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- 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 CHAPTER 1
==============================================================================
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 CHAPTER 2
==============================================================================
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 CHAPTER 3
==============================================================================
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 CHAPTER 4
==============================================================================
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 CHAPTER 5
==============================================================================
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 ;)
============================
TIP FOR DEFEATING MEGALESIOS
============================
Dragon Peter has been in touch to confirm that, if you have a bow with energy
leech damage, you can fire shots through Megalesios' Energy Barrier and,
whilst the shots won't do any health or physical damage, you can still use
them to leech all his energy before he casts the spell to animate the
statues ! This will mean the statues don't come to life at all !!
He says that this trick only works with a bow though, NOT with a staff ;)
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 ;)
==========================================================================
IMPORTANT NOTE
Athena has made contact with me (not the Greek Goddess - a player by that
name) to confirm that the Dragonian Melee Units appear to have a combat
technique that I had not observed, commenting as follows :-
"Just when you thought the Dragonians weren't annoying enough after IT
they've added an extra special power. For those of us, who are seasoned
Diablo players, it's a skill we all remember with dread. Remember the
yellow sparks around your head, and the fact that your health bar went
down with an alarmingly fast rate? YES Iron Maiden (IM) is back, beware
all of you melee characters! For those of you not playing Diablo, Iron
Maiden hurt you as much as you hurt you enemy :( Hopefully you've got a
bigger health bar than your enemy, but even so beware. If there are more
than 2 Dragonians, you can very fast end up with a tombstone and a long
walk back.
"The Dragonians are now an even bigger pain in the arse. As well as being
fast and powerful the melee guys now also suck out your health. Nothing to
worry about for the mages among us :) but for all of you hack'n'slash boy
and girls out there, beware!!"
Thanks Athena !! :)
==========================================================================
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.
=======================
THE SHRINE OF ZHONG KUI
=======================
[Thanks to Michael Kier for this information]
If you continue north-east of the three Mahogany Chests you will eventually
reach an exit from the cave. This takes you to the Shrine of Zhong Kui.
From entering the Shrine, head north-west and keep following the path as it
snakes to the north-east and north-west, and you will eventually reach a
fight with ...
=====================================
THE DRAGON LICHE - LORD OF THE UNDEAD
=====================================
A VERY angry and VERY powerful monster is this one - right up there with
the Creatures of Legend (the Manticore, Hydra and Chimera). The Dragon
Liche is a huge undead dragon that stalks you around the Shrine of Zhong
Kui, and attacks with a number of different attacks, including :-
- Bite
- Claw Swipe
- Beat Wings (this does a hefty amount of damage and slows you down)
- Ice Breath (freezes you and does sustained cold damage)
- Poison Heart (creates a poisonous cloud that drains your life force)
All I can say is DO NOT UNDERESTIMATE this enemy - he is very powerful,
and can even turn your own pets against you, such is his power !!
Once he has fallen, head to the north-west of where you first saw him, and
raid the four Primitive Chests and the Majestic Chest for goodies.
After you've had your fill, head back from the Shrine through the cave,
back past the Mahogany Chests, and all the way 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 wound 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 !!
============
HELPFUL HINT
============
Whilst it didn't work for me, I have received word from Don Korrecta (aka
draktrax), who confirms that on HIS playthrough the game, he was able to
get Charon's Wall of Water to come back down by simply striking it with
his sword ... so that might work for you. Didn't for me, but it might
work for you =) Thanks draktrax !! =)
---------
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 CHAPTER 6
==============================================================================
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.
Before we do so, however, I need