun-effect, but as with the Ice Shard it's quite a slow-moving projectile, and sometimes you will find your enemies just move away, which is quite irritating. Skill Name : HEART OF FROST Must Have : STORM NIMBUS Description : When Storm Nimbus is active, the air around the player becomes icy cold and slows any attackers within its perimeter. My Rank (/5) : 5 My Comments : I think if you are going to sink points into Storm Nimbus then there is absolutely NO reason not to big-up that skill, by adding cold damage and slowness for your foes with this skill (and lightning damage at higher levels with another skill). Bear in mind this affects you ALL the time, and whilst it does mean you have to give up a bit more energy in reserve, I think it's worth it. LEVEL 10 SKILLS Skill Name : SPELL SHOCK Must Have : SPELL BREAKER Description : Inflicts energy burn damage and disrupts enemy spell- casters' ability to use skills as their beneficial enchantments are abruptly shattered by Spell Breaker. My Rank (/5) : 1 My Comments : Whilst a nice add-on to the Spell Breaker skill, I don't think it's genuinely worth sinking any more than 1 point into this ability. Skill Name : VELOCITY Must Have : ICE SHARD Description : Increasing the speed and damage of Ice Shard. Gives each shard a chance to punch through its target and keep going. My Rank (/5) : 3 My Comments : If you're REALLY serious about keeping the Ice Shard power and maxing out its effects, then you will definitely want to invest in this skill. I personally think it might be worth sinking 1 point into, just to keep Ice Shard in reserve (although I myself chopped the whole skill in favour of higher-powered ones when I played). Skill Name : SQUALL Description : Creates a wind storm in the target area that decreases the projectile attack accuracy of enemies caught within it. My Rank (/5) : 2 My Comments : Whilst it CAN be useful in rare situations - like when you are absolutely swamped with a sea of archers or spellcasters, it is rare that you will find a use for the Squall power. Skill Name : FREEZING BLAST Description : Encases enemies in ice, immobilising them but also making them more difficult to damage. My Rank (/5) : 3 My Comments : Useful AND surprisingly satisfying. Like when Jean Grey freezes Toad in midair in X-Men 1. Unfortunately you can virtually FORGET smashing more powerful enemies to bits though, as the ice protects them to some degree from taking damage, making this a more flash-than-substance power. LEVEL 16 SKILLS Skill Name : LIGHTNING BOLT Description : Calls down a powerful bolt of lightning from the heavens to decimate your target. My Rank (/5) : 5 My Comments : YES !! Now THIS is what I'm talkin' bout !! With a judicious use of the shift key, you can call down bolts of lightning to strike target WAY outside your normal range, and there is very little time between casting the skill and the impact from the blast, which means it is easier to target enemies that are on the move. Love it ! Skill Name : CONCUSSIVE BLAST Must Have : THUNDERBALL Description : Enhances the power of Thunderball causing sparks to leap from the initial explosion. Each spark that hits an enemy inflicts lightning damage and stuns. My Rank (/5) : 2 My Comments : Useful ONLY if you are looking to use Thunderball on a repeat basis, which is kinda doubtful. It does have a satisfying effect insofar as it DOES stun enemies that are close to the blast radius of the initial Thunderball, but beyond that it is rather limited in its effect. Skill Name : OBSCURED VISIBILITY Must Have : SQUALL Description : Reduced visibility inside the Squall makes it difficult for enemies to effectively attack or defend themselves. My Rank (/5) : 1 My Comments : Kinda the same effect as narrowing your eyes to slits then yeah ? Thought so. Butt-useless unless you're heavily reliant on the Squall effect. Skill Name : STATIC CHARGE Must Have : STORM NIMBUS Description : Electrical energy builds inside the player while Storm Nimbus is active and passes through enemy weapons that come in contact, delivering a powerful shock. My Rank (/5) : 4 My Comments : Since this is more a reactionary power than the Storm Nimbus I can't really give it a 5 - however it is a very useful addition, and keeps those sonsofb!tches that want to hurt you really painfully at bay somewhat :) Skill Name : ENERGY SHIELD Description : Creates a shield of energy that will nullify all incoming damage from electrical attacks. My Rank (/5) : 4 My Comments : I think this is a VERY useful power to have as it protects you from both lightning AND cold damage, and you will come across PLENTY of that in the game. Unfortunately it does nothing to protect you from physical hand-to-hand damage, but it looks cool, AND you can cast it on other people too !! LEVEL 24 SKILLS Skill Name : TORRENT Must Have : ICE SHARD Description : Increases the number of shards cast, sending a deadly torrent at enemies. My Rank (/5) : 4 My Comments : If you are dead set on keeping Ice Shard then this is a MUST-HAVE skill for you, as it increases the number of shards you can throw. At maximum level it adds another 4 shards to your arsenal, bringing the total you can possible throw up to a whopping 5 !! Skill Name : SUMMON WISP Description : Summon an immortal Storm Wisp from the atmosphere to battle your enemies. My Rank (/5) : 5 My Comments : The Storm Wisp is one of the single greatest skills you can master in the Storm School. Although the little fella might not LOOK like much, if you check out his stats you will see that he has a LUDICROUSLY high chance of dodging any attacks (hand-to-hand and projectile alike) which makes him THE bane of bosses and sub-bosses let me assure you. Skill Name : STORM SURGE Description : When activated, each enemy hit has a chance of unleashing a violent squall of storm energy My Rank (/5) : 5 My Comments : Handy to keep on as it gives you a chance of countering any hand-to-hand strike you suffer with a storm blast. This does combined cold and lightning damage to your foes AND stuns them for a split-second as well !! BONUS :) LEVEL 32 SKILLS Skill Name : CHAIN LIGHTNING Must Have : LIGHTNING BOLT Description : Causes electricity to leap from the target of your Lightning Bolt skill and strike additional nearby enemies. My Rank (/5) : 5 My Comments : The COOLEST Skill in the Storm School. Chain Lightning causes a regular lightning bolt spell to chain to nearby adversaries, causing MUCH hilarity and LOADS of damage. GET ... IT ... NOW !! =) Skill Name : EYE OF THE STORM Must Have : SUMMON WISP Description : A wisp ability that increases the lightning and cold damage of all nearby allies for a duration and provides protection from lightning and cold damage. My Rank (/5) : 5 My Comments : Since your wisp is never going to be that far from your side in combat, this is a VERY handy skill to add to your repertoire. See how handy this little guy is !! :) Skill Name : REFLECTION Must Have : ENERGY SHIELD Description : Gives Energy Shield the ability to reflect a portion of enemy attack damage back at enemies who hit it. My Rank (/5) : 5 My Comments : If you're going to go for the Energy Shield (which I did), why not go for the Reflection Spell to fling some of that damage back at your enemies ? Works for me !! ;) Conclusions : The Storm School is great for those of you that like to pummel enemies from afar with either spells or arrows, and the Summon Wisp and Chain Lightning skills are LEGEND in my opinion. This is a school well worth considering. It lets itself down a little in hand-to-hand unfortunately so anybody that is big into that type of fight should consider their alternatives. The biggest drawback for Storm for ME is that some of its best powers (it's going to sound stupid to say) take a LONG time to get ahold of, which CAN make it less gratifying than, say, the Earth School where damage-dealing is THE main focus of play. Sphere Rating /5 : 4 ======= === ======= ======= === === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ --- ¦ == == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ = ¦¦ --/ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ \ ¦ ¦ ¦ ¦ ¦ == ¦ = ¦¦ \ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦ ======= === ===--- -- === === === Game Description : Adept at raining down destruction over large hordes of enemies. With most skills designed to deal damage, the Pyromancer relies on a colossal Earth Elemental to hold the attention of enemies. Sinister says : If you like fire and earth then this is the school for you, plain and simple. Its skills are, as the game says, aimed almost solely at battering and damaging your foes using magic, and so there isn't a whole lot of diplomacy or subterfuge ... or subtlety for that matter ... involved in studying this school. LEVEL 1 SKILLS Skill Name : EARTH ENCHANTMENT Description : Imbues your weapons and the weapons of nearby allies with the power of rock and flame. My Rank (/5) : 5 My Comments : Adding luscious fire damage to your weapons AND those of your allies early on in the game is a simple MUST-HAVE skill for any serious pyromaniac. Get it !! ;) Skill Name : FLAME SURGE Description : Three jets of flame erupt from the caster's hands each inflicting incinerating fire damage to enemies. My Rank (/5) : 4 My Comments : Whilst this is far from your most devastating power, and you will in all likelihood wind up downsizing it later in the game, it is a good skill to pick up early on, and offers you the chance to get the drop on multiple enemies that are bound for hand-to-hand combat with you. LEVEL 4 SKILLS Skill Name : BRIMSTONE Must Have : EARTH ENCHANTMENT Description : Boosts the physical damage of attacks and provides a chance of causing critical fire damage while under the effects of Earth Enchantment My Rank (/5) : 5 My Comments : If you, like most people, are going to be using Earth Enchantment religiously during your campaign, then this is another must-have power for you !! Skill Name : HEAT SHIELD Description : Casts a protective head shield on the target that absorbs damage caused by fire. My Rank (/5) : 5 My Comments : Annulling fire damage is a handy skill indeed. It will help you with traps, flaming arrows, Flame Liches and all sorts of other nastiness that you will encounter, PLUS you can cast it on other people to help them out too ;) Skill Name : RING OF FLAME Description : Encircles you in a searing ring of flames burning all enemies that come within its radius. My Rank (/5) : 5 My Comments : A great power to have, as it has a good chance of burning anybody that enters hand-to-hand combat with you, in addition to which it looks kinda cool. Skill Name : VOLCANIC ORB Description : Lobs a burning orb of fiery brimstone that explodes when it hits the ground inflicting fire and physical damage to enemies in a small radius. My Rank (/5) : 4 My Comments : The Volcanic Orb is a damned handy skill, marred only by the fact that it must be lobbed, hence taking a little while to get to its target area. It can be augmented at higher levels making it more appealing, and should not be overlooked as part of your arsenal. Use the shift key whilst throwing it to increase your target-range on screen. LEVEL 10 SKILLS Skill Name : STONE FORM Description : An impervious layer of rock envelops you for a short duration boosting regeneration but prohibiting movement My Rank (/5) : 3 My Comments : This is one of those 50/50 powers in my opinion. It does give you a FREAKY regeneration rate whilst it is in use, but you are completely unable to move, meaning your foes are able to get into better positions to batter you from when the Stone Form is dropped. Used sparingly, it can be a life-saver. Skill Name : SUMMON CORE DWELLER Description : Draws forth a powerful elemental guardian from the Earth's fiery depths. My Rank (/5) : 5 My Comments : A simple must-have power for anybody in this school in my opinion - the Core Dweller is a fearsome beast to behold and whilst he is slow to move, he can batter your enemies good and proper, plus he can be augmented at higher levels. Skill Name : BARRAGE Must Have : FLAME SURGE Description : Reduces the recharge time of Flame Surge allowing it to be cast more frequently and efficiently. My Rank (/5) : 4 My Comments : If you're going to rely on Flame Surge than consider popping some points into this skill. If, like me, you downgrade your Flame Surge skill, then you should look to bleed points from this skill first. LEVEL 16 SKILLS Skill Name : STONE SKIN Must Have : EARTH ENCHANTMENT Description : Tempers armour, increasing protection and fire resistance while under the effects of Earth Enchantment. My Rank (/5) : 4 My Comments : A very handy skill indeed - it will make you battle-ready and able to withstand a greater pounding during combat than you otherwise might be able to, REGARDLESS of what type of armour you are wearing. Skill Name : INNER FIRE Must Have : SUMMON CORE DWELLER Description : Increases the Core Dweller's speed and adds fire damage to its attacks. My Rank (/5) : 5 My Comments : Reducing the worst point of the Core Dweller's power - its basic lack of speed - is surely a good thing. This is a very handy skill to give the big dude, and at its best level you will find he becomes really quite sprightly !! Skill Name : SOFTEN METAL Must Have : RING OF FLAME Description : Intense heat from the Ring of Flame softens the metal of enemy armour and weapons, decreasing their effectiveness. My Rank (/5) : 3 My Comments : Handy insofar as it weakens the attack strength of those people that are looking to batter you in hand-to-hand, however the Ring of Flame will often strike those foes before they strike you, and so this skill is more useful for those of you that like to wade in rather than think fights through before entering them. Skill Name : CONFLAGRATION Must Have : VOLCANIC ORB Description : Increases the explosion radius of Volcanic Orb and causes enemies hit by it to catch fire and suffer burn damage. My Rank (/5) : 3 My Comments : A good skill if you are heavily reliant on Volcanic Orb, however if you are not, then it is one to be avoided. LEVEL 24 SKILLS Skill Name : MOLTEN ROCK Must Have : STONE FORM Description : Adds retaliation fire damage to Stone Form. My Rank (/5) : 1 My Comments : To be honest, this skill REALLY isn't worth putting any more than one point in. At best it does 15 fire retaliation damage, and that just won't make much of a mark on your enemies by the time you come to do battle with them at level 24. Best avoided unless you just HAVE to have it ;) Skill Name : WILDFIRE Must Have : SUMMON CORE DWELLER Description : Allows the Core Dweller to ignite an area of ground causing severe burn damage to enemies within. My Rank (/5) : 4 My Comments : A good move to give your Core Dweller, as it gives him a ranged move to compliment your already brimming ... get it ? Brimming ?? Arsenal of weapons ... hehehe. Skill Name : FLAME ARCH Must Have : FLAME SURGE Description : Increases the damage and number of flame jets created by Flame Surge My Rank (/5) : 5 My Comments : If you keep Flame Surge on, then this is a MUST-HAVE add- on for that skill. Even if you don't put many points in it, it augments (as it says) both damage AND quantity of flame jets ;) Skill Name : FRAGMENTATION Must Have : VOLCANIC ORB Description : Causes the Volcanic Orb to violently explode on impact sending out fragments of rocks that each inflict physical damage to the enemies they hit. My Rank (/5) : 5 My Comments : A SERIOUSLY impressive add-on for those people that want to use Volcanic Orb. I personally only ever sink a few points into it, but it really does mount up :) LEVEL 32 SKILLS Skill Name : VOLATIVITY Description : Enhanced by the volatile energy of the Earth, your fire attacks have a chance of inflicting greatly increased damage. My Rank (/5) : 5 My Comments : Worth sinking a couple of points into just for the chance of doing a damage modifier, this is a cool skill that boosts all your fire attacks' chances of doing more damage, and that CAN'T be a bad thing, non ? Skill Name : METAMORPHOSIS Must Have : SUMMON CORE DWELLER Description : Under tremendous head and pressure, the composition of the Core Dweller hardens making it more resistant to damage. My Rank (/5) : 3 My Comments : To be honest I never put THAT much into this skill, just because it's not that much more inconvenient to just summon another Core Dweller when the first one dies than it is to keep it in the fight longer. Sometimes summoned creatures can be a BIT of a pain (particularly if they are in a provocative mood) ... Skill Name : ERUPTION Description : Volcanic fissures form in the ground, emitting deadly geysers of molten flame and fiery chunks of brimstone. Each fragment inflicts physical and fire damage to the enemies it hits. My Rank (/5) : 5 My Comments : DEFINITELY a skill to pick up. You pick where you want your miniature volcano to erupt (preferably right under the feet of some unsuspecting foe), and WHAMMO !! Toast. You can increase your casting range by holding the shift key when you use this power to make it even BETTER !! Conclusions : With damage-dealing powers coming at you left, right and centre, it's hard to see the drawbacks of the Earth school unless, of course, earth and fire are NOT your favourite elements (as was the case with me). The Core Dweller is handy, but sluggish, and this school offers you benefits in both hand-to-hand and ranged spells, so it's a good damage-heavy school to follow for heavy-hitters. Sphere Rating /5 : 4 === === === ======= ======= === ======= ======= \ \ / / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ / / ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ==== \ \ / / ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ \ \ / / ¦ = ¦¦ --/ ¦ ¦ ¦ = ¦¦ --/ ¦ == \ \ /\ / / ¦ ¦ ¦ ¦¦ \ ¦ -- ¦ ¦ ¦ ¦¦ \ ¦ ¦ \ \/ \/ / ¦ = ¦¦ \ ¦ ¦ ¦ = ¦¦ \ ¦ == \ / ¦ ¦ ¦ ¦¦ ¦\ \ ¦ -- ¦ ¦ ¦ ¦¦ ¦\ \ ¦ ¦ \ /\ / ¦ ¦ ¦ ¦¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦¦ ¦ \ \ ¦ ==== \ / \ / ¦ ¦ ¦ ¦¦ ¦ \ \¦ ¦ ¦ ¦ ¦ ¦¦ ¦ \ \¦ ¦ === === === ====== == === === ====== ========= Game Description : The Warrior excels at dealing out physical damage but pays little heed to defence. With higher mastery levels the Warrior can learn to deal damage to several adversaries at once. Sinister says : You can say THAT again !! In my opinion there is nobody better at doing large amounts of hand-to-hand damage to individuals or small groups of enemies than the Warrior School ... with Dream and Rogue being hot on its heels. Forget range - this is about close-quarters brutality, pure and simple !! LEVEL 1 SKILLS Skill Name : WEAPON TRAINING Description : Years of training with the sword, axe and club allow you to attack faster and react quickly to enemy attacks. My Rank (/5) : 5 My Comments : ANY skill that increases your attack speed is tops in my book, but this one also increases your offensive ability which increases your chances of doing critical strikes, and general effectiveness in combat. Coolness :) Skill Name : BATTLE RAGE Description : Each enemy hit has a chance of sending you into a battle rage that adds bonus damage to attacks and increases Offensive Ability for a short duration. My Rank (/5) : 2 My Comments : Were it not for the very low chance of activation (even at its highest level you have a paltry 12% chance of using this skill), I would give it a 4. Skill Name : ONSLAUGHT Description : When used as your default weapon attack, Onslaught charges up as you hit enemies causing increased damage. The first hit always charges Onslaught to the first level of the skill and it continues to charge until it reaches your current skill level. Onslaught dissipates rapidly when not actively attacking. Apply this skill to your left mouse-button. My Rank (/5) : 5 My Comments : One of the handiest skills for the Warfare Master, and it is available at level 1 !! You can one level of charge for each level of skill you have in this ability, and it can HUGELY affect the amount of damage you deal in combat, so it is WELL worth purchasing. LEVEL 4 SKILLS Skill Name : DUAL WIELD Description : Learn to effectively wield two weapons. My Rank (/5) : 5 My Comments : It is a pity that only the Warfare School has this power at its disposal, because it is SO very very very useful it's unreal. Wield two single-handed weapons instead of just a weapon and shield combo. This can MASSIVELY increase your damage-dealing potential. Skill Name : DODGE ATTACK Description : Even the sturdiest armour has its chinks. The best way to stay alive is to not get hit. My Rank (/5) : 4 My Comments : Never a truer word spoke !! At maximum level, this power will give you a 21% chance to dodge attacks, which is quite decent really, and worth investing in. Skill Name : IGNORE PAIN Must Have : ONSLAUGHT Description : Total focus in the heat of battle allows you to ignore physical and piercing damage. My Rank (/5) : 3 My Comments : Decent resistance (15% at maximum level) to both piercing and regular damage is not to be sneezed at, but it isn't as glamorous as some of the other Warfare skills by ANY means. Skill Name : WAR HORN Description : The triumphant call of your war horn temporarily stuns enemies My Rank (/5) : 4 My Comments : Good, but the duration of the stun effect is unfortunately random, and will range at maximum level from 1.5 - 6.5 seconds, which can be PLENTY of time to inflict massive amounts of pain and damage in combat, or surprisingly little, depending on how lucky you are really !! LEVEL 10 SKILLS Skill Name : HEW Must Have : DUAL WIELD Description : A Dual Wield technique that causes increased damage by 50% My Rank (/5) : 5 My Comments : Definitely worth purchasing to compliment your regular Dual Wield skill. Skill Name : CRUSHING BLOW Must Have : BATTLE RAGE Description : Provides a chance for attacks to cause bonus damage while in Battle Rage My Rank (/5) : 4 My Comments : IF and ONLY if you are going to rely very heavily on the Battle Rage power, then this is a VERY capable addition thereto. Skill Name : BATTLE STANDARD Description : Throw down a mighty standard to embolden the hearts of nearby allies. My Rank (/5) : 4 My Comments : Battle Standard may LOOK plop at lower levels, but at its highest level it gives you a SHEDLOAD of bonuses, which can really help to turn the tide of battle for you AND your allies. Skill Name : WAR WIND Description : Executes a devastating spinning attack that can damage up to four enemies. Initially each hit is not as powerful as a normal attack but the effectiveness increases every level. My Rank (/5) : 5 My Comments : At its highest level, you can hit up to 7 targets at the same time, making this a real crowdpleaser of a skill. Attach it to the right mouse button and use it sparingly to maximise the movie-style fight quality of your scraps. LEVEL 16 SKILLS Skill Name : CROSS CUT Must Have : DUAL WIELD Description : A Dual Wield technique that can hit up to 2 enemies with a cross-cutting scissor motion. My Rank (/5) : 3 My Comments : Reasonably good, and definitely worth putting at least a couple of points into as part of your AWESOME Dual Wield skill. Skill Name : HAMSTRING Must Have : ONSLAUGHT Description : An attack aimed at the enemy's legs reduces their ability to run and increases their vulnerability for a short duration. My Rank (/5) : 4 My Comments : It slows your victims, and reduces their defensive ability AND armour, making it worthwhile - especially considering you don't actually have to independently select it - it will just be a part of your regular Onslaught skill !! LEVEL 24 SKILLS Skill Name : COUNTER ATTACK Must Have : BATTLE RAGE Description : Provides a chance to counter attack an enemy after being hit in Battle Rage. My Rank (/5) : 1 My Comments : Maximum 15% chance to do a modest counter-attack ? I think you can do MUCH better at this level, so I wouldn't sink more than 1-2 points into this skill personally. Skill Name : TRIUMPH Must Have : BATTLE STANDARD Description : Seeing the inevitability of your triumph, enemies lose hope and the strength of their attack diminishes. My Rank (/5) : 4 My Comments : Definitely one to add to the already impressive Battle Standard, as at maximum level this baby will reduce the amount of damage your enemies can inflict by 40% !!!!! Skill Name : LACERATE Must Have : WAR WIND Description : Adds bleeding damage to War Wind and increases the number of enemies hit. Requires at least one weapon be a sword or axe. My Rank (/5) : 3 My Comments : Decent attack that can hit up to 3 enemies at maximum level, but which requires you to have a sword or axe in your hand (which is POSSIBLE but not 100% certain given your style of play obviously), reducing the appeal of this power. Skill Name : DOOM HORN Must Have : WAR HORN Description : Your War Horn heralds the doom of your enemies, shattering their nerves and reducing their ability to defend themselves. My Rank (/5) : 3 My Comments : Since it gives you (at maximum level) a 25% reduction in your enemies' health, PLUS reduced armour, I think it is worth at LEAST 2-3 points personally. Assuming you have the War Horn skill at any rate !!!!! LEVEL 32 SKILLS Skill Name : TUMULT Must Have : DUAL WIELD Description : A Dual Wield technique that hits up to 3 adjacent enemies. My Rank (/5) : 3 My Comments : A good, firm attack that perfectly rounds off what is without a DOUBT one of the Warfare Master's greatest skills - Dual Wield. Definitely sink something into this, even if it's just 1-2 points !! Skill Name : ARDOR Must Have : ONSLAUGHT Description : You build momentum as you drive your attack forward, attacking and moving more rapidly. My Rank (/5) : 5 My Comments : As I have said previously, ANY skill that benefits your attack speed gets two thumbs up in my book, and this one works in conjunction with your Onslaught skill, meaning that the more you hit people, the more powerful you become AND the faster you move AND STRIKE !!!!! =) Skill Name : ANCESTRAL HORN Description : The ominous call on this ancient heirloom will summon forth ghostly heroes of old from the Elysian Fields to do battle once more. My Rank (/5) : 4 My Comments : Whilst it is undoubtedly a very impressive skill, being as it is in fact the ONLY summon-skill which the Warfare Master has at his disposal, it is time-limited, which SUCKS in my opinion. At maximum level you will benefit from the assistance of 5 warriors for a paltry 24 seconds so this skill, whilst powerful, MUST be reserved for desperate situations. It is DEFINITELY worth having, but use it wisely. Conclusions : If you have ever wanted to be in the movie 300 ... or Gladiator ... or ANY other similar movie, then this is MOST DEFINITELY the School for you. It has virtually NO ranged attacks, and can only work its wonders up-close and personal, like a good warrior should ;) Sphere Rating /5 : 5 if you like up-close and personal, 3 if you don't. ======= ======= === ======= === ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ --- ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ -- / ¦ ¦ ¦ --/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ---- ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \¦ ¦ ¦ ¦ ======= === === === ===== === Game Description : The Theurgist combines offence and defence with insidious life stealing skills that leech enemies' vitality while bolstering their own. At higher levels the ability to summon a powerful Liche King dramatically increases damage-dealing ability. Sinister says : NICE !! This School boasts some of the most VICIOUS skills in the game, with powers such as Cascading Life Drain and Enslave Spirit. It is definitely NOT one for the goodies two-shoes out there, and it is HEAVILY reliant on range for its powers to take full effect, so those that like to wade in might want to avoid it, unless it is coupled with Warfare of course. LEVEL 1 SKILLS Skill Name : DEATHCHILL AURA Description : A deathly chill radiates from the character slowing the attack and movement of enemies as it diminishes their life My Rank (/5) : 3 My Comments : A decent aura, and a very helpful one to have early on in the game. You might wind up reducing it in favour of other skills later on, but I would never want to be totally without its benefit. Skill Name : LIFE DRAIN Description : Leeches life from an enemy to replenish your own. My Rank (/5) : 5 My Comments : YES !! THIS is what it's all about. Not only does this power enable you to bleed life directly from your enemy from afar, but it transfers a portion of it back to you, healing you in the process !! We LOVE it !! At maximum efficiency, it converts 260% of the attack damage back to you as health ;) LEVEL 4 SKILLS Skill Name : TERNION ATTACK Description : This powerful wizard's trick causes your staff to shoot three projectiles by channeling magical energy into it. Initially each hit is not as powerful as a normal attack but the effectiveness increases every level. My Rank (/5) : 4 (if playing a wizard) 1 (if playing anything else) My Comments : This skill is either great or worthless, depending on the type of character you want to play. Basically, if you are going to be using a staff ? Then it can (if you have a HUGE bank of energy to draw from) level large groups of monsters in no time flat. If you are playing ANY other type of character (hand-to-hand, archer, assassin, etc.) then it is UTTERLY worthless. Skill Name : RAVAGES OF TIME Must Have : DEATHCHILL AURA Description : Accelerates the effects of time on adjacent enemies' equipment causing weapons to dull and armour to crumble. My Rank (/5) : 4 My Comments : If you are going to be retaining the Deathchill Aura, then this is a REALLY cool skill to use to augment its power. At its highest level, it will deal a whopping -36% damage to your enemies when they get into hand-to-hand, and that CAN'T be bad news for you. Skill Name : VISION OF DEATH Description : Assaults the minds of surrounding enemies with images of their own death causing the weak-hearted to flee in horror and more resolute foes to fight less effectively. My Rank (/5) : 3 My Comments : Purely on the basis that fleeing enemies are still going to return, I have to give this a 3. It may buy you some time - perhaps time enough to destroy Skill Name : SPIRIT WARD Description : Casts a protective ward that will reduce the damage of undead attacks on the player and nearby allies. My Rank (/5) : 2 My Comments : Whilst it does its job well, and benefits both you AND any nearby allies, at the end of the day all this power actually does is protect you from Undead, so it's NO use against other types of creatures. LEVEL 10 SKILLS Skill Name : CASCADE Must Have : LIFE DRAIN Description : Causes Life Drain to blast through the primary target and hit multiple enemies. My Rank (/5) : 5 My Comments : WICKED skill. This is the equivalent of Chain Lightning to the Storm School, and you get it in a third of the time !! Cascade makes Life Drain snake from one target to another to another and so on (depending on the level) which is VERY cool. Skill Name : DARK COVENANT Description : Mysterious otherworldly entities offer great power to Spirit Masters who can commune with them. The cost, however, is measured in life. My Rank (/5) : 1 My Comments : To be honest the bonuses this skill imparts are poor when contrasted with its cost. Any skill that bleeds you of life to keep it running should be viewed VERY sceptically in my eyes. Skill Name : SUMMON LICHE KING Description : In ages past, powerful sorcerers learned how to cheat Hades and persist as undead liches long after death had robbed their bodies of life. A dangerous practice of Theurgists is to bind the souls of these ancient liches to their will, thus acquiring their powers. My Rank (/5) : 5 My Comments : This is the first of TWO summons which the Spirit School has to offer, the other being the Outsider. The Liche King is a ranged unit, but a DAMNED handy one, who is heavily upgradable. Whilst he won't last long if he is made the object of repeat enemy fire, he can dish out PLENTY of damage considering his frail exterior, and makes a worthy addition to your entourage in my opinion. Skill Name : SPIRIT BANE Must Have : SPIRIT WARD Description : Adds damage against undead to the attacks of those under the effects of Spirit Ward. My Rank (/5) : 3 My Comments : If you're going to, then sink 1-2 points into this skill, but think carefully before you put any more in, as in my opinion it ISN'T all that useful. LEVEL 16 SKILLS Skill Name : ARCANE LORE Must Have : TERNION ATTACK Description : The magic practitioners of older civilisations devised many insidious techniques to bolster the destructive capabilities of their magical staves. Knowledge of these methods will unlock the true power of your staff attacks. My Rank (/5) : 4 (if you have a staff), 1 (if you do not). My Comments : If you HAVE a staff and intend on relying on it almost exclusively ? Then this is a REALLY cool skill. Its only real drawback is the amount of energy that it takes to cast, but this isn't so terrible at higher levels. If you have no intention of using a staff, then you can and SHOULD totally avoid this skill. Skill Name : NECROSIS Must Have : DEATHCHILL AURA Description : Weakens the constitution of adjacent enemies making them more susceptible to attacks that directly damage their life such as vitality damage and life leeching. My Rank (/5) : 4 My Comments : A healthy addition to the Deathchill Aura - why not sink just a couplea points into it for good measure ? You might as well, plus the benefits are quite good :) Skill Name : ENSLAVE SPIRIT Description : Slip through the barriers of your enemies' consciousness and dominate their mind, binding them to your will. While enslaved your enemy will be forced to obey your commands but eventually they will regain control of their mind and turn against you. Ineffective against monsters five or more levels above you. My Rank (/5) : 3 My Comments : I would have given this skill a 4 but the restrictions on its use mean that you have to be dealing with characters of your own level or only slightly higher (or much lower) to get it to work, and later on in the game you will wind up fighting beings that are CONSIDERABLY more powerful than you are, which is when this skill comes a cropper. It is DEFINITELY worth having, and it can get you out of a LOT of jams ... but longer-term, think carefully about it - you MIGHT want to reassign some points from it to other skills. Skill Name : DEATH NOVA Must Have : SUMMON LICHE KING Description : Emits a wave of death that will deplete life from any living being it contacts. My Rank (/5) : 5 My Comments : Even if you only sink a point into this skill, it adds another death-dealing attack to the repertoire of the OH so cool Liche King, and that cannot be a bad thing :) LEVEL 24 SKILLS Skill Name : UNEARTHLY POWER Must Have : DARK COVENANT Description : Draw upon even greater otherworldly powers to augment yourself and allies in battle, but be wary of the cost exacted from your own vitality. My Rank (/5) : 1 My Comments : Again, it's OK insofar as it benefits you and your buddies, but the cost is direct to you, so it cannot be sustained indefinitely, and it will leave you vulnerable to attack from others. Perhaps best used (if at all), in the presence of powerful allies ;) Skill Name : WRAITH SHELL Must Have : SUMMON LICHE KING Description : Allows the Liche King to diminish its corporeal presence making it less vulnerable to all types of damage. My Rank (/5) : 5 My Comments : This increases the life (or unlife) expectancy of your Liche King, and that is a GREAT thing in my book. The poor lad has a tendency of dying (again) prematurely otherwise =./ Skill Name : CIRCLE OF POWER Description : Creates a circle of power that protects allies from the undead and damages any undead creatures that pass within it. My Rank (/5) : 5 My Comments : Compared with the Spirit Ward and its upgrade, I find this to be a MUCH more useful power. You can target a specific area for it to affect, and if you are in ANY doubt about just how effective it can be, just do battle with some Empusa Soul Carvers, and you'll see ;) LEVEL 32 SKILLS Skill Name : DEATH WARD Description : Places a magical ward on the player that protects them from death by granting additional life when their life gets dangerously low. My Rank (/5) : 3 (sceptical) My Comments : This is going to sound REALLY stupid, but I couldn't seem to get this skill to work ... I just ... died !! I think that, in order for it to work, the person hitting you must knock you down below the pre-defined level of health (which is calculated on the basis of your level of skill with this power). Take too much damage too quickly, and you're screwed. I think it's worth a point just for the odd time it saves your life, but as I say, for ME ? It just didn't seem to want to work =./ Skill Name : SUMMON OUTSIDER Description : Calls forth a powerful extra-dimensional entity from beyond the ether. The link can only be maintained for a short time. My Rank (/5) : 5 My Comments : Although he is only available for a short period of time, the Outsider can help you to turn the tide of battle in your favour, as he is a BIG boy, quick, and reasonably powerful to boot. At the very least he can act as cannon fodder whilst your Liche King moves into a better position to zap your enemies from afar ... and you just throw your head back and cackle with glee !!!!! =) Skill Name : ARCANE BLAST Must Have : SUMMON LICHE KING Description : Drawing upon ancient arcane craft the Liche King forms deadly bolts of elemental energy and launches them at enemies. My Rank (/5) : 5 My Comments : BIG ... UP ... THE LICHE ... KING !! These things are VERY cool, and have a good range to boot !! Multiple blasts and at higher levels, really quite good damage. Definitely one to outfit the dead dude with. Conclusions : The Spirit School boasts some impressive and powerful skills, but its reliance on magic over physical attacks is sure to be its greatest pitfall. When paired with something like Warfare or even Defence, it would be quite interesting though !! Sphere Rating /5 : 4 ======= ======= ======= ======= === === ======= ======= ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ==== ¦ ¦ ¦ ==== ¦ ¦ \ ¦ ¦ ¦ ==== ¦ ==== ¦ ¦\ ¦¦ ¦ ¦ --- ¦ ¦ ¦ ¦\ \¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦¦ == ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦¦ ¦ ¦ -- ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦¦ == ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦/ ¦¦ ¦ ¦ -- ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ==== ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ==== ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ======= ======= === ======= === == ======= ======= Game Description : The Defender specialises in surviving battles but offers little in the way of offensive enhancements. Many skills focus on utilising the shield to deflect attacks and disable enemies. Sinister says : Yyyyyyyyyyyyeah. Whilst this School of Training DOES have SOME natty skills ? Like the Shield Charge ? For me it is WAY too reliant on your having a shield. If you like Eric from Dungeons and Dragons then this is DEFINITELY the School for you - otherwise be VERY VERY CAREFUL when picking it. You don't want to come a cropper, especially since you can't undo it later ;) LEVEL 1 SKILLS Skill Name : CONCUSSIVE BLOW Description : Adds a chance for attacks to stun enemies and increases the duration of stun attacks when wielding a club type weapon. My Rank (/5) : 4 My Comments : Stunning is COOL because it gives you the opportunity to inflict even MORE damage on hapless opponents as they are staggering about in their stupored state. Skill Name : BATTLE AWARENESS Description : Enter a state of heightened awareness that allows you and your allies to perceive and respond to attacks more effectively. My Rank (/5) : 3 My Comments : Granting a bonus to your Defensive Ability is never a bad thing, and you must have this skill to be able to benefit from its modifications further up the food chain. I wouldn't sink TOO many skill points into it though ... Skill Name : BATTER Description : A shield attack that hits for increased damage and slows enemies' attacks for a duration. My Rank (/5) : 5 (if you rely on a shield), 1 (if you don't) My Comments : A shield-only skill, but one which does have good benefits. It is good being able to use what would otherwise be a solely defensive tool for a bit of an ass-whupping ;) Skill Name : ARMOUR HANDLING Description : Understanding how to properly adjust and move in armour allows you to wear heavier armour and shields than an untrained warrior of equivalent strength could manage. My Rank (/5) : 5 My Comments : Good Armour = Good Defence; Good Defence = Less Dying. The reasons for having this skill are mathematically simplistic - get it !! ;) LEVEL 4 SKILLS Skill Name : ADRENALINE Description : Each enemy hit has a chance of triggering an adrenaline rush that boosts life regeneration. My Rank (/5) : 5 My Comments : Fair play whilst I don't really like the Defence School, I DO love this skill. They hit you and it makes you heal quicker ? BRING IT ON !!!!! =) Skill Name : RALLY Description : The resolute call of your horn can turn the tide of battle, inspiring all in its range to fight with renewed vitality. My Rank (/5) : 5 My Comments : A decent skill which promotes your health regeneration for a given period. Since it benefits your allies as well as yourself, it can really help to turn battles in your favour. Skill Name : QUICK RECOVERY Description : A strong shield arm allows you to block multiple attackers with amazing speed when necessary but it can only be kept up for a short time. My Rank (/5) : 4 My Comments : Considering that you lack range with Defence Mastery, you could benefit from being able to block physical attacks in multiples, and at high speeds. Therefore this skill is well worth studying. Skill Name : SHIELD SMASH Description : A shield fighting technique that inflicts damage with both the weapon and the shield. My Rank (/5) : 5 My Comments : Turn the shield into a WEAPON ?? BONZA !!!!! Definitely one to invest in, even if only a couple of points. LEVEL 10 SKILLS Skill Name : RESILIENCE Must Have : ADRENALINE Description : Increases how often an Adrenaline rush can be triggered. My Rank (/5) : 5 My Comments : Big-up the number of times you can use the Adrenaline Rush in a given period of time ? YES PLEASE !! Skill Name : FOCUS Must Have : BATTLE AWARENESS Description : Focus allows you and your allies to react quickly to enemy attacks increasing the chance of a successful shield block. My Rank (/5) : 5 (if you rely on a shield), 1 (if you don't) My Comments : Another very useful skill if you are going to be relying on a shield. If not then it's one to avoid really !! But then if you AREN'T going to be relying on a shield, why the HELL did you choose Defence Mastery !?!?! :) Skill Name : SHIELD CHARGE Description : A running attack that slams into the enemy with your shield causing bonus damage and stunning them. My Rank (/5) : 5 My Comments : This skill is definitely one of the best the Defence School has to offer. It enables you to close the gap between you and your enemies rapidly, and to slam into them causing damage and stunning them. It is also one of the most visually impressive skills in the Defence repertoire. LEVEL 16 SKILLS Skill Name : INSPIRATION Must Have : RALLY Description : Gradually restores lost energy to allies allowing them to continue the fight. My Rank (/5) : 5 My Comments : I like this skill. Using an aura to bolster the health recharge rate of your allies is COOL, as whilst they are alive they WILL keep fighting for you. TO THE DEATH !! Skill Name : REND ARMOUR Must Have : BATTER Description : Increases the effectiveness of Batter causing it to hit three targets with enough force to dent their armour. My Rank (/5) : 5 (if you rely on a shield), 1 (if you don't) My Comments : As I have said repeatedly of these types of skills, if you HAVE an intent to rely on a shield in combat in general ? Then this is a cool skill to have, DEFINITELY. If you do NOT ? Then why waste the points !! Skill Name : DISABLE Description : A fighting technique that utilises the shield to crush foes and throw them off-balance. My Rank (/5) : 3 (if you rely on a shield), 1 (if you don't) My Comments : To be honest I think this skill arguably loses out to Shield Charge - however it does give decent slow effects at higher levels ... even if the damage isn't really there. LEVEL 24 SKILLS Skill Name : DEFENSIVE REACTION Must Have : ADRENALINE Description : Increases damage and attack speed during an adrenaline rush My Rank (/5) : 5 My Comments : Adrenaline Rush is one of your handiest skills, so if I were you I would kit it out with additional powers at every possible opportunity. This skill should get MORE than a 5, as it increases your attack speed and you KNOW how much I love that ;) Skill Name : IRON WILL Must Have : BATTLE AWARENESS Description : Grants allies the resolve to hold out against great adversity. My Rank (/5) : 2 My Comments : To be honest, I'm not a huge fan of this power. It gives stun resistance, reduces entrapment duration, reduces freeze duration and gives skill disruption protection ... but it's like Han Solo said ... it's no match for a Blaster at your side ;) Skill Name : DISRUPTION Must Have : SHIELD CHARGE Description : Increases the shock effect of Shield Charge, startling adjacent enemies and disrupting spell use for a time. My Rank (/5) : 5 (if you rely on a shield), 1 (if you don't) My Comments : I think this is a really handy skill to have to be honest. I SERIOUSLY rate the Shield Charge skill, and being able to increase the number of people that you hit is ALWAYS a good thing ... BRING THE NOISE !! :) LEVEL 32 SKILLS Skill Name : DEFIANCE Must Have : RALLY Description : A percentage of all damage inflicted by enemies will be revisited back upon them for a short time after using Rally. My Rank (/5) : 4 My Comments : Using this skill you gain increased elemental resistance and can reflect some damage back at your enemies. At maximum level 60% of it to be precise !! However the effects are transient, and don't last too long ... Skill Name : COLOSSUS FORM Description : Assume the form of a towering Colossus and lay waste to your enemies. My Rank (/5) : 4 My Comments : Whilst I really do love this power ... and I do ... as I cannot HELP but utter the words "Magic Sceptre ... make my Monster GROW" every time I use it ... and it is REALLY good for enabling you to cover distance very quickly and to smite your enemies LIKE the Colossus ? Try going through a door ... or down a flight of stairs, and you will very quickly learn its shortfalls. It's CR@P at that sorta thing !! Skill Name : PULVERISE Description : A fighting technique that utilises the shield to slam into enemies, knocking them senseless. My Rank (/5) : 4 My Comments : This power gives you the ability to strike multiple foes causing damage, reducing their offensive ability, and creating a skill disruption effect. In short, ruining their day. It's not fantastic, but it ain't half bad ;) Conclusions : Of the 20 skills in this School, 9 of them rely on you having a shield in your possession, so if you are not planning on using one, forget this school. Also, think VERY CAREFULLY before pairing Warfare and Defence. They may SOUND like they go hand-in-hand, but you will be sacrificing almost all your ranged powers, PLUS you will have to have two weapons on your primary, and a weapon plus a shield in your secondary, to make full use of the combined powers of both Schools. Defence is a handy school, so don't think I'm being TOO harsh with it, but for me it just doesn't cut the mustard. Sphere Rating /5 : 2 === === === ======= === === ======= ======= ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ==== ¦ ¦\ \¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ = ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --/ ¦ == ¦ ¦ \ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦¦ = ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ == ¦ ¦ \ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ \ \ ¦ ==== ¦ ¦ \ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \¦ ¦ === ===== === === ======= === ========= Game Description : The Wanderer can call on denizens of the forest to deal damage and shield them from enemies. Healing and defensive auras allow allies to survive longer and fight more effectively. Sinister says : Find me a RAINBOW !! Ok so it's not that bad really - Nature Mastery DOES give you control over more creatures than any other School - three in total - and it has a healthy emphasis on healing and restoration which can compliment other schools well - it just isn't that strong as an offensive school unfortunately. LEVEL 1 SKILLS Skill Name : REGROWTH Description : A wave of healing energy rapidly restores lost life to the target ally. My Rank (/5) : 5 My Comments : Basically ESSENTIAL maintenance for those times when you get caught with no potions left ... and you will ;) Skill Name : CALL OF THE WILD Description : Summons a wolf companion to fight with you in battle. At higher levels more wolves can be controlled at once. My Rank (/5) : 5 to begin with ... 2 as the game progresses My Comments : You can summon a wolf, which is cool because no other School will give you a summon THIS quickly - however the wolf is available at level 1 for a reason. At its best level, this skill will enable you to summon 2 wolves - however they are EXTREMELY prone to premature death - especially when they face more powerful monsters later in the game. Even when souped-up, they aren't all that, unfortunately. LEVEL 4 SKILLS Skill Name : HEART OF OAK Description : Bolsters the life-force of yourself and nearby allies. My Rank (/5) : 5 My Comments : Boasting a steady increase to your health regeneration rate, and extending same to nearby allies, this is a COOL skill to have. Skill Name : ACCELERATED GROWTH Must Have : REGROWTH Description : Allows Regrowth to be cast more frequently. My Rank (/5) : 5 My Comments : Even if you only sink a couplea points into this skill, being able to heal yourself more frequently means you are likely to survive longer. Skill Name : MAUL Must Have : CALL OF THE WILD Description : A gnawing attack that rends enemy flesh causing bleed damage for a short duration. My Rank (/5) : 5 My Comments : Whilst I would only learn this skill if you are SERIOUSLY a dog lover, if you DO want to keep the wolves on, then I would strongly recommend it be studied. Skill Name : PLAGUE Description : Plague afflicts nearby enemies with a debilitating ailment that reduces their health and quickly spreads to other nearby creatures. My Rank (/5) : 5 My Comments : Poison damage rocks - just ask the Rogue !! Being able not only to poison your enemies, but also to see that poison spread to their allies, is just plain fun :) LEVEL 10 SKILLS Skill Name : BRIAR WARD Description : A protective grove of briars grows around you that enemies cannot pass through. My Rank (/5) : 1 My Comments : To be honest, most reasonably powerful enemies are just going to smash their way through this, so it is of SERIOUSLY limited use. It grows all around you, so you cannot really use it to escape ... it is a PLOP power. Skill Name : SURVIVAL INSTINCT Must Have : CALL OF THE WILD Description : An instinctual will to live is triggered whenever health is low. My Rank (/5) : 5 My Comments : Again - a seriously cool power but only for the hardcore dog lovers out there. It allows your poochies to absorb a percentage of the damage they inflict, and to do more damage than usual ... unfortunately it usually won't be enough to save their furry little hides =./ Skill Name : FATIGUE Must Have : PLAGUE Description : Saps the strength from diseases enemies causing them to move more slowly and fight less effectively. My Rank (/5) : 3 My Comments : Offering a myriad of nasty potential effects, this is worth sinking at least a couple of points into as and when you get the opportunity ... it can reduce enemies' health, damage AND speed !! LEVEL 16 SKILLS Skill Name : TRANQUILITY OF WATER Must Have : HEART OF OAK Description : Provides a chance to use skills at 50% reduced cost while under the effect of Heart of Oak. My Rank (/5) : 3 My Comments : Giving you the POSSIBILITY (as even at maximum power it is a reasonably modest 28% possibility) to use your other powers at a 50% reduction to their energy cost is worth taking a gamble on - even if it's just one point you sink into it as a skill, non ? Skill Name : DISSEMINATION Must Have : REGROWTH Description : Causes regrowth energy to disseminate from the initial target and leap to additional nearby allies. My Rank (/5) : 5 My Comments : VERY very useful when you are doing larger-scale combat in Elysium later in the game. This is, in fact, the power that the Elysian Warriors use to heal each other. I definitely recommend getting at LEAST 2-3 points in this power. Skill Name : STINGING NETTLE Must Have : BRIAR WARD Description : Causes enemies who hit the Briar Ward to suffer poisoning. My Rank (/5) : 2 My Comments : Ok so it makes the Briar Ward a little bit more manly, but still - it's a bit naff. Stinging Nettle ? Paleeze. Skill Name : SYLVAN NYMPH Description : Summons a powerful forest Nymph who can bring down enemies with her magical bow and cast enchantments to strengthen allies in battle. My Rank (/5) : 4 My Comments : She's quick, she's mean-tempered and she has a VERY naughty laugh when she does things she knows she shouldn't like shooting monsters in the eye from afar. Also, you can choose where you want her to materialise (which is of very little consequence, but a nice touch). The Nymph has a high rate of fire, but skips (SKIPS) everywhere she goes, which is really NOT good if you are trying to play a manly character. She is the second (or third if you sank loads of points into the Call of the Wild) summon for this School. LEVEL 24 SKILLS Skill Name : PERMANENCE OF STONE Must Have : HEART OF OAK Description : Protects allies from the elements, reducing the damage caused by elemental based attacks. My Rank (/5) : 4 My Comments : Whilst it may SOUND naff, and even at its highest level you get a maximum of 18% resistance, this is ELEMENTAL resistance - i.e. resistance to ALL the elements and, as such, it cannot be sneezed it. Skill Name : STRENGTH OF THE PACK Must Have : CALL OF THE WILD Description : The howl of your wolves emboldens the hearts of those who hear it causing them to fight more fiercely. My Rank (/5) : 4 My Comments : I like this skill, as it enables the wolves to do something for you and your other allies (if you have any) for a change. You will benefit from increased damage and speed, and you KNOW that added speed makes me go weak at the knees ... heh. Skill Name : OVERGROWTH Must Have : SYLVAN NYMPH Description : Allows the Nymph to create a living shield around allies that absorbs damage and harms enemies that strike it. My Rank (/5) : 4 My Comments : Another natty power - this enables the Nymph to give you a level of protection from physical damage, PLUS it has a chance to perform piercing retaliation against those who would harm you whilst under its protection. Skill Name : SUSCEPTIBILITY Must Have : PLAGUE Description : Weakens the constitution of adjacent enemies making them more susceptible to physical and elemental damage. My Rank (/5) : 4 My Comments : Giving negative modifiers to the Damage Resistance and Elemental Resistance of those people standing around an afflicted (poisoned) adversary, this just makes the pleasure spread like wildfire through the ranks !! :) LEVEL 32 SKILLS Skill Name : REFRESH Description : Substracts time from recharging skills allowing you to use them more frequently. My Rank (/5) : 5 My Comments : I think this is a MUST HAVE skill for the Nature Master, as it can enable you to employ some of your most powerful skills more often. At its highest level it reduces the recharge time of skills by 52 seconds when used, and that can mean the difference between life eternal and a quick and painful death on the battlefield. Skill Name : SANCTUARY Must Have : BRIAR WARD Description : The power of the grove revitalises those within and reduces the energy consumed by skill use. My Rank (/5) : 5 My Comments : If ever you GET Briar Ward to this level, then I would seriously look to invest in this skill, as it boosts both Health AND Energy Regeneration whilst you are within the Ward and, since you cannot go anywhere whilst it's up ? That sounds like a pretty sweet deal to me !! Skill Name : NATURE'S WRATH Must Have : SYLVAN NYMPH Description : Imbues the Nymph's attacks with the power of the elements. My Rank (/5) : 5 My Comments : Giving that tricksy little Nymph the power to fire arrows through her enemies (a skill otherwise reserved for the Hunting School Masters out there), and enhancing her strikes with Elemental Damage is COO-WELL !! :) Conclusions : Clearly NOT a School for those people that like to fight in the front lines, unless backed up by something very physical like Warfare or Earth, Nature can easily be as much a hindrance as a help. HOWEVER, when paired up intelligently with other schools (i.e. using Nature as pretty much a supporting School), it can be put to VERY good use and, if you are looking to become a Druid, then this is the way to go !! Sphere Rating /5 : 3 === === === === === === ======= === === === ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ == == ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ === === ======= === == === === === == ====== ¦ / ¦ / ¦ === Game Description : Master of bow and spear combat. Piercing attacks penetrate enemy armour and high level bow skills will tear through large groups of enemies. The Hunter must rely on speed and range to stay out of the reach of enemies. Sinister says : I really like this School. If you want to fashion your character into an archer, then this is the way to go. NOBODY wields a bow and arrow better than those that follow the Hunting School ... NOBODY. Of course if you want to get up-close-and-personal ? Then this is NEVER going to be a school for you. LEVEL 1 SKILLS Skill Name : ENSNARE Description : Casts a weighted net around the feet of an enemy holding them in place but not preventing them from attacking if you are within their range. My Rank (/5) : 5 My Comments : This is quite simply one of the single best low-level skills in the whole game. You can pin a single enemy, whether a low-level grunt or even in some cases a boss, in place for a given period of time, which gives you (depending on the level of the skill) usually plenty of time to riddle them with arrows or other attacks. Go on ... tie it to your right mouse button and have a Legolas moment ;) Skill Name : TAKE DOWN Description : A brutal thrust from your spear delivers devastating piercing damage to enemies and diminishes a portion of your enemy's total life. My Rank (/5) : 5 (if you wield a spear regularly), 1 (if you do not) My Comments : Only of any use if you wield a spear as a regular part of your arsenal. I never do, so this skill is totally lost on me. Skill Name : WOOD LORE Description : Central to survival in the wilderness is the ability to hunt with bow and spear. Great familiarity with these weapons allows you to wield them with exceptional speed and precision. My Rank (/5) : 5 My Comments : ANY skill that increases your attack speed is quite simply a must-have in my opinion, and this is one of those. Increased speed gives you increased damage- dealing potential :) LEVEL 4 SKILLS Skill Name : MARKSMANSHIP Description : Marksmanship skill allows you to create and fire arrows that fly faster and increase pierce damage. Apply this skill to your left mouse button. My Rank (/5) : 5 My Comments : A very useful and improvable skill is Marksmanship. It increases the effectiveness and damage of all your regular arrow attacks, and as the Hunter you will be using PLENTY of those !! Skill Name : ART OF THE HUNT Description : Hunting experience gives you the edge when facing familiar quarry such as Animals and Beastmen. My Rank (/5) : 4 My Comments : Whilst I heavily improved this skill during my playtime, it is best implemented against animals and beastmen, and so part of its effectiveness is lost when it is used against tougher and more powerful enemies ... Skill Name : HERBAL REMEDY Description : Living off the land, you learn to identify and utilise medicinal plants to create healing salves. When applied it will fortify against poison and healing is accelerated for the duration. My Rank (/5) : 3 My Comments : It's good to be able to use a healing skill now and again, and this one is reasonably cool because it also helps protect you from poison damage. I have never ever used it in-game to be truthful, largely because being a ranged character you tend to try and avoid taking hits wherever possible, but it's cool to know it's available should you want to learn it :) LEVEL 10 SKILLS Skill Name : BARBED NETTING Must Have : ENSNARE Description : Barbed hooks on the hunter's Ensnare net tear into enemies as they struggle causing them to bleed. My Rank (/5) : 5 My Comments : Whilst I have never bothered to put any appreciable number of points into this skill - I think I just put one in for good measure - it is totally worth having, as the opportunity to inflict additional damage on a paralysed foe appealed to me ... and still does !! Skill Name : CALL OF THE HUNT Description : Those who answer the call of the hunt will fight with increased speed and cunning. My Rank (/5) : 5 My Comments : A GREAT skill which is only restricted by the time limit imposed upon it - however at higher levels it runs for a respectable amount of time, and can DRAMATICALLY improve your fighting skills for the duration (as well as those of your allies !!) Skill Name : EVISCERATE Must Have : TAKE DOWN Description : Targeting vital weak-points on your enemy causes sustained damage from bleeding. My Rank (/5) : 5 (if you wield a spear regularly), 1 (if you do not) My Comments : Again, if the spear is your weapon of choice, then this is going to be a very popular skill for you. If, like me, however, you virtually NEVER use a spear, then this skill is NEVER going to make your highlight reel. Skill Name : MONSTER LURE Description : Drops down a decoy to attract the attention of nearby monsters. My Rank (/5) : 1 My Comments : To be honest I think this is the worst skill in the whole School. It creates a dummy a VERY short distance away from you, which lures monsters to it until they smash it to pieces. Since it's very close to you to start with, they are not guaranteed to spot it and might hit you a few more times until it catches their eye, so this isn't a fantastic skill by any means :( LEVEL 16 SKILLS Skill Name : STUDY PREY Description : By observing your prey from a distance you may discover its weakness, resulting in greater pierce damage. My Rank (/5) : 3 My Comments : This is a skill which you can use to target a small area of enemies at a distance, increasing the amount of piercing damage they take for a little while. A green eye appears over their heads - it's the same power the centaurs use on you ALL the BL**DY TIME !! Skill Name : PUNCTURE SHOT ARROWS Must Have : MARKSMANSHIP Description : Incorporating a more streamlined shaft into your arrows allows them to pass through targets and hit additional enemies in their path. My Rank (/5) : 5 My Comments : I would give this ability MORE than 5 if I could - it is DEFINITELY one to get if you use a bow-and-arrow. The chance of penetrating the bodies of your enemies and hitting the people behind them increases as the skill improves, as does the satisfaction of using this skill !! Skill Name : GOUGE Description : A combat technique that uses the spear or bow to inflict deep wounds that will result in prolonged bleeding. My Rank (/5) : 4 My Comments : Increasing the amount of bleeding damage your spear OR bow does, makes this a good skill to add to your repertoire regardless of whether you prefer to use the spear or the bow - I would recommend sinking at least 1-2 points into it personally. Skill Name : FIND COVER Must Have : ART OF THE HUNT Description : Making use of available cover as you press your attack allows you to avoid unnecessary damage. My Rank (/5) : 3 My Comments : Since you are at range anyway, you should find you are able to avoid the majority of attacks - just stick and move and you will be able to avoid many projectiles. This is one of those nice to have powers, but I wouldn't say it is in ANY way mandatory for this School. LEVEL 24 SKILLS Skill Name : EXPLOIT WEAKNESS Must Have : CALL OF THE HUNT Description : Take full advantage of your enemy's mistakes and vulnerable moments to inflict savage wounds. My Rank (/5) : 5 My Comments : This skill enables you to inflict additional piercing and bleeding damage when attacking. Consequently it is well worth investing some pointage in ;) Skill Name : TRAIL BLAZING Must Have : ART OF THE HUNT Description : Grants those who follow the hunt endurance to relentlessly track their quarry, preventing even the most tangled thicket from slowing pursuit. My Rank (/5) : 5 My Comments : This skill doesn't benefit your attack speed per se, but instead it increases your movement speed. This has certain obvious advantages insofar as you can peg it away from combat quickly, or take advantage of mistakes your enemies make in double-quick time. Skill Name : DETONATE Must Have : MONSTER LURE Description : Adds a hidden explosive charge to the monster lure causing it to detonate when destroyed. In order to detonate the lure must be at full energy. My Rank (/5) : 1 My Comments : Ok ... whilst I admit that love almost EVERYTHING about this School, THIS and Monster Lure I just really don't get. What makes THIS power really pants in my opinion is that whilst it can cause the Monster Lure to explode when it reaches zero health, it doesn't always, as the Monster Lure MUST HAVE full energy to discharge this power !! Why bother !?!?! Just SHOOT your enemies - don't wait in hiding for this thing to take them out ... JUST ... SHOOT ... THEM !! LEVEL 32 SKILLS Skill Name : FLUSH OUT Must Have : STUDY PREY Description : Draw your enemies into the open, making them more vulnerable to attack. My Rank (/5) : 2 My Comments : If you're a big fan of using Study Prey, then this power should go from a 2 to a 4. I never use it personally, so this is rather lost on me. However I can tell you that it does reduce both the Defensive Ability AND the Elemental Resistance of those enemies it affects. Skill Name : SCATTER SHOT ARROWS Must Have : MARKSMANSHIP Description : A secret of master fletchers is the ability to craft special arrow heads that burst on impact sending out razor-sharp fragments in all directions. Each shard delivers piercing damage to the enemies it hits. My Rank (/5) : 5 My Comments : ANOTHER power which I would cheerfully give more than 5 points to were I able ... this one gives you a chance to have any given arrow you fire explode into a set of smaller barbs, each of which does additional damage. Using this with the other Marksmanship upgrades can level large (and I do MEAN large) numbers of enemies in one or two arrows - it's SO COOL !!!!! :) Skill Name : VOLLEY Description : A combat technique that uses the spear or bow to rapidly strike three times in succession. My Rank (/5) : 5 My Comments : YET ANOTHER kickass power for the Hunting School - THIS little beauty enables you to fire three arrows (from time to time - there is a percentage chance that it will work), which means you do even MORE damage to even MORE monsters with your bow and arrows ... YEEEEEEES !!!!! =) Conclusions : If you are an archer or have even the SLIGHTEST liking for Legolas from the Lord of the Rings, then you should SERIOUSLY consider this school. Whilst its emphasis is on wielding a bow and arrow, it does have some spear skills available, and some modest healing powers should you want to brush up on those, so it caters to pretty much two main types of warrior - the Archer and the Pikeman. The biggest drawback of this school is in its total lack of summons, but apart from that I love it !! Sphere Rating /5 : 4 ======= ======= ======= === === ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ --- ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ == ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ --- ¦ ¦ === ¦ ¦ --- ¦ ¦ ==== ¦ ¦ \ \¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ========= ====== ¦ ======= ======= / ¦ / ¦ === Game Description : The rogue is unmatched at dealing rapid damage to single opponents or wearing them down with poison and bleeding. Reliant on hit-and-run tactics, the Rogue is less well suited for handling hordes of enemies and must employ trickery to avoid being overwhelmed. Sinister says : Ooh ! NASTY. I love it !! I agree with the game - the emphasis of this School is DEFINITELY on doing large amounts of damage to very specific targets. Later on you can pick up a couple of skills that will leave larger groups of enemies, but the mainstay of the skills available in this School are for the Assassins out there. People that single out their targets and go for the jugular. LEVEL 1 SKILLS Skill Name : CALCULATED STRIKE Description : Used in place of your normal attack, every fourth hit with calculated strike will deliver increased damage. Apply this skill to your left mouse button. My Rank (/5) : 5 My Comments : This is a GREAT skill to pick up early on in the game. It doesn't matter what type of weapon you wield - every fourth time you strike with this power it makes a cool noise, and your enemy goes DOWN ... it's cool !! :) Of course it stops being QUITE so cool when you're fighting stronger adversaries later on in the game, but UP UNTIL that point it rocks. Skill Name : BLADE HONING Description : While active, this skill ensures that the blades on the swords or spears of yourself and allies will remain razor sharp and inflict increased piercing damage. My Rank (/5) : 3 My Comments : Similar to Marksmanship or Earth Enchantment, this power can remain constantly active - however it is limited in that you must be wielding either a sword or a spear for it to remain on. Therefore even if your second weapon is a bow and arrow, if you switch to it (i.e. away from either a sword or spear), this power will automatically switch itself off, which is a pain in the butt. Skill Name : ENVENOM WEAPON Description : Coats your weapon with deadly poison while activated. My Rank (/5) : 5 My Comments : Adds poison damage to all your attacks, which is great ! BE an Assassin ... g'wan ... ;) LEVEL 4 SKILLS Skill Name : THROWING KNIFE Description : Throw a piercing blade at your opponent capable of causing prolonged bleeding. My Rank (/5) : 5 at the outset - 2 later on in the game My Comments : When you first use this power you will throw your head back and laugh with glee - I virtually guarantee it. It's one of those "you think you have me ? Well think again !!" kinda powers - however when you're throwing these beauties into the knees of a cyclops and he's about to hammer you into the ground with his club ? You will come to see its limitations =./ Skill Name : DISARM TRAPS Description : Expertise with traps and magical devices allows the Rogue to easily disable them and avoid their damage. My Rank (/5) : 3 My Comments : Even if you just put a point onto this skill, its effect is passive, so you never need to activate it, and it does reduce the likelihood of traps going off in your face. However if you have a good sense of hearing, reduce the rating I have given this skill to 1 as you will be able to get around traps that way. Skill Name : NIGHTSHADE Must Have : ENVENOM WEAPON Description : Oils harvested from deadly Nightshade plants give your Envenomed Weapons the ability to slow enemies. My Rank (/5) : 5 My Comments : Since the poison effects you get from envenom weapon work with your regular attacks, why not bolster them at every opportunity ?? Skill Name : FLASH POWDER Description : A magician's trick turned to more nefarious purposes, flash powder blinds adjacent enemies impairing their ability to hit with weapons and potentially disorienting them. My Rank (/5) : 1 My Comments : I LOVE this power, but it has all the practical use of popping a balloon as a method of distraction. You throw the powder down and BOOM - where's he gone !?!?! Oh look !! He's RIGHT where he was to begin with !! GET HIM BOYS !!!!! It's like that ;) It works great on low-ranking enemies, so it might be worth a point or two, but I wouldn't bother with any more than that ... LEVEL 10 SKILLS Skill Name : LUCKY HIT Must Have : CALCULATED STRIKE Description : Uncommonly good fortune provides a chance that calculated strikes will slip past enemy armour causing tremendous damage. My Rank (/5) : 3 My Comments : Even if you just pop a point or two into this skill, it actively increases the chances of calculated strikes doing more damage. I can't do maths to save my life, but it's an (x)% chance of doing more damage on every 1 in 4 hits ... which is kinda slim, but worth adding for the crack ;) Skill Name : OPEN WOUND Description : Adds a chance that weapon attacks will inflict bleeding damage when using a sword, spear, bow, or axe. My Rank (/5) : 4 My Comments : Given that this skill can affect your bleeding damage chances with no less than FOUR main weapon groups, I think it deserves a high rating. Bleeding damage takes a little while to slay your enemies, but it can weaken them to the extent that they are like leaves on the wind - pushovers in other words ;) Skill Name : LAY TRAP Description : Drops a mechanical bolt trap that will trip when enemies draw near and rapidly fire out deadly bolts. My Rank (/5) : 5 My Comments : GREAT when it comes to weakening larger numbers of enemy troops (which as I have said before is something that the Rogue School is a bit thin on the ground at doing otherwise). It doesn't slay huge amounts as the bolts are a bit hitty-missy, but it does its job well, PLUS you can lob it ... use the shift key whilst aiming to increase the range ;) Skill Name : POISON GAS BOMB Description : Lobs a bomb that will burst on impact releasing a cloud of toxic gas that damages enemies and impairs their attacks. My Rank (/5) : 5 My Comments : Another lobbable weapon - this one causes a cloud of toxic fumes to arise, poisoning all within the blast area. Unfortunately it doesn't do huge amounts of damage until higher levels, but it can be upgraded so it is definitely worth putting at least a couple of points into. LEVEL 16 SKILLS Skill Name : LETHAL STRIKE Description : A single deadly hit that multiplies the damage of a normal weapon attack. My Rank (/5) : 5 My Comments : THIS skill is simply BEAUTIFUL. Think of it as focusing your hatred and energy into doing just ONE hit ... JUST one ... but that hit is usually going to be powerful enough to slay the enemy you are aiming for. Simple, effective ... just like an Assassin should be ! Skill Name : RAPID CONSTRUCTION Must Have : LAY TRAP Description : Expertise in assembling traps reduces the amount of time it takes to create a new trap after one has been set. My Rank (/5) : 4 My Comments : I think it's worth having even if just on a low-level, as the quicker you can roll out your traps, the more chance they have of damaging your enemies ... obviously !! Skill Name : TOXIN DISTILLATION Must Have : ENVENOM WEAPON Description : Learn alchemical processes to distil natural toxins, increasing the potency and duration of all poison attacks. My Rank (/5) : 5 My Comments : Increasing power and duration of ALL your poison attacks ? HELL YEAH !! BRING IT ON !!!!! :) LEVEL 24 SKILLS Skill Name : ANATOMY Description : With a deep knowledge of anatomy, attacks can be directed at vital points in the body increasing the chance and effectiveness of bleed damage. My Rank (/5) : 5 My Comments : Since poison and bleeding are two of the main weapons the Rogue Master has at their disposal and, consequently, two of the main areas which you should upgrade wherever the opportunity presents itself. Skill Name : MANDRAKE Must Have : ENVENOM WEAPON Description : Adds a chance for poison to cloud an enemy's mind, sending them into a state of confusion. My Rank (/5) : 5 My Comments : And here's another example of that ! With a chance of sending your enemies loopy for a moment or two, you can focus your attacks on those that are compus mentis, and then pick off the stragglers afterwards. I love it !! :) Skill Name : SHRAPNEL Must Have : POISON GAS BOMB Description : Packed with volatile liquid and metal scraps, the Poison Gas Bomb will explode violently on impact showering the area with deadly Shrapnel. Each fragment of shrapnel inflicts piercing damage to the enemies it hits. My Rank (/5) : 5 My Comments : Expanding on the damage potential of the already rather cool Poison Gas Bomb, once that explodes, additional smaller fragments spray out in all directions, causing EXTRA damage, and making a really cool snapping sound. LEVEL 32 SKILLS Skill Name : MORTAL WOUND Must Have : LETHAL STRIKE Description : Stuns victims of Lethal Strike and greatly magnifies the impact of poison and bleeding damage caused by the attack. My Rank (/5) : 5 My Comments : Giving you a percentage modifier to both bleeding and poison damage, this is YET ANOTHER must have skill for the Rogues and Assassins out there. Skill Name : FLURRY OF KNIVES Must Have : THROWING KNIFE Description : Learn to throw additional knives at once and cut down enemies with a lethal flurry of razor-sharp metal. My Rank (/5) : 5 My Comments : Being able to throw not just one, but a whole BUNCH of knives has a fantastic appeal I must say. It's kinda like the ultimate in goodbye fatalities ... however as with the Storm Skill Torrent, there isn't really a whole lot of control you can exert over the direction the additional knives go, making this a less than ideal skill. It also gives the knives additional piercing damage ;) Skill Name : IMPROVED FIRING MECHANISM Must Have : LAY TRAP Description : Modifications to the Bolt Trap increase the number of bolts fired per round. My Rank (/5) : 5 My Comments : Even if you don't like to set traps, I would sink at least one point into this skill, as it will benefit any and all traps you create. You never know when it might come in handy, non ? Conclusions : If you like the idea of being an Assassin, or just focusing all your energy and attacking power into beating your foes down, one at a time in devious and often brutal ways ? Then this is a SERIOUS contender as a school for you. If you like the wholesale slaughter of LARGE numbers of troops at the same time ? Then consider looking at other schools before plumping for this one. Sphere Rating /5 : 4 ======= ======= ======= === === === ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ / ¦ ¦ ¦¦ --- ¦ ¦ ==== ¦ ¦ ¦ \ / ¦ ¦ ¦\ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ \/ ¦ ¦ ¦ \ ¦¦ --/ ¦ == ¦ = ¦ ¦ ¦\ /¦ ¦ ¦ ¦ ¦ ¦¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ / ¦ ¦ ¦ ¦ / ¦¦ \ ¦ == ¦ = ¦ ¦ ¦ \/ ¦ ¦ ¦ ¦/ ¦¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ¦ \ \ ¦ ====¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ \ \¦ ¦¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= === ============ === === === Game Description : Expand your consciousness to draw more deeply from the power of the dream realm and exert your will upon physical reality. Sinister says : Ah yes, the NEWCOMER School. Dream wasn't available for us to play about with in regular Titan Quest, and so it is the one EVERYBODY that used to play Titan Quest wants to explore. Is it worth it ? Read on ;) LEVEL 1 SKILLS Skill Name : SANDS OF SLEEP Description : Puts enemies to sleep, rendering them immobile for a duration or until awakened by an attack. My Rank (/5) : 3 My Comments : Oh deary ... deary me. The first skill in this new school and it's the power to send people to ... sleep ?? Truth be told it's not THAT pants, but they will wake up as soon as you hit them, which makes it more useful as a "let me slip by" skill than a "now you DIE" skill. Having said that, it does of course enable you to get a free hit in before they can counter, so it's not THAT bad really !! Skill Name : PSIONIC TOUCH Description : Psionic energies focused within your weapons will create a bone shattering resonance when they contact your enemies. Apply this skill to your left mouse button. My Rank (/5) : 5 My Comments : A skill which augments your regular attacks, enabling you to do both Vitality Damage AND a percentage of additional damage to boot ? FAIR PLAY !! The maximum you can do using this skill is an additional 96% TOTAL Damage, in 3 charge levels. Pick it up !! PICK IT UP NOW !!!!! :) Skill Name : DISTORTION WAVE Description : A wave of force is projected outward that forms chaotic ripples in the fabric of reality and delivers devastating damage to the body and mind of enemies. My Rank (/5) : 5 My Comments : This is the same power that the Cyclops Polyphemus uses against you when you fight him - a direct-line attack that sends a wave of force out towards your adversaries. It's upgradable, and impressive, and should form a good part of your arsenal early-on in the game. LEVEL 4 SKILLS Skill Name : TRANCE OF EMPATHY Description : Force enemies to share the damage they inflict upon you by forming a telepathic link to their minds that conveys only pain and siphons life in retribution. Trance Skill - Only one trance can be active at a time. My Rank (/5) : 5 My Comments : The first of three Trance skills that are available to you as a result of studying this school, none of which are dependent on each other to exist. This is one of the best of them in my opinion - it converts a percentage of the damage you do to your enemies back into life for you, AND reflects a portion of the damage they do to you back against them. KILLER :) Skill Name : LUCID DREAM Description : Increased conscious control over your dream state enhances abilities that derive power from the dream world. My Rank (/5) : 5 My Comments : Even if you don't heavily upgrade it, this skill will add damage, electrical burn damage AND vitality damage to your dream powers (all as percentages - NOT fixed numbers), so it's well worth having. Skill Name : PHANTOM STRIKE Description : Vanish from the waking world and reappear before a target enemy to deliver a monstrous attack. My Rank (/5) : 5 My Comments : AGAIN I find myself giving a 5 to a power in this school. This is an AMAZING power to watch. You turn invisible in a cloud of dream energy, and stalk your prey until you are within striking distance, whereupon you decloak yourself and hit them. If your enemies are closer to you than their regular starting positions, they will try and fall back to their regular starting positions which can help or hinder you, depending on how many enemies stand by them and where they started. Once upgraded sufficiently, you can hit more than one person (six at the highest level) with your strike. GET THIS SKILL RIGHT NOW DAMMIT !! :) LEVEL 10 SKILLS Skill Name : PREMONITION Must Have : LUCID DREAM Description : A precognitive sense of the imminent future allows you to stay one step ahead of your enemies in combat. My Rank (/5) : 4 My Comments : Giving you bonuses to both your Offensive AND Defensive Abilities is less than awe-inspiring, but you should feel the benefits in battle. It's worth picking up even if you don't sink massive amounts of points into it. Skill Name : SUMMON NIGHTMARE Description : Calls forth a nightmarish phantasm from the dream world to serve as your familiar. My Rank (/5) : 5 My Comments : The only summon that you can have in the Dream School, and he is QUITE the little devil bless him. He can be upgraded later on to give him extra powers, some of which are quite unique. You should definitely get this little dude at your back. Skill Name : PSIONIC BURN Must Have : PSIONIC TOUCH Description : Psionic energy within the target ignites and explodes outward, burning through their material being and inflicting severe damage to adjacent targets. My Rank (/5) : 4 My Comments : There is absolutely NO reason not to get this skill. It gives you additional Electrical Burn Damage AND a bonus percentage damage against Demons. The only reason I wouldn't give it a 5 is because the additional percentage damage you get only affects Demons. The Electrical Burn bit affects everybody though ;) Skill Name : DREAM STEALER Must Have : PHANTOM STRIKE Description : Devastate your enemies and steal their power by ripping the very dreams from their minds. My Rank (/5) : 5 My Comments : Since Phantom Strike is such a cool skill, I would put a few points into this skill as well. It gives you energy leech potential, stun time and additional damage for your enemies, so it's the icing on an already kickass cake. Skill Name : CHAOTIC RESONANCE Must Have : DISTORTION WAVE Description : Amplifies the physical distortion effect, causing it to shatter armour and break bones My Rank (/5) : 5 My Comments : This skill increases the damage of the Distortion Wave, and reduces the Armour Rating of your opponents. Another cool skill for the Dream School !! LEVEL 16 SKILLS Skill Name : TRANCE OF CONVALESCENCE Description : A restful state of mind causes increased life recovery and damage absorption for the player and allies. Trance Skill - Only one trance can be active at a time. My Rank (/5) : 4 My Comments : Ah yes, the second Trance skill. This one increases both your health and energy regeneration (but not to insane levels), and gives you the ability to absorb a percentage of the damage you sustain, which is nice. 15% at its highest level. Skill Name : HYPNOTIC GAZE Must Have : SUMMON NIGHTMARE Description : The mesmerising stare of the Nightmare is able to dominate lesser minds and throw them into a state of confusion, causing them to wander aimlessly and attack phantom images. My Rank (/5) : 5 My Comments : There is something very satisfying about a pet that is able to think for itself. Your nightmare is quite the little puppetmaster !! He can possess your enemies, just as a Spirit Master might, and cause them to fight at your side for a spell. Well worth having !! Skill Name : DISTORTION FIELD Description : A field of psionic power bends for fabric of reality around the player, negating some of the damage from enemy attacks and dealing retaliatory damage to enemies that strike you. My Rank (/5) : 2 My Comments : Warping the fabric of reality to both absorb some of the damage that is dealt to you, and dealing damage to your enemies in retaliation is all well and good, however at its MAXIMUM level of power, there is a paltry 5% chance that this skill will work ... which is MEGA plop. I'd get it, but I wouldn't rely on it too heavily. Skill Name : DISTORT REALITY Description : Sends out a powerful ripple of distortion around the player that tears the fabric of reality, causing severe damage to enemies caught within it. My Rank (/5) : 5 My Comments : THIS is, in my opinion, the best skill in this School. It sends out a circular shockwave of force from you at the centre through your enemies. The amount of damage that it inflicts is great at higher levels, and the attack can be further upgraded so as to freeze those enemies that it doesn't kill outright !! I LOVE IT !! :) LEVEL 24 SKILLS Skill Name : TEMPORAL FLUX Must Have : LUCID DREAM Description : A subtle acceleration of time around the player allows them to move more quickly, anticipate attacks, and negate the slowing effects of enemy skills. My Rank (/5) : 4 My Comments : Giving you the powers of additional total speed, together with a chance to avoid projectiles AND a resistance to being slowed is NOT something to be sneezed at. It is not the greatest of powers, but it can prove to be a VERY helpful addition to your arsenal. Skill Name : PSIONIC IMMOLATION Must Have : DISTORTION WAVE Description : Psionic energies ignite into a surge of electrical power that causes horrific burning over a short duration. My Rank (/5) : 4 My Comments : Causing massive amounts of Electrical Burning Damage, together with a bonus modifier when used against Demons, this skill is a GREAT add-on for your Distortion Wave. LEVEL 32 SKILLS Skill Name : TRANCE OF WRATH Description : Waves of negative psionic energy emanate from the player, disrupting enemy thoughts and burning through their physical being. Trance Skill - Only one trance can be active at a time. My Rank (/5) : 4 My Comments : Interestingly this skill isn't so dissimilar to the Earth skill "Ring of Flame", which is available at level 4. It actively attempts to zap anybody that comes within a certain distance of you, and can be maintained for as long as you wish (or have the energy to support it). It takes a barely noticeable amount of energy to use, and can help ward off those pesky hand-to-hand warriors that get a bit too close for comfort. Skill Name : MASTER MIND Must Have : SUMMON NIGHTMARE Description : The Nightmare is able to speak to the minds of your other minions and coordinate their attacks, making them more effective in combat. My Rank (/5) : 1-5, depending on what other School (if any) you pick ! My Comments : First off, this skill ONLY affects other pets, so don't misread "minions" and think it means "allies". Therefore if you pair Dream with either Hunting, Defence or Rogue say ? FORGET this skill entirely as it will do you NO good at all. If you are a Nature Master or a Storm or Earth Master for example ? Then it's well worth it, as it gives your pet/s bonus Damage and increased Health and Energy Regeneration rates. Skill Name : TEMPORAL RIFT Must Have : DISTORT REALITY Description : Enhances the power of the distortion ripple, unleashing a surge of psionic energy that causes massive damage to enemies and temporarily freezes them in time. My Rank (/5) : 5 My Comments : Petrifies those enemies that are not automatically slain outright by the power of the Distort Reality skill, and gives a great big fat Electrical Burn Damage bonus to the latter as well. I HIGHLY recommend this skill. Conclusions : Well I have to say I am VERY ... V-E-R-Y impressed with the newcomer school. It has something for everybody really. Phantom Strike is a GREAT hand-to-hand skill, the Trances serve to benefit you and your allies, the Nightmare is a very clever little pet, and can help out other pets as well depending on what School (if any) you pair Dream with, and your ranged attacks (both mid-range as Distort Reality, and long-range as Distortion Wave) are among some of the most powerful in the game. Bonza ! Sphere Rating /5 : 4 ============================================================================== C H A P T E R S E V E N ============================================================================== R E L I C S ============================================================================== Relics are shards of the power of a God. You will only ever encounter them in pieces - never as completed items, and it is up to you to combine THREE shards of each relic, to create a completed relic. To use a relic, you right-click on it in your inventory, and then left-click on whatever item you want to imbue with the relic's power. Do not worry if you only have a one-third or two-thirds of a completed relic, as you can always add the other shards of the same relic to the original later, thus increasing the power of your enchanted items as you play through the game. Ordinarily each third of a relic contains a third of the power of the whole relic, which makes mathematical sense - however as an incentive to complete each relic, once it IS completed, you get a "completed relic bonus" which is randomly selected from a list that I have tried to flesh-out at the end of the relics section for you. Each relic is equipment-type-specific, so for example the Essence of Artemis' Bowstring can only be used on bows, whereas the Essence of Archimedes' Mirror can only be used on shields. There is nothing wrong, of course, with holding onto a relic until it is completed - I frequently do this - with a view to keeping it. Relics are sometimes called for as ingredients in the creation of Artifacts. If you decide that you have made a mistake and enchanted an item with a relic that you would like to get back, you can visit any of the Enchanters in the game (bearing in mind that this is not possible in Titan Quest - only in Immortal Throne). Enchanters, as you are aware, can separate an item and its corresponding relic - however you will only be able to retrieve EITHER the item OR the relic, so choose carefully. This is also an expensive process, so don't forget THAT either !! One final thing to note is that there are three types of relic. There are essences, which are the relics you will find on the normal difficulty setting, there are embodiments, which are the relics you will find on the epic difficulty setting, and finally there are incarnations, which are the relics you will find on the legendary difficulty setting. So in a bid to be helpful, I have listed as many relics as I have encountered in Titan Quest (and Immortal Throne), together with what they look like in terms of their depictions, what they can be used on, what level you must be to use them, and what bonuses they confer. Here we go !! AMUN-RA'S GLORY Amun-Ra, ruler of the sun, is the greatest of the Egyptian gods. Can enchant all armour. Appearance : The Sun Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - + 20 Health, + 20 Energy 2/3 - + 40 Health, + 40 Energy 3/3 - + 60 Health, + 60 Energy, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 40 Health, + 40 Energy 2/3 - + 80 Health, + 80 Energy 3/3 - +120 Health, +120 Energy, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - + 60 Health, + 60 Energy 2/3 - +120 Health, +120 Energy 3/3 - +180 Health, +180 Energy, completed relic bonus ANKH OF ISIS Isis is queen of the Egyptian gods. Her symbol, the ankh, is associated with healing and immortality. Can enchant rings and amulets. Appearance : An Ankh - symbol of Isis' Power Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +30 Health, +30% Health Regeneration 2/3 - +60 Health, +60% Health Regeneration 3/3 - +90 Health, +90% Health Regeneration, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +60 Health, +35% Health Regeneration 2/3 - +120 Health, +70% Health Regeneration 3/3 - +180 Health, +105% Health Regeneration, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +100 Health, +40% Health Regeneration 2/3 - +200 Health, +80% Health Regeneration 3/3 - +300 Health, +120% Health Regeneration, completed relic bonus ANUBIS' WRATH Anubis, a jackal-headed god, is ruler of the Egyptian underworld. Can enchant all weapons. Appearance : A jackal-headed character with a rudimentary blade in hand. Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 2% of Attack damage converted to Health 2/3 - 4% of Attack damage converted to Health 3/3 - 6% of Attack damage converted to Health, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 3% of Attack damage converted to Health 2/3 - 6% of Attack damage converted to Health 3/3 - 9% of Attack damage converted to Health, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 4% of Attack damage converted to Health 2/3 - 8% of Attack damage converted to Health 3/3 - 12% of Attack damage converted to Health, completed relic bonus ARCHIMEDES' MIRROR Archimedes was one of the greatest of Greece's philosophers and scientists. Can enchant shields only. Appearance : A face looking into a mirrored reflection of itself. Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 3.0% Chance of 50% Damage Reflected 2/3 - 6.0% Chance of 50% Damage Reflected 3/3 - 9.0% Chance of 50% Damage Reflected, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 4.0% Chance of 50% Damage Reflected 2/3 - 8.0% Chance of 50% Damage Reflected 3/3 - 12.0% Chance of 50% Damage Reflected, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 5.0% Chance of 50% Damage Reflected 2/3 - 10.0% Chance of 50% Damage Reflected 3/3 - 15.0% Chance of 50% Damage Reflected, completed relic bonus ARTEMIS' BOWSTRING Artemis, the Greek goddess of the hunt, is renowned for her skill with the bow. Can enchant bows only. Appearance : A bow with a long, curling bowstring Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 3 Piercing Damage, +2% Attack Speed 2/3 - 6 Piercing Damage, +4% Attack Speed 3/3 - 9 Piercing Damage, +6% Attack Speed, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 8 Piercing Damage, +3% Attack Speed 2/3 - 16 Piercing Damage, +6% Attack Speed 3/3 - 24 Piercing Damage, +9% Attack Speed, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 14 Piercing Damage, + 4% Attack Speed 2/3 - 28 Piercing Damage, + 8% Attack Speed 3/3 - 42 Piercing Damage, +12% Attack Speed, completed relic bonus BLADE OF THANATOS Thanatos, the incarnation of death, carries a sword with the power to rend the very souls of mere mortals. Can enchant all weapons Appearance : A sword Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - + 3% Total Damage 2/3 - + 6% Total Damage 3/3 - + 9% Total Damage, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 4% Total Damage 2/3 - + 8% Total Damage 3/3 - +12% Total Damage, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - + 5% Total Damage 2/3 - +10% Total Damage 3/3 - +15% Total Damage, completed relic bonus CHILL OF TARTARUS In the deepest pits of the underworld lies Tartarus. Cold as the grave and swathed in darkness, it is here that punishment is meted out for those mortals foolish enough to oppose the will of the gods. Can enchant all weapons. Appearance : A snowflake Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 11 Cold Damage, 5% Slowed for 3.0 Seconds 2/3 - 22 Cold Damage, 10% Slowed for 3.0 Seconds 3/3 - 33 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 15 Cold Damage, 5% Slowed for 3.0 Seconds 2/3 - 30 Cold Damage, 10% Slowed for 3.0 Seconds 3/3 - 45 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 20 Cold Damage, 5% Slowed for 3.0 Seconds 2/3 - 40 Cold Damage, 10% Slowed for 3.0 Seconds 3/3 - 60 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus CODE OF HAMMURABI Hammurabi, king of Babylon, was revered for bringing justice to his people with his code of laws. Can enchant rings and amulets. Appearance : Drawings on Slate Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +6 Intelligence 2/3 - +12 Intelligence 3/3 - +18 Intelligence, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 9 Intelligence 2/3 - +18 Intelligence 3/3 - +27 Intelligence, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +12 Intelligence 2/3 - +24 Intelligence 3/3 - +36 Intelligence, completed relic bonus CUNNING OF ODYSSEUS Although not as strong or swift as the other heroes of legend, Odysseus' formidable guile made him a match for any foe. Can enchant head armour only. Appearance : A scroll Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +5% Intelligence 2/3 - +10% Intelligence 3/3 - +15% Intelligence, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +7% Intelligence 2/3 - +14% Intelligence 3/3 - +21% Intelligence, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +10% Intelligence 2/3 - +20% Intelligence 3/3 - +30% Intelligence, completed relic bonus DIONYSUS' WINESKIN The drink of Dionysus, Greek god of wine and revelry, is a potent brew indeed. Can enchant rings and amulets. Appearance : A Wineskin Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 2% Damage Resistance, + 15 Health 2/3 - 4% Damage Resistance, + 30 Health 3/3 - 6% Damage Resistance, + 45 Health, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 2% Damage Resistance, + 40 Health 2/3 - 4% Damage Resistance, + 80 Health 3/3 - 6% Damage Resistance, +120 Health, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 2% Damage Resistance, + 75 Health 2/3 - 4% Damage Resistance, +150 Health 3/3 - 6% Damage Resistance, +225 Health, completed relic bonus DJED OF OSIRIS The Djed is the backbone of Osiris, lord of the dead. Can enchant all weapons. Appearance : A Djed ! :) It is a representation of the backbone of Osiris - Osiris' body having been rended into pieces by his brother Set, and scattered around the lands. Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +8 Damage to Undead 2/3 - +16 Damage to Undead 3/3 - +24 Damage to Undead, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +15 Damage to Undead 2/3 - +30 Damage to Undead 3/3 - +45 Damage to Undead, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +22 Damage to Undead 2/3 - +44 Damage to Undead 3/3 - +66 Damage to Undead, completed relic bonus DOMAIN OF THE DRAGON-KINGS The Dragon-Kings are the masters of water in China. Ocean, rain, lake, and river - all are theirs to command. Can enchant all armour. Appearance : A Dragon's Head, facing right Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 8% Fire Resistance 2/3 - 16% Fire Resistance 3/3 - 24% Fire Resistance, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 10% Fire Resistance 2/3 - 20% Fire Resistance 3/3 - 30% Fire Resistance, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 12% Fire Resistance 2/3 - 24% Fire Resistance 3/3 - 36% Fire Resistance, completed relic bonus GOLDEN FLEECE The Golden Fleece, sought after by Jason and his Argonauts, is rumoured to hold great power as well as great beauty. Can enchant torso armour only. Appearance : A ram or sheep's head Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - -5% Energy Cost 2/3 - -10% Energy Cost 3/3 - -15% Energy Cost, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - -7% Energy Cost 2/3 - -14% Energy Cost 3/3 - -21% Energy Cost, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - -10% Energy Cost 2/3 - -20% Energy Cost 3/3 - -30% Energy Cost, completed relic bonus GUAN-YU'S GRACE True to the tenets of Taoism, even Guan-Yu, the Taoist god of war, only fights when all other options have been exhausted. Can enchant torso armour only. Appearance : A figure doing a tai chi-style move Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +10 Defensive Ability, 2% Chance to Dodge Attacks 2/3 - +20 Defensive Ability, 4% Chance to Dodge Attacks 3/3 - +30 Defensive Ability, 6% Chance to Dodge Attacks, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +16 Defensive Ability, 2% Chance to Dodge Attacks 2/3 - +32 Defensive Ability, 4% Chance to Dodge Attacks 3/3 - +48 Defensive Ability, 6% Chance to Dodge Attacks, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +20 Defensive Ability, 2% Chance to Dodge Attacks 2/3 - +40 Defensive Ability, 4% Chance to Dodge Attacks 3/3 - +60 Defensive Ability, 6% Chance to Dodge Attacks, completed relic bonus HECATE'S CRESCENT Hecate is a mysterious Greek goddess associated with the moon, childbirth, and magic. Can enchant rings and amulets Appearance : A crescent moon Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +4% Energy, +20% Energy Regeneration 2/3 - +8% Energy, +40% Energy Regeneration 3/3 - +12% Energy, +60% Energy Regeneration, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +5% Energy, +30% Energy Regeneration 2/3 - +10% Energy, +60% Energy Regeneration 3/3 - +15% Energy, +90% Energy Regeneration, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - + 6% Energy, + 40% Energy Regeneration 2/3 - +12% Energy, + 80% Energy Regeneration 3/3 - +18% Energy, +120% Energy Regeneration, completed relic bonus HERAKLES' MIGHT Herakles was the strongest of all the Greek heroes. Can enchant all armour. Appearance : A muscled arm, flexing its bicep Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +4 Strength 2/3 - +8 Strength 3/3 - +12 Strength, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +8 Strength 2/3 - +16 Strength 3/3 - +24 Strength, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +12 Strength 2/3 - +24 Strength 3/3 - +36 Strength, completed relic bonus IRON WILL OF AJAX Numbered among the greatest of the heroes of the Trojan war, Ajax was known not only for the strength of his arm, but even more for his indomitable spirit. Can enchant all armour. Appearance : An Iron Gauntlet Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 7% Stun Resistance, +2% Health 2/3 - 14% Stun Resistance, +4% Health 3/3 - 21% Stun Resistance, +6% Health, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 10% Stun Resistance, 10% Slow Resistance, +2% Health 2/3 - 20% Stun Resistance, 20% Slow Resistance, +4% Health 3/3 - 30% Stun Resistance, 30% Slow Resistance, +6% Health, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 13% Stun Resistance, 13% Slow Resistance, +2% Health 2/3 - 26% Stun Resistance, 26% Slow Resistance, +4% Health 3/3 - 39% Stun Resistance, 39% Slow Resistance, +6% Health, completed relic bonus JADE EMPEROR'S SERENITY The Jade Emperor is the ruler of the Chinese gods. He is a contemplative deity who rarely interferes with the affairs of god or man. Can enchant all armour. Appearance : A yin-yang symbol Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 8% Lightning Resistance 2/3 - 16% Lightning Resistance 3/3 - 24%, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 10% Lightning Resistance 2/3 - 20% Lightning Resistance 3/3 - 30% Lightning Resistance, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 12% Lightning Resistance 2/3 - 24% Lightning Resistance 3/3 - 36% Lightning Resistance, completed relic bonus LI-NEZHA'S GUILE Li-Nezha, a Chinese trickster god, is as nimble as he is crafty. Can enchant all armour. Appearance : A stylised face. Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +6 Dexterity 2/3 - +12 Dexterity 3/3 - +18 Dexterity, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 9 Dexterity 2/3 - +18 Dexterity 3/3 - +27 Dexterity, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +12 Dexterity 2/3 - +24 Dexterity 3/3 - +36 Dexterity, completed relic bonus MONKEY KING'S TRICKERY The Monkey King, the most mischievous of all the Chinese gods, is also one of the most powerful. His cunning has lured many an unwary foe to do his bidding. Can enchant rings and amulets. Appearance : A Monkey Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 2 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance, 5% Skill Disruption Protection 2/3 - 4 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance, 10% Skill Disruption Protection 3/3 - 6 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance 15% Skill Disruption Protection, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 3 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance, 8% Skill Disruption Protection 2/3 - 6 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance, 16% Skill Disruption Protection 3/3 - 9 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance 24% Skill Disruption Protection, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 4 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance, 12% Skill Disruption Protection 2/3 - 8 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance, 24% Skill Disruption Protection 3/3 - 12 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance, 36% Skill Disruption Protection, completed relic bonus PERSEPHONE'S TEARS Persephone, favoured daughter of the earth goddess Demeter, was forced into marriage with Hades. She now shares rule of the underworld, yet it brings her only sorrow. Can enchant all jewellery Appearance : A single teardrop - perfectly formed. Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - + 15 Less Damage from Undead 2/3 - + 30 Less Damage from Undead 3/3 - + 45 Less Damage from Undead, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 40 Less Damage from Undead 2/3 - + 80 Less Damage from Undead 3/3 - +120 Less Damage from Undead, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - + 60 Less Damage from Undead 2/3 - +120 Less Damage from Undead 3/3 - +180 Less Damage from Undead, completed relic bonus PROMETHEUS' FLAME Prometheus, son of the titan Iapetus, gave the gift of fire to mankind. Can enchant all weapons Appearance : Three flames licking upwards Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 12 Burn Damage over 3.0 Seconds, +3% Fire Damage 2/3 - 24 Burn Damage over 3.0 Seconds, +6% Fire Damage 3/3 - 36 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 30 Burn Damage over 3.0 Seconds, +3% Fire Damage 2/3 - 60 Burn Damage over 3.0 Seconds, +6% Fire Damage 3/3 - 90 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 48 Burn Damage over 3.0 Seconds, +3% Fire Damage 2/3 - 96 Burn Damage over 3.0 Seconds, +6% Fire Damage 3/3 - 144 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed relic bonus RAGE OF ARES Ares, the Greek god of war, is venerated and feared in equal measure. He is cruel, vengeful, and nearly mad - only a fool would risk his wrath. Can enchant armbands and bracelets. Appearance : A diagonal red line (top left-bottom right), with a curve beneath it. Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 5.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption 2/3 - 10.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption 3/3 - 15.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 5.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption 2/3 - 10.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption 3/3 - 15.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 5.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption 2/3 - 10.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption 3/3 - 15.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption, completed relic bonus SET'S BETRAYAL Set is the Egyptian god of evil. In an attempt to take control of the throne of the gods, Set turned on his brother Osiris, brutally hacking the latter's body apart and scattering the pieces across the land. Can enchant all armour. Appearance : Somebody about to be knifed in the back Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +6% Pierce Damage, 33.0% Chance of 12 Piercing Retaliation 2/3 - +6% Pierce Damage, 33.0% Chance of 24 Piercing Retaliation 3/3 - +6% Pierce Damage, 33.0% Chance of 36 Piercing Retaliation, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - +9% Pierce Damage, 33.0% Chance of 30 Piercing Retaliation 2/3 - +9% Pierce Damage, 33.0% Chance of 60 Piercing Retaliation 3/3 - +9% Pierce Damage, 33.0% Chance of 90 Piercing Retaliation, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +11% Pierce Damage, 33.0% Chance of 50 Piercing Retaliation 2/3 - +11% Pierce Damage, 33.0% Chance of 100 Piercing Retaliation 3/3 - +11% Pierce Damage, 33.0% Chance of 150 Piercing Retaliation, completed relic bonus SHADE OF HECTOR Hector, Prince of Troy, was renowned for his noble spirit and steadfast nature. He fell defending his homeland, mourned even by his enemies. Can enchant all shields. Appearance : A shadow of a man Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - + 20 Defensive Ability, +2% Chance to Avoid Projectiles 2/3 - + 40 Defensive Ability, +4% Chance to Avoid Projectiles 3/3 - + 60 Defensive Ability, +6% Chance to Avoid Projectiles, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 40 Defensive Ability, +3% Chance to Avoid Projectiles 2/3 - + 80 Defensive Ability, +6% Chance to Avoid Projectiles 3/3 - +120 Defensive Ability, +9% Chance to Avoid Projectiles, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - + 60 Defensive Ability, +3% Chance to Avoid Projectiles 2/3 - +120 Defensive Ability, +6% Chance to Avoid Projectiles 3/3 - +180 Defensive Ability, +9% Chance to Avoid Projectiles, completed relic bonus SHEN-NONG'S DARK MEDICINE Shen-Nong is the Chinese god of plants and medicine. He is a master of herbs - and not all are meant to cure. Can enchant all weapons. Appearance : An open vial of liquid which is spraying out. Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 42 Poison Damage over 6.0 Seconds, 4 Reduced Resistance for 6.0 Seconds 2/3 - 84 Poison Damage over 6.0 Seconds, 8 Reduced Resistance for 6.0 Seconds 3/3 - 126 Poison Damage over 6.0 Seconds, 12 Reduced Resistance for 6.0 Seconds, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 60 Poison Damage over 6.0 Seconds, 5 Reduced Resistance for 6.0 Seconds 2/3 - 120 Poison Damage over 6.0 Seconds, 10 Reduced Resistance for 6.0 Seconds 3/3 - 180 Poison Damage over 6.0 Seconds, 15 Reduced Resistance for 6.0 Seconds, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 96 Poison Damage over 6.0 Seconds, 6 Reduced Resistance for 6.0 Seconds 2/3 - 192 Poison Damage over 6.0 Seconds, 12 Reduced Resistance for 6.0 Seconds 3/3 - 288 Poison Damage over 6.0 Seconds, 18 Reduced Resistance for 6.0 Seconds, completed relic bonus UDJAT OF HORUS The Udjat is the eye of Horus, hawk-headed god of the sky. It symbolises protection and power. Can enhance all armour. Appearance : The Eye of Horus Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 4 Armour, +2% Armour Protection 2/3 - 8 Armour, +4% Armour Protection 3/3 - 12 Armour, +6% Armour Protection, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 7 Armour, +2% Armour Protection 2/3 - 14 Armour, +4% Armour Protection 3/3 - 21 Armour, +6% Armour Protection, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 10 Armour, +2% Armour Protection 2/3 - 20 Armour, +4% Armour Protection 3/3 - 30 Armour, +6% Armour Protection, completed relic bonus VALOR OF ACHILLES Achilles was the greatest of all the greek warrior of the Trojan War. His strength and speed in battle were legendary. Can enchant all weapons. Appearance : A greek warrior's helmet with plumage atop Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 5 Damage, +4% Attack Speed 2/3 - 5 Damage, +8% Attack Speed 3/3 - 5 Damage, +12% Attack Speed, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 15 Damage, +5% Attack Speed 2/3 - 15 Damage, +10% Attack Speed 3/3 - 15 Damage, +15% Attack Speed, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 25 Damage, +6% Attack Speed 2/3 - 25 Damage, +12% Attack Speed 3/3 - 25 Damage, +18% Attack Speed, completed relic bonus YEN-LO-WANG'S BLOODLETTING Yen-Lo-Wang is a god of Death and the ruler of Feng-Du, the Chinese Hell. Can enchant all weapons. Appearance : Three droplets of blood Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - 27 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage 2/3 - 54 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage 3/3 - 81 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - 39 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage 2/3 - 78 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage 3/3 - 117 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - 54 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage 2/3 - 108 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage 3/3 - 162 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, completed relic bonus ZEUS' THUNDERBOLT Zeus is the mightiest of the gods of Olympus. The thunderbolt is his weapon and symbol. Can enchant all weapons. Appearance : A lightning bolt Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) ESSENCE (NORMAL DIFFICULTY) 1/3 - +3% Lightning Damage, 1- 7 Lightning Damage 2/3 - +6% Lightning Damage, 2-14 Lightning Damage 3/3 - +9% Lightning Damage, 3-21 Lightning Damage, completed relic bonus EMBODIMENT (EPIC DIFFICULTY) 1/3 - + 3% Lightning Damage, 5-15 Lightning Damage 2/3 - + 6% Lightning Damage, 10-30 Lightning Damage 3/3 - + 9% Lightning Damage, 15-45 Lightning Damage, completed relic bonus INCARNATION (LEGENDARY DIFFICULTY) 1/3 - +3% Lightning Damage, 7-25 Lightning Damage 2/3 - +6% Lightning Damage, 14-50 Lightning Damage 3/3 - +9% Lightning Damage, 21-75 Lightning Damage, completed relic bonus ---------- With regard to the "completed relic bonuses" I referred to earlier, these can range from bonuses to your attributes, damage, health, health regeneration, energy, energy regeneration, offensive ability, defensive ability, armour, resistances, or can include things like piercing retaliation and stun. ============================================================================== C H A P T E R E I G H T ============================================================================== M O N S T E R C H A R M S ============================================================================== In addition to relics, you will find yourself coming into possession of a fair few Monster Charms during your average session of Titan Quest. Monster Charms are just like relics except, rather than being shards of a God's power, they are fragments of the power of the animal or creature they are dropped by, so you might come across things like turtle shells, bird feathers, crab shells, vines, various goops and gels, and so on. UNlike relics, however, you must combine FIVE fragments of a Monster Charm in order to make a complete one. Aside from that they function pretty much exactly like relics do. You can add a portion (i.e. 1/5, 2/5, 3/5 or 4/5) of a monster charm to an item if you like, and then add the rest of the monster charm later ... and you can get an Enchanter to separate the monster charm and the item for you just as you would a regular relic, should that be your preference (same rules apply though - you will have to forfeit either the item or the monster charm in the process). You will, as with a completed relic, get a completed monster charm bonus when you assemble all 5 fragments of a monster charm, and I have put as many of those bonuses as I could find at the foot of the monster charm list as well. As with relics, I have listed the monster charm's name, what type of creature drops it, what level you must be to use it, what type of item it can enchant, and what powers it bestows, for each of the monster charms I have encountered in Titan Quest and Immortal Throne. Here you go :- ALBINO SPIDER WEB A sticky mass of webbing pulled from an Albino Spider abdomen. Can enhance all armour. Dropped by : Albino Spiders Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 7.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds 2/5 - 14.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds 3/5 - 21.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds 4/5 - 28.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds 5/5 - 35.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds, completed item bonus. EPIC DIFFICULTY 1/5 - 7.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds 2/5 - 14.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds 3/5 - 21.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds 4/5 - 28.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds 5/5 - 35.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 7.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds 2/5 - 14.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds 3/5 - 21.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds 4/5 - 28.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds 5/5 - 35.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds, completed item bonus. BAT FANG Hollow fang of a Cave Bat. Can enhance all weapons. Dropped by : Bats Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 6 Life Leech over 3.0 Seconds 2/5 - 12 Life Leech over 3.0 Seconds 3/5 - 18 Life Leech over 3.0 Seconds 4/5 - 24 Life Leech over 3.0 Seconds 5/5 - 30 Life Leech over 3.0 Seconds, completed item bonus. EPIC DIFFICULTY 1/5 - 18 Life Leech over 3.0 Seconds 2/5 - 36 Life Leech over 3.0 Seconds 3/5 - 54 Life Leech over 3.0 Seconds 4/5 - 72 Life Leech over 3.0 Seconds 5/5 - 90 Life Leech over 3.0 Seconds, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 27 Life Leech over 3.0 Seconds 2/5 - 54 Life Leech over 3.0 Seconds 3/5 - 81 Life Leech over 3.0 Seconds 4/5 - 108 Life Leech over 3.0 Seconds 5/5 - 135 Life Leech over 3.0 Seconds, completed item bonus. BOAR HIDE Toughened hide of a wild boar. Can enhance all armour. Dropped by : Ravenous Boar Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 2 Armour 2/5 - 4 Armour 3/5 - 6 Armour 4/5 - 8 Armour 5/5 - 10 Armour, completed item bonus. EPIC DIFFICULTY 1/5 - 4 Armour 2/5 - 8 Armour 3/5 - 12 Armour 4/5 - 16 Armour 5/5 - 20 Armour, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 6 Armour 2/5 - 12 Armour 3/5 - 18 Armour 4/5 - 24 Armour 5/5 - 30 Armour, completed item bonus. CRYSTAL OF EREBUS A splinter from one of the Crystals of Erebus, the source of Hades' power in the world of the living. Can enhance head armour only. Dropped by : The Shards of Erebus Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 2% Vitality Damage Resistance 2/5 - 4% Vitality Damage Resistance 3/5 - 6% Vitality Damage Resistance 4/5 - 8% Vitality Damage Resistance 5/5 - 10% Vitality Damage Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - 3% Vitality Damage Resistance 2/5 - 6% Vitality Damage Resistance 3/5 - 9% Vitality Damage Resistance 4/5 - 12% Vitality Damage Resistance 5/5 - 15% Vitality Damage Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 4% Vitality Damage Resistance 2/5 - 6% Vitality Damage Resistance 3/5 - 12% Vitality Damage Resistance 4/5 - 16% Vitality Damage Resistance 5/5 - 20% Vitality Damage Resistance, completed item bonus. DEMON'S BLOOD The dark blood of a fallen demon. Can enhance rings and amulets. Dropped by : Eurynomus, Rime Sprites Required Level : 5 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 5% Vitality Damage Resistance, 5% Stun Resistance 2/5 - 10% Vitality Damage Resistance, 10% Stun Resistance 3/5 - 15% Vitality Damage Resistance, 15% Stun Resistance 4/5 - 20% Vitality Damage Resistance, 20% Stun Resistance 5/5 - 25% Vitality Damage Resistance, 25% Stun Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - 7% Vitality Damage Resistance, 7% Stun Resistance 2/5 - 14% Vitality Damage Resistance, 14% Stun Resistance 3/5 - 21% Vitality Damage Resistance, 21% Stun Resistance 4/5 - 28% Vitality Damage Resistance, 28% Stun Resistance 5/5 - 35% Vitality Damage Resistance, 35% Stun Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 10% Vitality Damage Resistance, 10% Stun Resistance 2/5 - 20% Vitality Damage Resistance, 20% Stun Resistance 3/5 - 30% Vitality Damage Resistance, 30% Stun Resistance 4/5 - 40% Vitality Damage Resistance, 40% Stun Resistance 5/5 - 50% Vitality Damage Resistance, 50% Stun Resistance, completed item bonus. DISEASED PLUMAGE Feathers from a carrior bird. Can enhance all armour. Dropped by : Carrion Crows, Diseased Vultures. Required Level : 5 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +2% Poison Damage 2/5 - +4% Poison Damage 3/5 - +6% Poison Damage 4/5 - +8% Poison Damage 5/5 - +10% Poison Damage, completed item bonus. EPIC DIFFICULTY 1/5 - +3% Poison Damage 2/5 - +6% Poison Damage 3/5 - +9% Poison Damage 4/5 - +12% Poison Damage 5/5 - +15% Poison Damage, completed item bonus. LEGENDARY DIFFICULTY 1/5 - +4% Poison Damage 2/5 - +8% Poison Damage 3/5 - +12% Poison Damage 4/5 - +16% Poison Damage 5/5 - +20% Poison Damage, completed item bonus. FURY'S HEARTBLOOD Blood drained from a Fury's still beating heart. Can enhance all weapons. Dropped by : Furies Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 7 Vitality Damage 2/5 - 14 Vitality Damage 3/5 - 21 Vitality Damage 4/5 - 28 Vitality Damage 5/5 - 35 Vitality Damage, completed item bonus. EPIC DIFFICULTY 1/5 - 15 Vitality Damage 2/5 - 30 Vitality Damage 3/5 - 45 Vitality Damage 4/5 - 60 Vitality Damage 5/5 - 75 Vitality Damage, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 20 Vitality Damage 2/5 - 40 Vitality Damage 3/5 - 60 Vitality Damage 4/5 - 80 Vitality Damage 5/5 - 100 Vitality Damage, completed item bonus. HAG'S SKIN A scrap of skin from a Desert Hag. Can enhance all armour. Dropped by : Sandwing Crones. Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 6% Pierce Resistance, +2 Dexterity 2/5 - 6% Pierce Resistance, +4 Dexterity 3/5 - 6% Pierce Resistance, +6 Dexterity 4/5 - 6% Pierce Resistance, +8 Dexterity 5/5 - 6% Pierce Resistance, +10 Dexterity, completed item bonus. EPIC DIFFICULTY 1/5 - 8% Pierce Resistance, +3 Dexterity 2/5 - 8% Pierce Resistance, +6 Dexterity 3/5 - 8% Pierce Resistance, +9 Dexterity 4/5 - 8% Pierce Resistance, +12 Dexterity 5/5 - 8% Pierce Resistance, +15 Dexterity, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 10% Pierce Resistance, +4 Dexterity 2/5 - 10% Pierce Resistance, +8 Dexterity 3/5 - 10% Pierce Resistance, +12 Dexterity 4/5 - 10% Pierce Resistance, +16 Dexterity 5/5 - 10% Pierce Resistance, +20 Dexterity, completed item bonus. HYDRADON HIDE A patch of rough, durable skin ripped from the flesh of a Hydradon. Can enhance all armour. Dropped by : Hydradon Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +15 Health, +4% Less Damage from Beasts 2/5 - +30 Health, +8% Less Damage from Beasts 3/5 - +45 Health, +12% Less Damage from Beasts 4/5 - +60 Health, +16% Less Damage from Beasts 5/5 - +75 Health, +20% Less Damage from Beasts, completed item bonus. EPIC DIFFICULTY 1/5 - + 25 Health, +5% Less Damage from Beasts 2/5 - + 50 Health, +10% Less Damage from Beasts 3/5 - + 75 Health, +15% Less Damage from Beasts 4/5 - +100 Health, +20% Less Damage from Beasts 5/5 - +125 Health, +25% Less Damage from Beasts, completed item bonus. LEGENDARY DIFFICULTY 1/5 - + 35 Health, +6% Less Damage from Beasts 2/5 - + 70 Health, +12% Less Damage from Beasts 3/5 - +105 Health, +18% Less Damage from Beasts 4/5 - +140 Health, +24% Less Damage from Beasts 5/5 - +175 Health, +30% Less Damage from Beasts, completed item bonus. LUPINE CLAW A long, sharp claw. Can enhance all weapons. Dropped by : Hyena Beasts. Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 2 Piercing Damage 2/5 - 4 Piercing Damage 3/5 - 6 Piercing Damage 4/5 - 8 Piercing Damage 5/5 - 10 Piercing Damage, completed item bonus. EPIC DIFFICULTY 1/5 - 4 Piercing Damage 2/5 - 8 Piercing Damage 3/5 - 12 Piercing Damage 4/5 - 16 Piercing Damage 5/5 - 20 Piercing Damage, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 6 Piercing Damage 2/5 - 12 Piercing Damage 3/5 - 18 Piercing Damage 4/5 - 24 Piercing Damage 5/5 - 30 Piercing Damage, completed item bonus. MECHANICAL PARTS The intricate inner workings of an automaton. Can enhance torso armour only. Dropped by : Traps, Automatons Required Level : 10 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +1% Total Speed 2/5 - +2% Total Speed 3/5 - +3% Total Speed 4/5 - +4% Total Speed 5/5 - +5% Total Speed, completed item bonus. EPIC DIFFICULTY 1/5 - + 2% Total Speed 2/5 - + 4% Total Speed 3/5 - + 6% Total Speed 4/5 - + 8% Total Speed 5/5 - +10% Total Speed, completed item bonus. LEGENDARY DIFFICULTY 1/5 - + 2% Total Speed, + 2% Damage to Devices 2/5 - + 4% Total Speed, + 4% Damage to Devices 3/5 - + 6% Total Speed, + 6% Damage to Devices 4/5 - + 8% Total Speed, + 8% Damage to Devices 5/5 - +10% Total Speed, +10% Damage to Devices, completed item bonus. PENG CLAW Claw of a Peng. Can enhance all weapons. Dropped by : Peng. Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 3 - 7 Damage 2/5 - 6 - 14 Damage 3/5 - 9 - 21 Damage 4/5 - 12 - 28 Damage 5/5 - 15 - 35 Damage, completed item bonus. EPIC DIFFICULTY 1/5 - 5 - 9 Damage 2/5 - 10 - 18 Damage 3/5 - 15 - 27 Damage 4/5 - 20 - 36 Damage 5/5 - 25 - 45 Damage, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 7 - 13 Damage 2/5 - 14 - 26 Damage 3/5 - 21 - 39 Damage 4/5 - 28 - 52 Damage 5/5 - 35 - 65 Damage, completed item bonus. PRISTINE PLUMAGE High quality feathers. Can enhance all armour. Dropped by : Crag Harpies Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 4% Poison Resistance 2/5 - 8% Poison Resistance 3/5 - 12% Poison Resistance 4/5 - 16% Poison Resistance 5/5 - 20% Poison Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - 6% Poison Resistance 2/5 - 12% Poison Resistance 3/5 - 18% Poison Resistance 4/5 - 24% Poison Resistance 5/5 - 30% Poison Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 8% Poison Resistance 2/5 - 16% Poison Resistance 3/5 - 24% Poison Resistance 4/5 - 32% Poison Resistance 5/5 - 40% Poison Resistance, completed item bonus. RAPTOR TOOTH Sharp, jagged tooth torn from a Raptor's mouth. Can enhance amulets only. Dropped by : Raptors. Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +2% Damage, +1 Strength 2/5 - +4% Damage, +2 Strength 3/5 - +6% Damage, +3 Strength 4/5 - +8% Damage, +4 Strength 5/5 - +10% Damage, +5 Strength, completed item bonus. EPIC DIFFICULTY 1/5 - + 2% Damage, + 3 Strength 2/5 - + 4% Damage, + 6 Strength 3/5 - + 6% Damage, + 9 Strength 4/5 - + 8% Damage, +12 Strength 5/5 - +10% Damage, +15 Strength, completed item bonus. LEGENDARY DIFFICULTY 1/5 - + 2% Damage, + 5 Strength 2/5 - + 4% Damage, +10 Strength 3/5 - + 6% Damage, +15 Strength 4/5 - + 8% Damage, +20 Strength 5/5 - +10% Damage, +25 Strength, completed item bonus. RIGID CARAPACE The thick outer shell of an insectoid monster. Can enhance shields only. Dropped by : Fire Beetles. Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 4% Pierce Resistance 2/5 - 8% Pierce Resistance 3/5 - 12% Pierce Resistance 4/5 - 16% Pierce Resistance 5/5 - 20% Pierce Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - 6% Pierce Resistance 2/5 - 12% Pierce Resistance 3/5 - 18% Pierce Resistance 4/5 - 24% Pierce Resistance 5/5 - 30% Pierce Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 8% Pierce Resistance 2/5 - 16% Pierce Resistance 3/5 - 24% Pierce Resistance 4/5 - 32% Pierce Resistance 5/5 - 40% Pierce Resistance, completed item bonus. SABER CLAW The razor-sharp claw of a Saber Lion. Can enhance all weapons. Dropped by : Saber Lions Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 15 Bleeding Damage over 3.0 Seconds, + 5 Offensive Ability 2/5 - 30 Bleeding Damage over 3.0 Seconds, +10 Offensive Ability 3/5 - 45 Bleeding Damage over 3.0 Seconds, +15 Offensive Ability 4/5 - 60 Bleeding Damage over 3.0 Seconds, +20 Offensive Ability 5/5 - 75 Bleeding Damage over 3.0 Seconds, +25 Offensive Ability, completed item bonus. EPIC DIFFICULTY 1/5 - 21 Bleeding Damage over 3.0 Seconds, + 7 Offensive Ability 2/5 - 42 Bleeding Damage over 3.0 Seconds, +14 Offensive Ability 3/5 - 63 Bleeding Damage over 3.0 Seconds, +21 Offensive Ability 4/5 - 84 Bleeding Damage over 3.0 Seconds, +28 Offensive Ability 5/5 - 105 Bleeding Damage over 3.0 Seconds, +35 Offensive Ability, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 30 Bleeding Damage over 3.0 Seconds, +10 Offensive Ability 2/5 - 60 Bleeding Damage over 3.0 Seconds, +20 Offensive Ability 3/5 - 90 Bleeding Damage over 3.0 Seconds, +30 Offensive Ability 4/5 - 120 Bleeding Damage over 3.0 Seconds, +40 Offensive Ability 5/5 - 150 Bleeding Damage over 3.0 Seconds, +50 Offensive Ability, completed item bonus. SPECTRAL MATTER A wispy, glowing substance. Can enhance rings and amulets. Dropped by : Sandwraiths Required Level : 5 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 12 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance 2/5 - 24 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance 3/5 - 36 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance 4/5 - 48 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance 5/5 - 60 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - 18 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance 2/5 - 36 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance 3/5 - 54 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance 4/5 - 72 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance 5/5 - 90 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 26 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance 2/5 - 52 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance 3/5 - 78 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance 4/5 - 104 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance 5/5 - 130 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance, completed item bonus. SPINY SHELL The jagged shell of a Karkinos. Can enhance shields. Dropped by : Karkinos Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 4 Damage, +1% Shield Block 2/5 - 8 Damage, +2% Shield Block 3/5 - 12 Damage, +3% Shield Block 4/5 - 16 Damage, +4% Shield Block 5/5 - 20 Damage, +5% Shield Block, completed item bonus. EPIC DIFFICULTY 1/5 - 8 Damage, + 2% Shield Block 2/5 - 16 Damage, + 4% Shield Block 3/5 - 24 Damage, + 6% Shield Block 4/5 - 32 Damage, + 8% Shield Block 5/5 - 40 Damage, +10% Shield Block, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 10 Damage, + 3% Shield Block 2/5 - 20 Damage, + 6% Shield Block 3/5 - 30 Damage, + 9% Shield Block 4/5 - 40 Damage, +12% Shield Block 5/5 - 50 Damage, +15% Shield Block, completed item bonus. TORTURED SOUL The agonised soul of a creature of darkness. Can enhance all jewellery. Dropped by : Epiales Required Level : 24 (Normal), 36 (Epic), 46 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - + 5% Damage to Demons 2/5 - +10% Damage to Demons 3/5 - +15% Damage to Demons 4/5 - +20% Damage to Demons 5/5 - +25% Damage to Demons, completed item bonus. EPIC DIFFICULTY 1/5 - + 7% Damage to Demons 2/5 - +14% Damage to Demons 3/5 - +21% Damage to Demons 4/5 - +28% Damage to Demons 5/5 - +35% Damage to Demons, completed item bonus. LEGENDARY DIFFICULTY 1/5 - +10% Damage to Demons 2/5 - +20% Damage to Demons 3/5 - +30% Damage to Demons 4/5 - +40% Damage to Demons 5/5 - +50% Damage to Demons, completed item bonus. TURTLE SHELL A large turtle shell. Can enhance shields only. Dropped by : Turtles Required Level : 3 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +1% Shield Block, -5% Shield Recovery Time 2/5 - +2% Shield Block, -5% Shield Recovery Time 3/5 - +3% Shield Block, -5% Shield Recovery Time 4/5 - +4% Shield Block, -5% Shield Recovery Time 5/5 - +5% Shield Block, -5% Shield Recovery Time, completed item bonus. EPIC DIFFICULTY 1/5 - + 2% Shield Block, -10% Shield Recovery Time 2/5 - + 4% Shield Block, -10% Shield Recovery Time 3/5 - + 6% Shield Block, -10% Shield Recovery Time 4/5 - + 8% Shield Block, -10% Shield Recovery Time 5/5 - +10% Shield Block, -10% Shield Recovery Time, completed item bonus. LEGENDARY DIFFICULTY 1/5 - + 3% Shield Block, -15% Shield Recovery Time 2/5 - + 6% Shield Block, -15% Shield Recovery Time 3/5 - + 9% Shield Block, -15% Shield Recovery Time 4/5 - +12% Shield Block, -15% Shield Recovery Time 5/5 - +15% Shield Block, -15% Shield Recovery Time, completed item bonus. VENOM SAC Contains a deadly poison. Can enchant all weapons. Dropped by : Spiders (of various sorts) Required Level : 5 (Normal), 27 (Epic), 38 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - 18 Poison Damage over 6.0 Seconds 2/5 - 36 Poison Damage over 6.0 Seconds 3/5 - 54 Poison Damage over 6.0 Seconds 4/5 - 72 Poison Damage over 6.0 Seconds 5/5 - 90 Poison Damage over 6.0 Seconds, completed item bonus. EPIC DIFFICULTY 1/5 - 42 Poison Damage over 6.0 Seconds 2/5 - 84 Poison Damage over 6.0 Seconds 3/5 - 126 Poison Damage over 6.0 Seconds 4/5 - 168 Poison Damage over 6.0 Seconds 5/5 - 210 Poison Damage over 6.0 Seconds, completed item bonus. LEGENDARY DIFFICULTY 1/5 - 72 Poison Damage over 6.0 Seconds 2/5 - 144 Poison Damage over 6.0 Seconds 3/5 - 216 Poison Damage over 6.0 Seconds 4/5 - 288 Poison Damage over 6.0 Seconds 5/5 - 360 Poison Damage over 6.0 Seconds, completed item bonus. VILE ICHOR A disgusting glob of pus, blood, and bile. Can enhance rings and amulets. Dropped by : Crypt Worms, Ant Lions Required Level : 12 (Normal), 30 (Epic), 41 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - + 2% Vitality Damage, 5 Vitality Damage 2/5 - + 4% Vitality Damage, 5 Vitality Damage 3/5 - + 6% Vitality Damage, 5 Vitality Damage 4/5 - + 8% Vitality Damage, 5 Vitality Damage 5/5 - +10% Vitality Damage, 5 Vitality Damage, completed item bonus. EPIC DIFFICULTY 1/5 - + 3% Vitality Damage, 10 Vitality Damage 2/5 - + 6% Vitality Damage, 10 Vitality Damage 3/5 - + 9% Vitality Damage, 10 Vitality Damage 4/5 - +12% Vitality Damage, 10 Vitality Damage 5/5 - +15% Vitality Damage, 10 Vitality Damage, completed item bonus. LEGENDARY DIFFICULTY 1/5 - + 4% Vitality Damage, 15 Vitality Damage 2/5 - + 8% Vitality Damage, 15 Vitality Damage 3/5 - +12% Vitality Damage, 15 Vitality Damage 4/5 - +16% Vitality Damage, 15 Vitality Damage 5/5 - +20% Vitality Damage, 15 Vitality Damage, completed item bonus. VINY GROWTH A lump of dense plant matter. Can enhance all armour. Dropped by : Jungle Creeps, Quill Vines Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +0.5 Health Regeneration per second, +10% Health Regeneration 2/5 - +1.0 Health Regeneration per second, +20% Health Regeneration 3/5 - +1.5 Health Regeneration per second, +30% Health Regeneration 4/5 - +2.0 Health Regeneration per second, +40% Health Regeneration 5/5 - +2.5 Health Regeneration per second, +50% Health Regeneration, completed item bonus. EPIC DIFFICULTY 1/5 - +0.7 Health Regeneration per second, +15% Health Regeneration 2/5 - +1.4 Health Regeneration per second, +30% Health Regeneration 3/5 - +2.1 Health Regeneration per second, +45% Health Regeneration 4/5 - +2.8 Health Regeneration per second, +60% Health Regeneration 5/5 - +3.5 Health Regeneration per second, +75% Health Regeneration, completed item bonus. LEGENDARY DIFFICULTY 1/5 - +1.0 Health Regeneration per second, + 20% Health Regeneration 2/5 - +2.0 Health Regeneration per second, + 40% Health Regeneration 3/5 - +3.0 Health Regeneration per second, + 60% Health Regeneration 4/5 - +4.0 Health Regeneration per second, + 80% Health Regeneration 5/5 - +5.0 Health Regeneration per second, +100% Health Regeneration, completed item bonus. YETI FUR The thick, coarse pelt of the Yeti. Can enhance all armour. Dropped by : Yeti (bet you weren't expecting that one eh !!) Required Level : 18 (Normal), 34 (Epic), 44 (Legendary) Bonuses :- NORMAL DIFFICULTY 1/5 - +5% Cold Damage, +4% Cold Resistance 2/5 - +5% Cold Damage, +8% Cold Resistance 3/5 - +5% Cold Damage, +12% Cold Resistance 4/5 - +5% Cold Damage, +16% Cold Resistance 5/5 - +5% Cold Damage, +20% Cold Resistance, completed item bonus. EPIC DIFFICULTY 1/5 - +5% Cold Damage, +6% Cold Resistance 2/5 - +5% Cold Damage, +12% Cold Resistance 3/5 - +5% Cold Damage, +18% Cold Resistance 4/5 - +5% Cold Damage, +24% Cold Resistance 5/5 - +5% Cold Damage, +30% Cold Resistance, completed item bonus. LEGENDARY DIFFICULTY 1/5 - +5% Cold Damage, + 8% Cold Resistance 2/5 - +5% Cold Damage, +16% Cold Resistance 3/5 - +5% Cold Damage, +24% Cold Resistance 4/5 - +5% Cold Damage, +32% Cold Resistance 5/5 - +5% Cold Damage, +40% Cold Resistance, completed item bonus. ---------- With regard to the "completed item bonuses" I referred to earlier, these can range from bonuses to your attributes, damage, health, health regeneration, energy, energy regeneration, offensive ability, defensive ability, armour, resistances, or can include things like piercing retaliation and stun. ============================================================================== C H A P T E R N I N E ============================================================================== A R C A N E F O R M U L A E ============================================================================== Arcane Formulae are another COOL addition that has been brought in for the Immortal Throne Expansion Pack. Only Immortal Throne characters can use Artifacts, being the very powerful items that are created when the recipe contained in an Arcane Formula is followed, and the inventory slot for equipping such an Artifact is beneath the body armour, and to the left of the bracers and greaves. In order to create an Artifact you must :- 1) Find the Arcane Formula for the Artifact you wish to create 2) Locate the three reagents (ingredients) for the recipe 3) Present an Enchanter with the Arcane Formula, Reagents and MONEY; and 4) Reap the rewards !! :) There are LOADS and loads of Arcane Formulae in Immortal Throne, and they are divided up into three ranks, or levels, effectively, being :- 1) Lesser Artifacts (available on Normal, Epic and Legendary Difficulties) 2) Greater Artifacts (available only on Epic and Legendary Difficulties) 3) Divine Artifacts (available only on Epic and Legendary Difficulties). It doesn't take a rocket scientist to work out that Divine Artifacts are the BOMB, and boast some of the most amazing powers in the game. In an attempt to be as complete as possible, I have written out those Arcane Formulae I have encountered in the game, together with their requirements, effects, the level you must be to use them, and their appearance in your inventory screen (where I have made them into artifacts proper) I shall start with the lesser, and then work may way up to the divine, however please note that this is not, at the present time, an all-encompassing list of all the arcane formulae in the game, and so if you encounter any that are NOT in my guide, please fill in the blanks (if you fancy), and I shall pop the information into my guide, and (of course) give you full credit for your contribution !! Cheers :) === ===== ===== ===== ===== ===== ¦ ¦ ¦ _/ ¦ / ¦ / ¦ _/ ¦ . ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ -- ¦ ¦ ¦ -- ¦ ¦ ¦ - ¦ ¦ ¦ ¦ ¦ - ¦ \ ¦ ¦_ ¦ ¦_ -- ¦ -- ¦ ¦ ¦_ ¦ \ ¦ ¦ ¦ \ \ ¦ \ ¦ ¦ \ ¦ ¦\ \ ===== ===== ===== ===== ===== == == DARK CORE ========= Requirements : Embodiment of Zeus' Thunderbolt Epic Rigid Carapace Greater Scroll of Vengeance 150,000 Gold Effects : +10% Pierce Damage +10% Lightning Damage 12 - 35 Lightning Damage 30% Pierce Damage +15% Intelligence +5% Energy +1 random completion bonus Required Lvl : 35 Appearance : An orange globe with a segment sliced out of it to reveal a dark (and quite possibly orange-flavoured) centre ... ---------- DEATHRATTLE =========== Requirements : Essence of the Valor of Achilles Spectral Matter Scroll of Arcane Power ****-** Gold Effects : 10 Damage 30 Poison Damage over 3.0 Seconds +30 Health +30 Energy +15% Attack Speed +1 random completion bonus Required Lvl : 5 Appearance : A fiery golden orb with a skull inside it. The eyes glow a bright yellow ---------- EARTHEN TALISMAN ================ Requirements : Embodiment of Prometheus' Flame Epic Boar Hide Epid Pristine Plumage 150,000 Gold Effects : 54 Burn Damage over 3.0 Seconds +10% Fire Damage 15 Armour 25% Poison Resistance +15 Defensive Ability +1 random completion bonus Required Lvl : 35 Appearance : An orange sphere with a beautiful almost eye-shaped talisman at its centre. ---------- EBONY GLOBE =========== Requirements : Embodiment of Guan-Yu's Grace Embodiment of the Rage of Ares Epic Saber Claw 150,000 Gold Effects : 90 Bleeding Damage over 3.0 Seconds 10.0% Chance of 5.0 second(s) of Skill Disruption +30 Defensive Ability 7% Chance to Dodge Attacks +1 random completion bonus Required Lvl : 40 Appearance : A light golden orb with a dark, marbelised centre. ---------- EFFIGY OF THE PANTHER ===================== Requirements : Incarnation of the Monkey King's Trickery Legendary Boar Hide Incarnation of the Cunning of Odysseus 500,000 Gold Effects : +15% Poison Damage 15% Damage Resistance 6% Elemental Resistance 40% Skill Disruption Protection +15% Attack Speed -15% Dexterity Requirement for all Weapons -15% Dexterity Requirement for Armour +1 random completion bonus Required Lvl : 45 Appearance : An orange orb with a red panther's head outlined in the centre. ---------- ETHEREAL VEIL ============= Requirements : Incarnation of the Djed of Osiris Incarnation of the Chill of Tartarus Incarnation of the Iron Will of Ajax 500,000 Gold Effects : +20% Cold Damage 65 Cold Damage 100% Reduced Entrapment Duration 100% Skill Disruption Protection +50 Dexterity +50 Damage to Undead +1 random completion bonus Required Lvl : 45 Appearance : A light golden orb with a misty green centre. 5 ---------- LEAFSONG ======== Requirements : Essence of the Golden Fleece Pristine Plumage Scroll of Arcane Power 75,000 Gold Effects : 20% Poison Resistance +30 Energy +35 Defensive Ability -6% Energy Cost +1 random completion bonus Required Lvl : 15 Appearance : An orange orb with a black musical note in the centre, resting on a green leaf. ---------- MAIDEN'S KISS ============= Requirements : Incarnation of Artemis' Bowstring Incarnation of the Ankh of Isis Incarnation of Guan-Yu's Grace 500,000 Gold Effects : 35 Piercing Damage +200% Health Regeneration +35 Offensive Ability +45 Defensive Ability +15% Attack Speed 9% Chance to Dodge Attacks +1 random completion bonus Required Lvl : 45 Appearance : An orange orb with a red female face (side-on) looking to the right. ---------- MOLTEN ORB ========== Requirements : Essence of Prometheus' Flame Boar Hide Rigid Carapace 75,000 Gold Effects : 11 Damage 36 Burn Damage over 3.0 Seconds +6% Fire Damage 6% Damage Resistance 5% Fire Resistance +1 random completion bonus Required Lvl : 5 Appearance : An orange orb with flames and molten lava inside it. ---------- NEXUS OF INSANITY ================= Requirements : Embodiment of Set's Betrayal Embodiment of Amun-Ra's Glory Embodiment of the Djed of Osiris 150,000 Gold Effects : +10% Damage 33.0% Chance of 30 Piercing Retaliation +40 Health +40 Energy +40 Damage to Undead +1 random completion bonus Required Lvl : 40 Appearance : An orange sphere with an atomic symbol at its centre. ---------- PHYLACTERY OF SHADOWS ===================== Requirements : Embodiment of Dionysus' Wineskin Epic Bat Fang Epic Spectral Matter 150,000 Gold Effects : +15% Poison Damage 33 Life Leech over 3.0 Seconds 54 Energy Leech over 2.0 Seconds 7% Damage Resistance 30% Life Leech Resistance +1 random completion bonus Required Lvl : 35 Appearance : A yellow sphere with a dark, steely-grey 3d cube inside it. ---------- RAZOR CLAW ========== Requirements : Essence of Set's Betrayal Lupine Claw Scroll of the Stalwart Alliance 75,000 Gold Effects : +5% Pierce Damage 15 Piercing Damage 33.0% Chance of 25 Piercing Retaliation +5% Attack Speed +1 random completion bonus Required Lvl : 20 Appearance : An orange sphere with a large orange and burnt orange pawprint inside. The pawprint has, slightly unusually, FIVE clawed toes. ---------- SCROLL OF ONEIROS ================= Requirements : Essence of Dionysus' Wineskin Spectral Matter Demon's Blood 75,000 Gold Effects : 40 Energy Leech over 2.0 Seconds +10% Sleep Damage 4% Damage Resistance 20% Vitality Damage Resistance 25% Stun Resistance +1 random completion bonus Required Lvl : 5 Appearance : An orange sphere with a white scroll within. ---------- SILVER HEART ============ Requirements : Incarnation of the Jade Emperor's Serenity Incarnation of Persephone's Tears Divine Scroll of the Arrow Dancer 500,000 Gold Effects : +15% Cold Damage +15% Lightning Damage 45% Lightning Resistance 45% Poison Resistance +100 Less Damage from Undead +100 Less Damage from Demons +1 random completion bonus Required Lvl : 45 Appearance : A light orange sphere with a black and silver heart in the centre. ---------- SKYFIRE PENDANT =============== Requirements : Essence of Zeus' Thunderbolt Mechanical Parts Spectral Matter ****-** Gold Effects : +7% Lightning Damage 10 Lightning Damage 6 Vitality Damage +4% Total Speed +1 random completion bonus Required Lvl : 15 Appearance : Orange sphere with blue sky inside, and a pendant on a chain dangling in its centre. ---------- SONG OF THE SERPENT =================== Requirements : Essence of the Udjat of Horus Rigid Carapace Scroll of Elemental Shielding 75,000 Gold Effects : +6% Poison Damage 14 Armour 18% Pierce Resistance 25% Poison Resistance 15.0% Chance of 30 Poison Retaliation over 3.0 Seconds +1 random completion bonus Required Lvl : 20 Appearance : An orange orb with a green serpent in it - its tail at the top, and its head at the bottom. ---------- STAR HEART ========== Requirements : Essence of Prometheus' Flame Bat Fang Scroll of the Warrior's Song 75,000 Gold Effects : +4% Elemental Damage 30 Burn Damage over 3.0 Seconds 4% Elemental Resistance +4% Total Speed +1 random completion bonus Required Lvl : 10 Appearance : An orange-and-red orb with a red-and-orange star in the centre. ---------- SUMMONER'S TOTEM ================ Requirements : Embodiment of the Ankh of Isis Epic Hag's Skin Epic Lupine Claw 150,000 Gold Effects : +6% Pierce Damage +15 Fire Damage 25 Piercing Damage +15 Dexterity +50% Health Regeneration +1 random completion bonus Required Lvl : 40 Appearance : An orange sphere with a purple banner inside. ---------- SUNSTONE ======== Requirements : Essence of the Domain of the Dragon-Kings Essence of the Monkey King's Trickery Raptor Tooth 75,000 Gold Effects : +10% Damage +10% Fire Damage +10% Vitality Damage 25% Fire Resistance 25% Skill Disruption Protection +1 random completion bonus Required Lvl : 25 Appearance : An orange sphere with a sun inside. ---------- THUNDERFIST =========== Requirements : Incarnation of Zeus' Thunderbolt Incarnation of Yen-Lo-Wang's Bloodletting Incarnation of the Rage of Ares 500,000 Gold Effects : 108 Bleeding Damage over 3.0 Seconds +9% Bleeding Damage +15% Lightning Damage 90 Energy Leech over 3.0 Seconds 18-45 Lightning Damage 20.0% Chance of 5.0 second(s) of Skill Disruption +1 random completion bonus Required Lvl : 45 Appearance : An orange orb with a raised, clenched fist in the centre. The fist emanates several beams of light, like it is clutching something made of light ... or maybe ... thunder !?!?! ---------- TOME OF TRANSFIGURATION ======================= Requirements : Embodiment of the Udjat of Horus Epic Vile Ichor Greater Scroll of Vampirism Effects : +15% Elemental Damage 10 Elemental Damage 25 Armour +35 Strength +25 Intelligence +10% Attack Speed +1 random completion bonus Required Lvl : 40 Appearance : A book at the centre of a purple and cream vortex of energy. ---------- TOUCH OF THE FOOL ================= Requirements : Essence of the Golden Fleece Boar Hide Scroll of the Breaking Wheel 75,000 Gold Effects : 15 Armour 50% Skill Disruption Protection +10% Energy +30% Casting Speed -5% Energy Cost +1 random completion bonus Required Lvl : 15 Appearance : A yellow orb with a hand pointing a finger inside it. The fingertip of that finger is green. ---------- ===== ===== ===== /\ ===== ===== ===== ¦ / ¦ . ¦ ¦ _/ ¦ ¦ ¦ ¦ ¦ _/ ¦ . ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ ¦ -. .- ¦ ¦ ¦ -- ¦ ¦ ¦ \ ¦ - ¦ ¦ ¦ ¦ ¦ - ¦ \ ¦ ¦-. ¦ \ ¦ ¦_ ¦ ¦¦ ¦ ¦ ¦ ¦ ¦_ ¦ \ ¦ ¦ ¦ ¦\ \ ¦ \ ¦ ¦¦ ¦ ¦ ¦ ¦ \ ¦ ¦\ \ === ¦ == == ===== == == === ===== == == /¦ === ARCANE MIRROR ============= Requirements : Silver Heart Phylactery of Shadows Incarnation of Archimedes' Mirror 750,000 Gold Effects : 100% Life Leech Resistance 100% Energy Leech Resistance 15.0% Chance of 50% Damage Reflected +22% Energy Regeneration "Mirror Wall" (Activated upon taking damage) A protective barrier appears around the player, reflecting enemies' spells back at them for a duration. 12.0 Second Duration 150% Damage Reflected +1 random completion bonus Required Lvl : 45 Appearance : A blue sphere with a silver mirror in the centre. The mirror faces towards the viewer and at an angle to the left, and has a green centre to it. ---------- BLOOD GEM ========= Requirements : Razor Claw Emerald Quill Cinderbolt 500,000 Gold Effects : +10% Pierce Damage 40 Piercing Damage 33.0% Chance of 32 Piercing Retaliation +6% Attack Speed +1 to all skills in Hunting Mastery "Blood Boil" (Activated on Low Health) Makes the blood boil within the veins of all nearby opponents, wounding them and magically replenishing the player's own life at the same time. 6.0 Meter Radius 1170 Bleeding Damage over 2.0 Seconds 1000 - 1150 Vitality Damage 100% of Attack damage converted to Health +1 random completion bonus Required Lvl : 40 Appearance : ---------- BOOK OF DREAMS ============== Requirements : Scroll of Oneiros Shroud of Eternal Night Scroll of the Sky's Rage 300,000 Gold Effects : +10% Lightning Damage +10% Electrical Burn Damage +20% Sleep Damage 10% Damage Resistance 100% Sleep Resistance 50% Stun Resistance +1 to all skills in Dream Mastery +1 random completion bonus Required Lvl : 25 Appearance : ---------- CONQUEROR'S MARK ================ Requirements : Ebony Globe Jade Idol Legendary Turtle Shell 750,000 Gold Effects : 120 Bleeding Damage over 3.0 Seconds 16% Bleeding Resistance 40% Skill Disruption Protection 10% Chance to Dodge Attacks -10% Energy Cost +1 random completion bonus Required Lvl : 45 Appearance : ---------- CRIMSON VIPER ============= Requirements : Shroud of Eternal Night Raven's Shadow Epic Peng Claw 500,000 Gold Effects : 15 - 35 Damage +12% Pierce Damage +20% Poison Damage 14% Poison Resistance +1 to all skills in Rogue Mastery "Serpent's Fang" (Activated upon taking damage) Poisoned darts fire outward from the player in all directions. 12 Projectile(s) 200 Bleeding Damage over 2.0 Seconds 200 Poison Damage over 2.0 Seconds 200 - 210 Piercing Damage +1 random completion bonus Required Lvl : 40 Appearance : ---------- DRAGONTONGUE ============ Requirements : Star Heart Earthen Talisman Greater Scroll of Vampirism 500,000 Gold Effects : 60 Burn Damage over 3.0 Seconds +13% Fire Damage 20 Armour +26 Intelligence +18 Defensive Ability +1 to all skills in Earth Mastery +1 random completion bonus Required Lvl : 35 Appearance : A blue sphere with a coiled up black dragon in the centre. The black dragon has a red tongue flicking out. ---------- DRUIDIC WREATH ============== Requirements : Leafsong Crystal Tear Viny Growth 300,000 Gold Effects : 25% Poison Resistance +50% Health Regeneration +45 Energy +45 Offensive Ability -8% Energy Cost +1 to all skills in Nature Mastery +1 random completion bonus Required Lvl : 25 Appearance : ---------- ELEMENTAL RAGE ============== Requirements : Tongue of Flame Spirit Blight Incarnation of Anubis' Wrath 750,000 Gold Effects : +25% Elemental Damage 10% of Attack damage converted to Health 25% Elemental Resistance +30% Energy Absorption from Attacks "Elemental Chaos" (Activated upon taking damage) Raw elemental forces of fire and ice are invoked, colliding with each other in an explosion of terrific power. 12.0 Meter Radius 3300 Burn Damage over 2.0 Seconds 3300 Frostburn Damage over 2.0 Seconds +1 random completion bonus Required Lvl : 45 Appearance : ---------- EYE OF THE HEAVENS ================== Requirements : Skyfire Pendant Song of the Serpent Tortured Soul 300,000 Gold Effects : +10% Cold Damage +10% Lightning Damage 10% Cold Resistance 10% Lightning Resistance "Tidal Wave" (Activated on attack) Smites your foes with three powerful jets of freezing water. 3 Projectiles 100.0% Chance to pass through enemies 280-300 Damage 400 Frostburn Damage over 2.0 Seconds 440-460 Cold Damage 50% Chance to Fumble attacks for 3.0 Seconds +15% Damage to Demons +1 random completion bonus Required Lvl : 30 Appearance : A blue sphere with an eye in the centre. The eye has a blue iris. ---------- FINAL BREATH ============ Requirements : Deathrattle Phylactery of Shadows Embodiment of the Djed of Osiris 500,000 Gold Effects : +10% Damage +15% Vitality Damage 30% Vitality Damage Resistance +9% Attack Speed +1 to all skills in Spirit Mastery +38 Damage to Undead +1 random completion bonus Required Lvl : 40 Appearance : A blue sphere with a dark silver skull and crossbones inside. ---------- FURY OF THE AGES ================ Requirements : Amber Flask Cinderbolt Essence of the Shade of Hector 300,000 Gold Effects : +16% Pierce Damage 10% Pierce Resistance 10% Poison Resistance +5% Shield Block +8% Attack Speed +10% Chance to Avoid Projectiles +1 random completion bonus Required Lvl : 30 Appearance : ---------- GLORYBRINGER ============ Requirements : Effigy of the Panther Silver Heart Nexus of Insanity 750,000 Gold Effects : 8% Elemental Resistance -21% Dexterity Requirement for all Weapons -21% Dexterity Requirement for Armour +7% Increased Experience +1 to all Skills +28% Less Damage from Undead +28% Less Damage from Demons +1 random completion bonus Required Lvl : 45 Appearance : A blue sphere with a Greek helmet inside. The helmet has red plumage. ---------- HEART OF EARTH ============== Requirements : Sunstone Molten Orb Earthen Talisman 500,000 Gold Effects : 30 - 60 Damage +14% Fire Damage 25 Armour 30% Fire Resistance +28 Defensive Ability "Flame Strike" (Activated on attack) Calls down flaming meteorites from the sky above. 2.0 Meter Radius 100 - 120 Damage 180 - 220 Burn Damage over 2.0 Seconds 190 - 210 Fire Damage +1 random completion bonus Required Lvl : 40 Appearance : A blue sphere with a red heart in the centre. ---------- KINGSLAYER ========== Requirements : Song of the Serpent Raven's Shadow Embodiment of Archimedes' Mirror 500,000 Gold Effects : 15 Damage 66 Bleeding Damage over 3.0 Seconds 9% Damage Resistance 40% Stun Resistance +36 Strength +1 to all skills in Warfare Mastery +1 random completion bonus Required Lvl : 35 Appearance : ---------- SHADOW VEIL =========== Requirements : Deathrattle Chaos Cube Scroll of Frailty 300,000 Gold Effects : 15 Damage 45 Poison Damage over 3.0 Seconds +20 Dexterity +30 Health +18% Attack Speed "Shadow Surge" (Activated upon taking melee damage) A wave of pure darkness will blast outward from the player's feet to wound all enemies in the vicinity. 5.0 Meter Radius 399 - 453 Damage 97 Vitality Damage 1.5 second(s) of Stun +1 random completion bonus Required Lvl : 30 Appearance : ---------- SOUL PRISM ========== Requirements : Touch of the Fool Sunstone Essence of Yen-Lo-Wang's Bloodletting 300,000 Gold Effects : 66 Bleeding Damage over 3.0 Seconds +15% Vitality Damage 25% Fire Resistance +100 Health -8% Energy Cost "Necromancy" (Activated upon taking damage) Summons forth three undead warriors to defend the player. 6 Summon Limit Skeletal Minion Attributes: Life Time 30.0 Seconds 850 Health Skeletal Minion Abilities: 140-155 Damage +1 random completion bonus Required Lvl : 25 Appearance : A Blue Sphere with a light blue gemstone inside, and a ray of blue light passing horizontally behind it ---------- SPHERE OF ETERNITY ================== Requirements : Chaos Cube Nexus of Insanity Epic Bat Fang 500,000 Gold Effects : +15% Damage 36 Life Leech over 3.0 Seconds +20% Sleep Damage 30% Stun Resistance +1 to all skills in Dream Mastery +50 Damage to Undead +1 random completion bonus Required Lvl : 35 Appearance : ---------- === === === === === == == ===== ¦ \ ¦ ¦ \ ¦ ¦ / ¦ ¦ ¦ \¦ ¦ ¦ _/ ¦ \ \ ¦ ¦ \ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ , ¦¦ ¦ \\ // ¦ ¦ ¦ ¦\ ¦ ¦ - ¦ / / ¦ ¦ \ . / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦_ ¦ / ¦ ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ === === = === == == ===== BLOOD OF ARES ============= Requirements : Lionheart Fury of the Ages Embodiment of the Valor of Achilles 1,000,000 Gold Effects : 25 Damage +20% Damage +40% Bleeding Damage +40 Offensive Ability +15% Attack Speed "Tears of Blood" (Activated upon taking damage) Bloodfire tears of the god Ares rain down upon the Earth, causing bleeding and fire damage on all who are struck. 8.0 Second Duration 8.0 Meter Radius 975 Bleeding Damage per Second 176 - 198 Burn Damage over 2.0 Seconds +1 random completion bonus Required Lvl : 50 Appearance : ---------- CROSIER OF OSIRIS ================= Requirements : Soul Prism Final Breath Epic Spectral Matter 1,000,000 Gold Effects : 50 Energy Leech over 2.0 Seconds 100% Vitality Damage Resistance 25% Energy Leech Resistance "Soul Drain" (Activated on attack) Attempts to drain the soul of an enemy, doing enough damage to kill all but the strongest foes, and delivering their health to the player. 100% Reduction to Enemy's Health 1000 Vitality Damage 500% of Attack damage converted to Health +30% Damage to Undead +50 Less Damage from Undead +1 random completion bonus Required Lvl : 50 Appearance : A purple sphere with a crosier in it. The crosier emits a green glow. ---------- DEMETER'S BOUNTY ================ Requirements : Druidic Wreath Hand of Gaia Epic Viny Growth 1,000,000 Gold Effects : 35% Poison Resistance +85% Health Regeneration -16% Energy Cost "Demeter's Bounty" (Activated upon taking damage) Quickly restores the player to full health and energy. 15.0 Second Duration +50.0 Health Regeneration per second +400% Health Regeneration +50.0 Energy Regeneration per second +400% Energy Regeneration +50 Less Damage from Beasts +50 Less Damage from Beastmen +1 random completion bonus Required Lvl : 50 Appearance : ---------- EYE OF RA ========= Requirements : Dragontongue Heart of Earth Elemental Rage 2,000,000 Gold Effects : +15% Damage +60% Fire Damage 60% Fire Resistance "Eye of Ra" (Activated on low health) Blankets the area around you with scorching flames that hurt only enemies. 15.0 Second Duration 6.0 Meter Radius 800 Fire Damage +35% Damage to Insectoids +35% Less Damage from Insectoids +1 random completion bonus Required Lvl : 55 Appearance : ---------- GOLDEN EYE OF SUN WUKONG ======================== Requirements : Crimson Viper Shadow Veil Symbol of the Polymath 2,000,000 Gold Effects : +25% Pierce Damage +10% Elemental Damage +40% Poison Damage +50% Stun Damage +15% Total Speed "Spirit Thief" (Activated upon taking damage) Steals the energy of all enemies in the vicinity, harming them for every bit of energy stolen. 10.0 Meter Radius 8000% Energy Drained (200% Energy Drained causes Damage) +1 random completion bonus Required Lvl : 55 Appearance : ---------- KNOT OF ISIS ============ Requirements : Druidic Wreath Hand of Gaia Embodiment of the Ankh of Isis 1,000,000 Gold Effects : +30% Poison Damage 40% Poison Resistance +150% Health Regeneration +20% Chance to Avoid Projectiles -10% Energy Cost "Healing Cascade" (Activated on low health) Restores the player and all nearby allies to full health. 1.0 Second Duration 15.0 Meter Radius +10000.0 Health Restored +1 random completion bonus Required Lvl : 50 Appearance : ---------- IKON OF ZEUS ============ Requirements : Eye of the Heavens Effigy of Skyfire Elemental Rage 2,000,000 Gold Effects : +30% Cold Damage +60% Lightning Damage +40% Stun Damage 60% Lightning Resistance 100% Stun Resistance "Thunderstorm" (Activated upon taking damage) Invokes a storm cloud above the player--even indoors--which will rain down bolts of Zeus' lightning upon all enemies. Affects up to 10 targets 6300 - 7700 Lightning Damage +1 random completion bonus Required Lvl : 55 Appearance : ---------- MARDUK'S TABLET OF DESTINY ========================== Requirements : Final Breath Soul Prism Symbol of the Polymath 2,000,000 Gold Effects : +40% Vitality Damage +30% Life Leech 15% Elemental Resistance +20% Intelligence "Shield of Destiny" (Activated on low health) Makes the player completely invulnerable to all forms of damage for a short duration 10.0 Second Duration 300% Damage Absorption 300% Sleep Resistance 300% Stun Resistance 300% Reduced Entrapment Duration 300% Reduced Freeze Duration 300% Reduced Petrify Duration 300% Slow Resistance +45 Damage to Magical +1 random completion bonus Required Lvl : 55 Appearance : ---------- SIGIL OF BAST ============= Requirements : Crimson Viper Hand of Gaia Incarnation of Li-Nezha's Guile 2,000,000 Gold Effects : +18% Elemental Damage +20% Strength +20% Dexterity "Avatar of Bast" (Activated on low health) Summons the Avatar of Bast--a spectral Sabre Lion--to ravage your enemies. Avatar of Bast Attributes: Life Time 30.0 Seconds 5000 Health Avatar of Bast Abilities: 350 - 371 Damage +40% Damage to Beasts +40% Damage to Beastmen +100 Less Damage from Beasts +100 Less Damage from Beastmen +1 random completion bonus Required Lvl : 55 Appearance : ---------- STAR OF ISHTAR ============== Requirements : Tyrant's Fist Lionheart Conqueror's Mark 2,000,000 Gold Effects : 5.0% Chance of 70% Slowed for 3.0 Seconds 15% Damage Resistance 25% Elemental Resistance +20% Strength +20% Dexterity "Scimitar Spirits" (Activated on low health) Summons an invisible spirit armed with scimitars to fight for the player. Scimitar Spirit Attributes: Life Time 30.0 Seconds 1183 Health 551 Energy Scimitar Spirit Abilities: 406 - 431 Damage +1 random completion bonus Required Lvl : 55 Appearance : ---------- TALISMAN OF THE JADE EMPEROR ============================ Requirements : Kingslayer Conqueror's Mark Incarnation of the Jade Emperor's Serenity 2,000,000 Gold Effects : 50% Elemental Resistance +15% Strength +50 Defensive Ability -25% Recharge "Jade Emperor's Mau-D'uyhn" (Activated on Attack) Makes the player and all allies immune to elemental damage and ranged weaponry for a duration. 10.0 Second Duration 15.0 Meter Radius +100% Chance to Avoid Projectiles 300% Elemental Resistance +1 random completion bonus Required Lvl : 55 Appearance : ---------- ============================================================================== C H A P T E R T E N ============================================================================== S H R I N E S ============================================================================== There are a fair few Shrines that you will encounter in the wilderness in Titan Quest and Immortal Throne - some of them have one-off benefits, such as immediately recharging your health - some of them give you time-based bonuses, such as increased experience from enemy kills for a given period of time, or increased combat effectiveness for a given time window. Here is a list of shrines and descriptions of their effects :- Battle Marker (Orange Glow) Attack speed and damage are increased. This is arguably the greatest of the shrines in Titan Quest, as it LITERALLY transforms your character into a Juggernaut. ALL your combat skills go through the roof and you will DECIMATE large groups of enemies with relative ease. Rate of Fire, chance of striking accurately, inflicting criticals, the WORKS. It's all good !! Energizing Shrine (White Glow - there is only one - on the Olympus Summit) Infuses the player with arcane power, dramatically increasing energy regeneration. Frostbite Shrine (Light Blue Glow) The player's weapon is infused with the essence of frost, slowing enemies greatly and causing small amounts of damage. This is one of the best shrines in the game as it DRAMATICALLY slows down your enemies, giving you HUGE amounts of time to inflict MASSIVE amounts of damage upon them. It is particularly good for ranged-attackers, and spellcasters. Once frosted up, your enemies will continue to sustain small amounts of damage until the effects of the frostbite wear off, or they die. Regeneration Shrine (Purple Glow) Creates a regenerative circle around the shrine that lasts for approx. 45 seconds. Standing within the radius of this circle causes your health and energy bars to refill constantly for the duration of the shrine's effect, making it a VERY good place to stage a combat-session, if you are able to. Shrine of Experience (White Glow) You have been granted great wisdom and acuity of mind, significantly increasing how quickly you can gain experience. Shrine of Healing (Red Glow) Grants full restoration of a player's health Shrine of Mastery (Yellow Glow) Grants the player improved proficiency with all skills. Shrine of Thorns (Green Glow) Jagged thorns sprout from the player's body, damaging any enemies foolish enough to attack. ============================================================================== C H A P T E R E L E V E N ============================================================================== H E R O M O N S T E R S ============================================================================== Hero Monsters are what I would call Captains, if the game didn't already have a dedicated term for them. They lead their lesser-ranking allies into combat, but ALWAYS have powers that set them above and beyond their counterparts. Very often Hero Monsters can prove tough opponents - tougher in some cases even than the bosses, as you are never expecting to bump into a Hero Monster - they just hang around and you meet up with them, pretty much by chance. Where possible I have attempted to give a description of the Hero Monsters I have encountered whilst playing, including what type of monster they are, where I bumped into them, and what special powers they exhibited whilst I was fighting them. ACT ONE - GREECE ================ Blastfang Type of Monster : Flaming Orange Cave Bat Can be found in : Athens Catacombs - Level One Attacks :- Swooping Bite Comments :- VERY noticeable, and probably quite safe when flying around dark country lanes at night, you will be under NO illusions when you are facing THIS guy. Bonelord, the Type of Monster : Giant Skeletal Warrior Can be found in : Athens Attacks :- Sword Swipe, Earthquake Comments :- This dude is MASSIVE !! He stands at least 2 if not 3 times the height of your character ... WOW !! Cadmus the Golem King Type of Monster : Automatoi Can be found in : Knossos Palace, Minoan Labyrinth Attacks :- Electrify Sword, Giant Swing (rotates upper torso), Sword Strike Comments :- Cadmus is a bit faster than his normal Automatoi counterparts, and has GREAT range with his Giant Swing attack. Fernos Charskin Type of Monster : Fire Clan Satyr Can be found in : Lower Delphi Attacks :- Comments :- Hesperos the Flameforged Type of Monster : Automatoi Can be found in : Knossos Palace, Minoan Labyrinth Attacks :- Sword Strike, Spinning Strike (upper torso spins 360) Comments :- Hesperos isn't that tough a captain really. The first time you see his spinning strike attack you are likely to think WOAH !! But aside from that he should fall pretty quickly to your powers. Don't stand too close to him when you deliver the final stroke, however, as he explodes in a ball of flame that scatters to the surrounding area. Kaj Notchblade Type of Monster : Minotaur Can be found in : Minoan Labyrinth Attacks :- Comments :- Keleos the Forktongued Type of Monster : Gorgon Archer Can be found in : Minoan Labyrinth Attacks :- Comments :- Roughneck Type of Monster : Snapping Turtle Can be found in : Phocian Swamp Attacks :- Bite Comments :- Thrydos Darksoul Type of Monster : Wraith Spellcaster Can be found in : The Ancient Tomb of Leucus Attacks :- Lightning Blast, Ternion Attack Comments :- This guy can RAPIDLY fire blasts of lightning from his staff, and is a low-ranking Spirit Master, as he has access to the Ternion Attack and Deathchill Aura Skills. Warchief Otos Type of Monster : Dark Satyr Brute Can be found in : Boetia Attacks :- Onslaught Comments :- Warchief Otos has a degree of Warfare Mastery, and uses the Onslaught skill to great effect in close-quarters combat. He is quite slow to move, however, and falls afoul of archers and mages rather easily. Xerkos the Betrayer Type of Monster : Noxious Zombie Can be found in : Knossos Palace Attacks :- Traps (can create up to 2 Rogue Traps simultaneously), War Wind, Sword Strike, Mace Strike Comments :- Although INSANELY slow to move, Xerkos is adept at both Rogue and Warfare Masteries, meaning he is able to attack (by traps) at range, and up close with some nasty twin-weapon attacks. He is armed with a sword and a mace, and can use both with good accuracy. Attack him at range to make this fight MUCH easier. ACT TWO - EGYPT =============== Faceless One, the Type of Monster : Dune Raider (Mounted Marauder) Can be found in : Wadjet Canyons Attacks :- Spear Strike, Ring of Flame, Meteor Strike, Charge Comments :- The Faceless One is a master of the Earth School. Being mounted on the back of a Hyena Beast gives him great speed meaning he can close the gap between you, himself, and his cronies rapidly. Add to this his ability to call down meteor strikes AND use a ring of flame, and you have a decent fight on your hands. Strike him from afar if you are able, or look to finish him quickly if you prefer up-close-and-personal. Just watch out for the meteor strikes !! First one rock, then a PILE of them ;) Najja the Parched Type of Monster : Dune Hero Can be found in : Fayum Desert Attacks :- Comments :- Nathifa the Unblemished Type of Monster : Sandwing Can be found in : Nile Floodplain Attacks :- Comments :- Reshelf, Undying King of Nubia Type of Monster : Zombie Can be found in : Tomb of Ramses Attacks :- Comments :- ACT THREE - THE ORIENT (AND MOUNT OLYMPUS) ========================================== Cenon Stormborn Type of Monster : Coastal Ichthian Can be found in : Babylon Outskirts Attacks :- Fast Thunderball Attack, Mace Strike, Aura (either lightning or frost - I cannot be certain, but it swirls around his feet). Comments :- Cenon Stormborn is not a particularly dangerous adversary. His projectile attacks are fast, no doubt about that, but he himself is not overly dangerous. Just keep light on your toes and he should fall quickly. Jun Shan, Warrior-Monk Type of Monster : Tigerman Can be found in : Chang'an Farmland Attacks :- Comments :- Sargoth Manbane Type of Monster : Dragonian Wrym-Mage Can be found in : Jinghe River Valley Attacks :- Lightning, Thunderball (with 3 Concussive Blasts), Lightning Aura around his feet, Mini-ball of Lightning Comments :- This guys rate of fire is EXTREMELY fast, making him difficult to take on alone, let alone with his entourage. Best advice I can give you is to slay his lesser minions and then take him on from a distance. Avoid a strike, send one back, rinse, repeat, and he will fall to your superior tactics. Tarthon Na'Arak Type of Monster : Dragonian Can be found in : Shaanxi Province Attacks :- Comments :- ACT FOUR - HADES ================ Aberkios of the Ashes Type of Monster : Lost Soul Can be found in : Ossuary of the Thesproti Attacks :- Summon 2 Albino Spiders (but doesn't have to wait for the last 2 to die before he summons 2 more), Lightning Blast from Staff, Thunderball Comments :- Akhlys Type of Monster : Keres Can be found in : Upper City of Lost Souls, Dread Halls Attacks :- Ice Storm (rains HUGE hailstones down from the sky to crush you) Comments :- Akhlys is a Master of the Storm School, however her (for I assume it is female) prefers to rely upon the ice-side of the school rather than the lightning side. Her Ice Storm power is VERY dangerous so you should keep moving at all times to avoid getting swatted ;) Anaplekte Type of Monster : Keres Can be found in : Hades - Dark Grove, Lower City of Lost Souls, City of Lost Souls Attacks :- Teleportation (Phantom Strike), Throw multiple Traps in VERY quick succession Comments :- Anaplekte ROCKS - wherever you find her, she is always sure to give you a satisfyingly difficult fight. She can use Phantom Strike to teleport up to you, making her difficult to predict, and she can throw LOADS of traps which fire massive amounts of bolts at you very, very quickly. She is very dangerous - beware !! General Yrrt'ik Type of Monster : Formicid Can be found in : Ampelian Caves Attacks :- Comments :- Hekaline the Outcast Type of Monster : Melinoe Can be found in : Fourth Domain, Eronian Highlands Attacks :- Comments :- Helike, Dark Temptress Type of Monster : Empusa Can be found in : Hecatean Agora Attacks :- Comments :- Hilaera Stonerunner Type of Monster : Lamia Can be found in : Soronis Attacks :- Flaming Arrow, Throw Flaming Boulder, Meteor Shower, Claw strikes Comments :- A powerful archer who can attack at range or up-close and personal. Hilaera Stonerunner is an Earth Mistress, but fortunately she does not have a huge amount of health. Ironskin Type of Monster : Hydradon Scorcher Can be found in : Tsakonian Ruins Attacks :- Throw 4 Flaming Boulders, Breathe Flame, Single-Claw Strike, Bite Comments :- Mehrdad Coralskin Type of Monster : Ichthian Can be found in : Jingyang Woods Attacks :- Comments :- Minkah Type of Monster : Nightstalker Can be found in : Den of the Anteok Attacks :- Phantom Strike, Dual Wield, Earthquake-strike Comments :- A giant, red-faced Nightstalker, Minkah is a very quick and powerful character to do battle against, not in the least because he has the ability to use the Dream School's Phantom Strike power to GREAT effect during combat. He is a master of both Dream and Warfare Schools, making him a Harbinger. Nikias, Betrayer of Sparta Type of Monster : Lost Soul Can be found in : Ossuary of the Thesproti, Great Hall of Propontis Attacks :- EXTREMELY powerful Flurry of Knives, Ward of Crippling, Onslaught, Sword Strike Comments :- Since we know Nikias has the Flurry of Knives Power (which is by far his most deadly attack), we know he is a Level 32 Rogue. He is also a Master of the Warfare School, making him an Assassin, which is in keeping with his name after all. He is VERY slow to move, but do NOT underestimate his power, as he can fell even tough heroes at range with those knives of his. Just keep him at a distance and wear him down. Nosos Type of Monster : Keres Can be found in : Upper Daemon Camp Attacks :- Comments :- Queen K'kiitr Type of Monster : Pale Formicid Can be found in : The River Styx Attacks :- Comments :- Queen Ycht'ssk'l Type of Monster : Formicid Can be found in : Ampelian Caves Attacks :- Comments :- Sentinel Nok-hai, Guardian of the Necklace Type of Monster : Machae Can be found in : Second Domain, Fourth Domain Attacks :- Triple Poison Arrow, Spirit Nova (Shoots blasts of Spirit Energy (or it COULD be poison, but I believe it is spirit) out in multiple directions). Comments :- Sentinel Nok-hai is like greased lightning. His bow-and-arrow attacks are VERY quick, and the additional poison damage he does can have you on your knees in short order. Take out his allies first, and duck and weave to avoid the mainstay of his attacks. Once he is on his own, he is considerably easier to defeat. Spinebreaker Type of Monster : Pale Karkinos Can be found in : Stygian Marsh Attacks :- Throw two sets of four flaming boulders (one far, one near), claw-snap Comments :- Spinebreaker is quite a quick, large, orange Pale Karkinos with blue eyes and a SERIOUS chip on his shoulder. His primary attack is to hurl two sets of four flaming boulders at you in quick succession - the first set goes far, the second close. For a time I thought he was able to summon a Pale Karkinos Sand Runner to aid him, but I think that was just a random wandering enemy that sauntered by as it only happened once. He is NOT insanely difficult, and cannot go further than a certain distance from his starting position, so it should be quite reasonable to take him out. Thane Kaorak Type of Monster : Troglodyte Can be found in : Cave of Whispers, Erebus Attacks :- Comments :- Theophrastos the Plump Type of Monster : Shadow Skeleton Can be found in : Epirus Attacks :- Comments :- Tisiphone the Avenger Type of Monster : Fury Can be found in : Erebus, Delian Meadows Attacks :- Claw-strike, Dream Projectile (straight line), Dream Nova (reasonable radius attack around Tisiphone) Comments :- Tisiphone is a Dream Master, but beyond that he is NOT that much more powerful than his kin - he does not seem to use the standard wall of sound attack that the Matriarchs use - instead he relies on his dream powers, which are considerable but not really sufficient for you to risk losing sleep over ;) Tribal Shaman Schlilsh Toadskin Type of Monster : Pale Anouran Can be found in : Stygian Marsh Attacks :- Comments :- Tribal Shaman Wood-Ear Type of Monster : Anouran Can be found in : Tsakonian Ruins Attacks :- Comments :- Warrag Hammerfist Type of Monster : Troglodyte Can be found in : Cave of Whispers, Dread Halls Attacks :- Comments :- ============================================================================== C H A P T E R T W E L V E ============================================================================== S I D E Q U E S T S ============================================================================== Whilst we have gone through each of the side quests in the game as a part of my main walkthrough, in an attempt to be helpful so that you don't have to go trawling through the whole guide just to find what you're looking for, I have made a brief summary of each one here, together with confirmation of what rewards I got for completing each mission. I hope you find them useful. SIDE QUESTS ACT ONE - GREECE ================ HELOS Monstrous Brigands Speak with Nicostratus in the Village of Helos, and then find and free his friend Tellis from the cave just off the main road leading out of Helos, where you will find him a prisoner of a gang of Satyr. - Normal = Random Yellow Ring, 300 XP - Epic = Random Yellow Ring, 25000 XP - Legendary = Random Yellow Ring, 55000 XP The Cornered Man Rescue Lycus, the cornered man, from his assailants in the log camp just off the roadside in the Laconia Woods. - Normal = 300 XP, 1500 GP - Epic = 27500 XP, 60000 GP - Legendary = 60000 XP, 600000 GP Medicines Waylaid Speak with Euphadimus on the main road leading to Tegea, and then clear the route leading to Tegea so that he may pass with the precious medicines he carries in his cart. - Normal = 350 XP, Lesser Health Potion x 3, Health and Energy Restored - Epic = 27500 XP, Superior Health Potion x 3, Health and Energy Restored - Legendary = 60000 XP, Divine Health Potion x 3, Health and Energy Restored SPARTA The Lost Dowry Retrieve Theages' daughter's dowry necklace from a group of monsters in the cave nearby ... the SWINE !! - Normal = Random Essence, 400 XP - Epic = Random Embodiment, 30000 XP - Legendary = Random Incarnation, 65000 XP The Ancient of War Find Hippias on his rock to the east of the Spartan War-Camp, and deliver news of his safety to Euthycles in the Spartan War-Camp. - Normal = 2000 GP, 500 XP - Epic = 70000 GP, 25000 XP - Legendary = 650000 GP, 60000 XP The Poisoned Spring Purge the Fetid Lair behind the Naiad to the west of Tegea, in order to restore the town's water supply to a consumable state. - Normal = +75 HP, 1500 XP, Health and Energy Restored - Epic = +150 HP, 30000 XP, Health and Energy Restored - Legendary = +200 HP, 70000 XP, Health and Energy Restored MEGARA Skeleton Raiders Kill the three Prince-brothers Polypas (Prince of the Blade), Aristeus (Prince of the Storm), and Menon (Prince of the Bow) at Old Eleusis, to liberate the City of Megara from their constant assaults. Old Eleusis lies to the north of Megara. - Normal = 2500 XP - Epic = 35000 XP - Legendary = 75000 XP News of a Shipwreck At the south-western edge of the Halcyon Coast, the treasure cargo of a ship bound for Athens has washed ashore, and is RIPE for the taking ... - Normal = 1000 XP - Epic = 18000 XP - Legendary = 40000 XP DELPHI A Proper Offering A long quest which you pick up from General Leonidas at the Spartan War- Camp, and which sees you travel all the way to the top of the Sacred Olive Grove high atop the Helicos Pass north-west of the Village of Ambrossos. - Normal = +5% Permanent Lightning Resistance - Epic = +7% Permanent Cold Resistance - Legendary = +5% Permanent Elemental Resistance A Master Blacksmith The Master Blacksmith Termerus has set up shop away from prying eyes at the bridge that leads to the Crisaeos Falls. Find him, and take full advantage of his skills, as they may benefit you in the DARK times ahead. - Normal = 1500 XP - Epic = 20000 XP - Legendary = 55000 XP Goods Abandoned Asimides the Merchant has had to abandon his goods outside Ambrossos, as he foolishly set up his camp for the night right beside a Skeletal hidey-hole !! Fortunately the dullard isn't concerned with who picks up his loot (it's to the south-west of the Olive Grove). - Normal = 1000 XP - Epic = 18000 XP - Legendary = 40000 XP The Good Centaur The Centaur Chiron stands in a field of wheat at the northern border of the Ambrossos Farmlands, SERIOUSLY unhappy about the theft of his bow by the Maenad Priestess Ino. Ino has fled into the nearby cave, and should be taught a SERIOUS lesson in manners. - Normal = 2 Attribute Points, 3000 XP - Epic = 2 Attribute Points, 35000 XP - Legendary = 2 Attribute Points, 80000 XP The Grieving Widow Iodame mourns the loss of her husband as he fell defending Delphi from the first batch of its assailants, at the hands of Cepharis, Master of the Flame - a Boarman that lives in the Parnassus Caves, to the north- east of Delphi, up a biiiiiiiiiiiiiiiig hill. The boarman is in the second (back) section of the cave, in the north-western corner. - Normal = 3000 XP - Epic = 35000 XP - Legendary = 85000 XP ATHENS Spartans Lost Isarchus needs help in finding a set of Spartan Scouts that are late in delivering their report to the rest of the war party. They are lost in the Athens Marsh. Find them and then report back to Isarchus. - Normal = 4000 XP - Epic = 37500 XP - Legendary = 85000 XP Trapped in the Ruins Pausanias and his Spartan contingent have trapped a Giant Limos in a ruin and require some aid in despatching the beast to Hades. - Normal = 3000 XP, Random Yellow Magic Weapon - Epic = 35000 XP, Random Yellow Magic Weapon - Legendary = 85000 XP, Random Yellow Magic Weapon KNOSSOS Xanthippus the Healer Xanthippus the Healer has been up in the hills above the Village of Herakleion since the Telkine passed through, and they villagers really need him to return so that he can tend to those of them that fell to a virulent plague fog that followed the Telkine as he passed through. Find Xanthippus in the hills on Tritons Ridge by heading due south-east of the rebirth fountain that marks the entrance to Tritons Ridge, and then recover his staff from the cave nearby. - Normal = Greater Energy Potion x 5, Greater Health Potion x 5, Health and Energy Restored, 5000 XP - Epic = Superior Energy Potion x 5, Superior Energy Potion x 5, Health and Energy Restored, 40000 XP - Legendary = Divine Energy Potion x 5, Divine Health Potion x 5, Health and Energy Restored, 90000 XP The Undead Tyrant Leucus I was a tyrant who took the Throne of Knossos by power MANY many years ago. His reign of tyranny came to an abrupt end when he was poisoned by one of his servants, and now it seems his souls has come back from the dead and taken up residence in some ancient ruins due north of Xanthippus (south-east and then north of the rebirth fountain that marks the entrance to Tritons Ridge). Find him and DESTROY him to avoid history repeating itself ;) - Normal = 6000 XP - Epic = 40000 XP - Legendary = 95000 XP ACT TWO - EGYPT =============== RHAKOTIS The Family Heirloom Explore the City of Rhakotis to find a Jackalman Elite Berzerker with a glow around his feet. Bring the Family Sword of Anherru which he drops when you slay him to Anherru, the warrior adjacent to the rebirth fountain in Rhakotis. - Normal = Random Essence, 6000 XP - Epic = Random Embodiment, 40000 XP - Legendary = Random Incarnation, 95000 XP LOWER NILE The Beast of Legend Slay the Beast of Legend - an Ancient Scorpos - in a cave to the north- east of the Wadjet Canyon. - Normal = 2 Skill Points, 7500 XP - Epic = 2 Skill Points, 40000 XP - Legendary = 2 Skill Points, 95000 XP Plight of the Nile Farmers Kill all the Reptilian Warriors that are marching through the marshes to the south-east of the Village of Sais on their way to eat the kids and steal the livestock (or maybe the other way around !!) in the village proper. - Normal = 8000 XP, Random Monster Charm - Epic = 40000 XP, Random Monster Charm - Legendary = 100000 XP, Random Green Magic Ring A Promethean Surrounded In an encampment further to the north of the Old Kingdom Ruins, Inen of the Order of Prometheus is pinned down by enemies, and needs a bit of a helping hand. - Normal = 7500 XP, Random Green Magic Necklace - Epic = 38000 XP, Random Yellow Magic Amulet - Legendary = 95000 XP, Random Yellow Magic Charm MEMPHIS Lowest of the Low The slums around Memphis have been taken over by Shadowstalker demons, and the poor inhabitants of this ramshackle area are too afraid to go back to their low-grade homes. Purge their homes of this infestation that they may go back. - Normal = Random Yellow Magic Ring, 8500 XP - Epic = Random Yellow Magic Ring, 40000 XP - Legendary = Random Yellow Magic Ring, 100000 XP The Missing Brother Tathari in Memphis is searching for her brother Unas, who has gone off on some fool's errand to try and get their family's ancestral guardian to defend them against the hordes of the Telkine. Find Unas in a crypt to the east of the Portal Shrine in Giza, and put an end to his FOOLISH plan. - Normal = 10000 XP, Random Green Magic Ring - Epic = 42000 XP, Random Yellow Magic Ring - Legendary = 100000 XP, Random Yellow Magic Ring The High Priest's Request Zazamankh is afraid that the people are losing their faith in the ruling classes ability to lead them in these times of turmoil and, to that end, he wants you to find and bring him the Staff of Khufu from the Tomb of Khufu, as a gesture of their ongoing power and stability in these dark times. - Normal = Random Essence, 9000 XP - Epic = Random Embodiment, 42000 XP - Legendary = Random Incarnation, 100000 XP GIZA Khufu's Curse Slay Sadiki, Champion of Anubis in the Tomb of Khufu before he and his minions can defile the Sarcophagus of the Pharaoh. - Normal = 12500 XP - Epic = 50000 XP - Legendary = 125000 XP FAYUM OASIS A Hidden Treasure Find the treasure of which Asri spoke, in the tomb to the north-west of where you fight Iznu in the Caravan Woes quest (just outside the Fayum Oasis). - Normal = 65000 XP - Epic = 30000 XP - Legendary = 65000 XP Caravan Woes Just north-west of the Fayum Oasis is Iznu and his band of Dune Raider SCUMS. They have been attacking caravans going to and from the Fayum Oasis, and it is having a devastating effect on trade in the area. They must be stopped ... the little sh!ts ... - Normal = 12000 XP - Epic = 45000 XP - Legendary = 100000 XP THEBES The Corrupted Priest Neb-kemi, the Head Priest of the Order that resides in the City of Thebes in Egypt, lost BADLY in his battle with Aktaios, the Egyptian Telkine. For his defiance, Aktaios turned Neb-kemi into a deformed undead monster, and his soul now needs to be laid to rest. Look for Neb-kemi in the Meretseger Ridge. - Normal = Random Green Magic Staff, 15000 XP - Epic = Random Green Magic Staff, 50000 XP - Legendary = Random Green Magic Staff, 125000 XP ACT THREE - THE ORIENT ====================== BABYLON The Seeds of Destruction Slay the Ichthian Invaders that have taken over Immeru's Farmlands, and he will be MOST grateful. - Normal = 18000 XP - Epic = 50000 XP - Legendary = 145000 XP SILK ROAD Mystery in the Mountains Find Da-wa Phu-ti, son of Kilu Tem-ba in Shangshung Village, and make amends for his foolishly having lost the cache of weapons his Village might have been able to use to battle the monsters, by slaying three Sub-Bosses (Yurg Rattlebone, Tor Skullcrusher and Korat Bearkin), PLUS Barmanu, the Neanderthal High Warlord, by travelling through the cave to the north-west of Da-wa Phu-ti. - Normal = 22000 XP - Epic = 55000 XP - Legendary = 160000 XP A Gargantuan Yeti Find and slay the Gargantuan Yeti that is currently living in the Tsongmo Ice Caverns. - Normal = 20000 XP - Epic = 55000 XP - Legendary = 160000 XP Caravan in Trouble Defend Gong Li from the Rime Sprites that assail him, and he will be EXTREMELY happy. - Normal = Random Green Magic Amulet, 18000 XP - Epic = Random Yellow Magic Ring, 50000 XP - Legendary = Random Green Magic Talisman, 145000 XP GREAT WALL The Child and the Raptor Save the daughter of Chang Er from being gobbled up by a powerful Raptor that has entered their village. - Normal = Random Yellow Magic Amulet, 23000 XP - Epic = Random Yellow Magic Amulet, 55000 XP - Legendary = Random Yellow Magic Seal, 170000 XP Peng Problems Clear all the Peng from the Great Wall of China, ESPECIALLY Xiao the Colossal Peng, as he is making a nuisance of himself. - Normal = 23000 XP, Random Yellow Magic Weapon - Epic = 55000 XP, Random Yellow Magic Weapon - Legendary = 175000 XP, Random Yellow Magic Weapon Stalker in the Woods Destroy Bloodfang, the Tropical Arachnos Warlord, where he lurks east and then south-west of the Village of Zhidan. - Normal = 27000 XP - Epic = 70000 XP - Legendary = 190000 XP A Lesson in Despair Find Yao Li, and speak repeatedly to him after slaying the monsters were just about to turn him to mincemeat, to get him to acknowledge that a pointless death would do little to help his loved ones. - Normal = 25000 XP - Epic = 60000 XP - Legendary = 180000 XP The Wealthy Collector Find the jade statuette that Lu Buwei in the Village of Zhidan is GAGGING to get his mitts on, in the cave to the east and south-east of the Village. - Normal = 25000 XP, Random Yellow Magic Ring - Epic = 55000 XP, Random Yellow Magic Ring - Legendary = 175000 XP, Random Purple Magic Ring CHANG'AN The Emperor's Clay Soldiers Find and kill Bandari - the Terra Cotta Sorcerer - in the Chang'an Palace to the north-west of the main Chang'an Plaza, and then report back to Ma Feibai - Captain of the Chang'an Guard. - Normal = Random Yellow Magic Talisman, 30000 XP - Epic = 2 Attribute Points, Random Yellow Magic Pendant, 80000 XP - Legendary = 2 Attribute Points, Random Green Magic Talisman, 200000 XP Terra Cotta's At Large Find and wipe out all the clusters of Terra Cotta Warriors dotted about Chang'an to enable the City Guard to resume control over the City. - Normal = 26000 XP, Random Blue Magic Weapon - Epic = 60000 XP, Random Green Magic Weapon - Legendary = 180000 XP Behind the Waterfall Clear the cave adjacent to the waterfall to the west of Liu Xu's farm, so that he may once again pay his respects to his ancestors. - Normal = Random Green Magic Talisman, 28000 XP - Epic = Random Yellow Magic Pendant, 70000 XP - Legendary = Random Green Magic Talisman, 190000 XP QIYUN A General in Repose Find the cave to the east-south-east of Rang Ju the Pensive General, and raid the contents of his Mahogany Chests to adorn yourself in some of his finery. - Normal = 26000 XP - Epic = 65000 XP - Legendary = 180000 XP The Hermit Mage Check out the now derelict home of the once present Taoist Mage to the east of the Qiyun Ascent. - Normal = 28000 XP - Epic = 70000 XP - Legendary = 190000 XP Three Sisters Save Ru Zhao from being slain by an entire encampment of Tigermen to the east of her sister Li Hua, who herself is located to the east of the Jade Palace. - Normal = 30000 XP, Random Blue Magic Talisman - Epic = 75000 XP, Random Yellow Magic Ring - Legendary = 200000 XP, Random Yellow Magic Talisman ACT FOUR - HADES ================ RHODES An Impossible Task A very long side quest to save the life of a little boy, which sees you venturing as far as the Ixian Wood to speak with Procne - Acolyte of Medea's Grove, to find out that you need to obtain the Tome of the Liche Queen Kallixenia (who can be summoned from an altar in the Tsakonian Ruins). - Normal = 35000 XP, Random Blue Arcane Formula (Shadow Veil) - Epic = 80000 XP, Random Purple Arcane Formula (Crosier of Osiris) - Legendary = 220000 XP, Random Purple Arcane Formula (Sigil of Bast) A Crab Story Find and destroy the Gargantuan Karkinos in Damatria (you must travel from the Coastal Asomata through the Cave of Orthea to get there). This will enable the fishermen to once again ply their trade. - Normal = 30000 XP, Random Essence - Epic = 75000 XP, Random Embodiment - Legendary = 200000 XP, Random Incarnation The Torch-Lighter's Gauntlet Take the strapping lad from Abderus on the shoreline of the Coastal Asomata, and defend him in the Camirus Bluff as he re-lights the Torch that will signal to passing ships that it is safe to dock in Rhodes again. - Normal = 30000 XP, Random Red Arcane Formula (Molten Orb) - Epic = 75000 XP, Random Red Arcane Formula (Ebony Globe) - Legendary = 200000 XP, Random Red Arcane Formula (Maiden's Kiss) Outpost in the Woods Defend the Outpost in the Ixian Woods from Nightstalker attackers, and then find and slay their leader Surryln the Belligerent (an Anteok) in the Den of the Anteok just beside the waterfall to the east of the Outpost. - Normal = 30000 XP, Random Green Magic Bracers - Epic = 75000 XP, Random Yellow Magic Bracers - Legendary = 200000 XP, Random Green Magic Helmet IXIAN WOODS The Stolen Sigil Travel into the Ampelian Caves and slay Queen Ycht'ssk'l, who has stolen the Sigil of the First Apoktisis from Semele in Medea's Grove. - Normal = Random Green Magic Staff, 30000 XP - Epic = Random Yellow Magic Staff, 75000 XP - Legendary = Random Green Magic Staff, 205000 XP Lampido's Potion Recover three ingredients - the Petal of a Nightshade Plant, a piece of Cybe Mushroom, and some Aestivus Tree Root, and bring them to Lampido in Medea's Grove for her to make you a potion of considerable power. - Normal = 30000 XP, +6 Str, +80 HP - Epic = 75000 XP, +8 Str, +150 HP - Legendary = 205000 XP, +10 Str, +200 HP The Wealth of Ancient Kings Recover the Ancient Moon Key from Queen Alkiste in the Tomb of Tsakonian Queens, and the Ancient Sun Key from King Aegimius in the Great Tomb of Aegimius, and use them to move through the obstacles that await you in the Great Tomb of Dorus in the Tsakonian Ruins. - Normal = 40000 XP - Epic = 100000 XP - Legendary = 270000 XP The Treasure Hunters Find Nysa in the Great Tomb of Aegimius, and her brother Herodion in the Tsakonian Ruins. - Normal = 25000 XP - Epic = 60000 XP - Legendary = 175000 XP EPIRUS Among the Ruins Slay the monsters that have pinned down several groups of survivors in the City of Paseron, to enable them to make it back to Epirus, and the Refugee Camp there. - Normal = 32000 XP, Random Yellow Magic Medallion - Epic = 77000 XP, Random Yellow Magic Medallion - Legendary = 208000 XP, Random Yellow Jewel A Dangerous Mission Find Admetus - the young lad who had undertaken to venture back into the City of Paseron to obtain food and medicines that Pisistratus needs to tend to the wounded at the Refugee Camp of Epirus. - Normal = 32000 XP, 65000 GP - Epic = 77000 XP, 550000 GP - Legendary = 208000 XP, 1100000 GP The Enemy's Captain Destroy the Daemon Captain Proseia, who is leading the assault on the City of Paseron. She is at the exit to the City of Paseron, on the far side. - Normal = Random Yellow Magic Weapon, 32000 XP - Epic = Random Yellow Magic Weapon, 77000 XP - Legendary = Random Yellow Magic Weapon, 208000 XP STYX The Stygian Lurker Find and slay the Giant Stygian Hydradon Hero "Shade Feaster" in the Stygian Marshes - quite a way from the River Styx, and stop him from gobbling up poor little shades on the sly. - Normal = 35000 XP, +4 Points to Str/Int/Dex - Epic = 80000 XP, +6 Points to Str/Int/Dex - Legendary = 210000 XP, +8 Points to Str/Int/Dex One Who Would Lead Liberate Hipparchus from his imprisonment in the Monster Encampment to the south-east of the River Styx. Beware Orok Skullcracker though, as he lies in ambush awaiting your arrival ;) - Normal = 40000 XP, Random Essence - Epic = 80000 XP, Random Embodiment - Legendary = 250000 XP, Random Incarnation PLAINS OF JUDGMENT Hades' Treasury Find and despatch Thyia of the Stygian Frosts (in the Lower Daemon Camp), Canace the Serpent Queen (on the Fourth Domain of the Tower of Judgement), Metriche (in the Fields of the Diadochi), and the Night's Mistress (in the Polis Daemonai). Retrieve the four stones they hold, and use them as keys to open the door to Hades' Treasure Vault, in the Upper City of Lost Souls (just south-west of the Portal Shrine there). - Normal = 100000 XP - Epic = 225000 XP - Legendary = 600000 XP The Dust of a Titan Find the Deep Caverns in the Far Plains, and descend to the second level to do battle with Krog the Toothless - the Guardian of the Urn which holds the ashes of the Titan that Zeus obliterated with his Thunderbolt. - Normal = 2 Skill Points, 34000 XP - Epic = 2 Skill Points, 78000 XP - Legendary = 2 Skill Points, 210000 XP Eurydice and Orpheus Recover the Mirror of Psyche from the Bloated One (a BIGASS Albino Spider) in the Cave of Whispers, which is north of the Troglodyte Jailers, who themselves are north-west of Kondor the Mighty. Bring the Mirror to Eurydice, and she will direct you through a nearby mirror to find and rescue Orpheus from the clutches of two Cyclops'. - Normal = 34000 XP, Scroll of Elemental Shielding x 3 - Epic = 78000 XP, Greater Scroll of the Crushing Vortex x 3 - Legendary = 210000 XP, Divine Scroll of Magebane x 3 An Invitation Find and destroy the three supply caravans in the Salt Flats, to hamper the Daemon offensive but BEWARE the Machae that lie in ambush, awaiting the destruction of the FIRST caravan ;) - Normal = 25000 XP, Random Yellow Magic Medallion - Epic = 50000 XP, Random Yellow Magic Weapon - Legendary = 140000 XP, Random Yellow Magic Ring The Necromanteion In Erebus you will find a path on the western wall just over halfway through which will lead you to the Necromanteion. In the Necromanteion you should find and waporise the Bonescourge Soul-Feeder that is busy on the prowl for shades to nosh on. - Normal = 34000 XP, Scroll of the Sky's Rage x 3 - Epic = 78000 XP, Greater Scroll of Elemental Shielding x 3 - Legendary = 210000 XP, Divine Scroll of the Arrow Dancer x 3 An Inside Source Callicrates in the Upper City of Lost Souls will direct you to Pylades, who stands just around the corner from him. Pylades will tell you to go and visit Keuthonymos in the Lower Daemon Camp for your orders, and Keuthonymos will tell you that in order to complete this quest you must find and stop (i.e. kill) Envoy Kor-Lhrut who is en route to the Overworld with a message for Proseia (whom we have already slain, but nevermind that). Envoy Kor-Lhrut is stalking around a monster camp in the Upper Daemon Camp. Kill him and return to Keuthonymos for your reward. - Normal = 34000 XP, Random Essence - Epic = 78000 XP, Random Embodiment - Legendary = 210000 XP, Random Incarnation Admetus Among the Dead A long quest which starts with you finding Admetus (the lad who perished during his quest to the City of Paseron to bring supplies and medicines back to Pisistratus in Epirus), trapped in the Lower Daemon Camp. It updates when you find him in the First Domain of the Tower of Judgment. From there you will bump into him in Elysium (after speaking with Agamemnon), and this will complete the quest. - Normal = 34000 XP - Epic = 78000 XP - Legendary = 210000 XP ELYSIUM The Siege Striders Find and destroy the five VERY well signposted Siege Striders in Aneslasia. - Normal = 35000 XP, Scroll of Frailty x 5 - Epic = 80000 XP, Greater Scroll of Frenzy x 5 - Legendary = 215000 XP, Divine Scroll of the Crushing Vortex x 5 Flight of the Messenger Safely escort Nestor's Messenger (an Elysian Archer) to Ajax in the Delian Meadows. - Normal = 35000 XP, Random Yellow Magic Weapon - Epic = 80000 XP, Random Green Magic Weapon - Legendary = 215000 XP, Random Yellow Magic Medallion The Achaean Pass Help Menelaus defend the Achaean Pass Camp, with the aid of a small group of Elysian Warriors that Idomeneus gives you (he's in Ajax' camp). - Normal = 35000 XP, Random Yellow Magic Weapon - Epic = 80000 XP, Random Green Magic Weapon - Legendary = 215000 XP, Random Yellow Magic Weapon A Noisy Diversion Guide the forces of Menestheus in the destruction of Blood Queen Leucothea - a Melinoe Heroine who is orchestrating the battle in the Argolis Battlefield. This should enable Odysseus' Platoon to move into their position with minimum hassle. - Normal = 35000 XP - Epic = 80000 XP - Legendary = 215000 XP PALACE OF HADES The Shards of Erebus Find and destroy the five Shards of Erebus - gemstones which enable Hades to retain control over his forces as they ascend to the world above. With their destruction, he will lose his hold over them and they will be as lambs to the slaughter. - Normal = 35000 XP, Completed Shard of Erebus (5/5) - Epic = 80000 XP, Completed Shard of Erebus (5/5) - Legendary = 215000 XP, Completed Shard of Erebus (5/5) Hades' Generals In Hades' Palace, find and end the daemonic lives of his three new Generals - Dysnomion - General of Nightmares, Makaria - General of Wretched Death, and Trophonios - General of Darkness. - Normal = 45000 XP, +5% Total Damage - Epic = 90000 XP, +5% Total Damage - Legendary = 230000 XP, +5% Total Damage ============================================================================== C H A P T E R T H I R T E E N ============================================================================== T I P S A N D T R I C K S ============================================================================== Ah yes, the Master Class. What lesson would be complete without a few tips and tricks to help you get through the more irritating aspects of the game ?? These are things that I have observed whilst playing, that I think may be of some help to you :- DIZZYING BOSSES --------------- When fighting bosses it is possible to almost dizzy them, as they can only venture a certain distance from their respective starting points, and when the player they are chasing strays beyond the upper-limit of their leash, so-to-speak ? They turn around and head back towards their starting point. You can dizzy them by retreating from where you first start to draw the boss to you, to back outside their circle of movement and then, when they turn and start to head back to their starting point ? Set foot back inside their circle of movement and they will turn and charge back toward you until they get to within striking distance of you. If you set foot back OUTSIDE their sphere of movement, they will turn around and go back again. Simply rinse and repeat until they have fallen !! It's biff, yes, but it WORKS !! ;0) PERSONAL TELEPORTATION LIMITATIONS ---------------------------------- Unlike certain other games *cough cough Diablo 2: Lord of Destruction *cough* *cough*, if you think you can rapidly get back to where you were before you died (which, let's face it, is GONNA happen) by creating a little portal to a town, and then using the portal shrine there to get home ? THINK AGAIN !! Unfortunately in Titan Quest, when YOU die ? Any portal you have open is shut too. Which sucks ... but just so's you know. HIGHEST LEVEL ------------- Your character cannot level beyond level 75 in the game, so keep that in mind if you think you can just keep levelling-up and spending points like they are going outta fashion. 75 = God-like Power ;) ENTICE BOSSES ------------- Fortunately whenever you are in a boss-fight, you generally do NOT have to run up to the boss and punch them in the face to start the fight. If you check your list of skills, you may well find you have something in there that can aid you in drawing a boss to you - like the Lightning (and Chain Lightning) skill from the Storm School, for example. The REASON for using skills like this to draw the boss to you rather than running up to THEM to start the fight, is because ordinarily boss fights take place in ROOMS, and when you ENTER a room that a boss fight is going to take place in ? The door shuts behind you, locking you in. This means that you are immediately restrained insofar as the amount of space you have to manoeuvre in is concerned. Drawing the boss OUTSIDE the rooms immediately places THEM at a disadvantage, and can help swing the tide of battle in your favour. REGENERATION SHRINES -------------------- Regeneration Shrines are, in my opinion, one of THE most useful shrines in the entire game. Since they offer you approximately 45 seconds of health AND ENERGY regeneration, if you see a horde of monsters and a regeneration shrine buried somewhere in the thick of them, you can quite often survive the battle (especially on the lower difficulty settings) by standing within the effect radius of the regeneration shrine and battling your enemies from there. CANNOT CARRY ANY MORE --------------------- If you cannot carry any more items, and want to try and squeeze that extra one into your inventory before heading to the nearest town or merchant to sell them all off, you can use the auto-sort buttons atop each of your inventory bags or your main inventory to ... wait for iiiiiiit ... yes that's right !! TO AUTOMATICALLY SORT YOUR INVENTORY TO MAXIMISE ITS SPACE !! This is only available in Immortal Throne, but I do encourage you to use it. ALSO, don't forget you have TWO weapon sets available to you, so you might be able to fit, say, a shield onto your free arm on your second weapon set if you've not considered that ? DISBANDING PETS --------------- If you find that your pet is becoming a liability (as they do sometimes), then you can always right-click on its portrait and select the "disband pet" option, which will remove them from play. If you want me to give you an example of WHEN a pet might become a liability ? A pet on aggressive mode will seek out and attack enemies in the distance if it feels able to, and this means those enemies will become aware of YOUR presence, which can be a real pain in the butt if you are trying to heal up or prepare spells or equip a new weapon or what have you ... hence, disbanding the pet ;) OPERATION: HUMAN SHIELD ----------------------- There are times in the game when you have the luxury of backing up a set, or sets, of warriors who go on ahead of you to do battle. Examples are the Spartans -v- Polyphemus, and the Armies of Elysium -v- the forces of Hades. In SOME of these instances you will find the warriors that you are either backing up, or coming to the aid of, are really quite tough - tougher than you even ! So make full use of the fact that (for a change) it isn't JUST you that the monsters are attacking, and you will find that you can win these battles a little easier ;) RE-MAPPING KEYS --------------- By default in Immortal Throne there is no key to switch between your first and second set of skills. W will change your weapons from set 1 to set 2, but as I say by DEFAULT there isn't one to change from skill set 1 to skill set 2. I suggest you map the "`" key (the one underneath the escape key on your keyboard), as this will enable you to rapidly switch between the two sets of skills. Whilst we are on the subject, I would suggest making keys 1 and 2 on your second set of skills the health and energy restore potions, as that way you can use ` to switch from primary to secondary, 1 (for say health) to heal up during combat, and then ` to switch back to your skills. That's what I do at any road. SKIRMISHING FOR DUMMIES ----------------------- If, like me, you have opted to play as either an archer or mage-style character (i.e. somebody that attacks best at RANGE), then you will no doubt get used to the skirmishing attack very, very quickly. For those of you that do not know how to skirmish shame on you - it's very simple - you just shoot, fall back, shoot, fall back, shoot, fall back and keep on doing so until your enemy falls. However, common sense dictates that you should NEVER skirmish and fall back into an area you have not yet explored, as this is a sure-fire recipe for disaster as you will wind up having MORE monsters on your tail than LESS. Therefore only EVER fall back into areas that you have already explored ;) SPROUTING FOUNTAINS ------------------- Fountains will actually not just recharge over time (some of them will), but actually pop up on the compass without warning ! This seems to happen more often on the higher difficulties - perhaps as a way of trying to balance the game out a little bit, but it can really prove advantageous in certain situations - just pot luck really ;) WATCH THE BIRDIE ---------------- ALWAYS keen at least a cursory eye on your compass. It will alert you to the presence of the most important (and powerful) monsters, lairs and other bits and bobs usually WELL in advance of your bumping into them, and can seriously reduce the likelihood of your getting lost. It is even more useful than your map !! ============================================================================== C H A P T E R F O U R T E E N ============================================================================== P L A Y I N G O N E P I C A N D / O R L E G E N D A R Y ============================================================================== As you would expect, the game on its higher difficulty settings is NOT just a simple repeat of the normal game. OH no. The designers have thrown in a fair few little odd's and sod's to keep you on your toes, the most noteable of which are as follows :- ON EPIC DIFFICULTY ================== - Essences are replaced with Embodiments, and give greater bonuses; - Monster Charms are replaced with Epic Monster Charms, and give greater bonuses ON BOTH EPIC AND LEGENDARY DIFFICULTY ===================================== - Monsters are OBVIOUSLY considerably stronger and harder to kill; - In Knossos Palace, the entrance to the Court of King Minos is defended by an EXTREMELY powerful character called "Talos". Talos is a heauuuuuuuuuge gigantic massively powerful automaton, who can be heard quite a way off in the distance by the squeaking noise he makes ... poor lad needs oil !! His powers include the obvious swipes you would expect from a creature of his size, plus the ability to create a flamethrower-like blast of fire that does (shock, horror) burn damage in addition to the damage you will sustain from standing in its path. - In the Sandswept Cave (on the lowest level), you can do battle with the FEARSOME Manticore - a beast with the body of a lion, wings of a dragon, head of a human male, and tail replete with spikes. The Manticore will have you for breakfast REPEATEDLY, trust me, but the satisfaction you get from slaying him DOES have a certain appeal. He is VERY very quick, as he can fly to wherever you are. He can attack by striking you with his tail, biting you with his maw of justice, pouncing on you like a cat with his two front paws, throwing spiked barbs at you from his tail, or using lightning breath on you. BE FOREWARNED he is VERY very very very V-E-R-Y powerful. ON LEGENDARY DIFFICULTY ======================= - Embodiments are replaced with Incarnations, and give greater bonuses; - Epic Monster Charms are replaced with Legendary Monster Charms, and give greater bonuses - In the Athens Marsh (on the eastern side) lurks the Lernean Hydra, who has made its nest there. A seven-headed Hydra is never a walk in the park, and you're about to find out why. Armed with fire, frost and poison breath attacks not to mention a whole HOST of biting attacks, you may rest assured you are in for a SERIOUS fight when you reach it. ============================================================================== C H A P T E R F I F T E E N ============================================================================== A C K N O W L E D G M E N T S ============================================================================== Thanks to Michael Kier for pointing out the existance of the Lernean Hydra to me. As I mentioned right at the start of this guide, I have chosen to dedicate it as a piece of work to my wonderful partner Shelfy, without whom I would be a considerably lesser man. Baby you mean the world to me, and I love you xxxxx ============================================================================== Copyright Mister Sinister, 2007 ==============================================================================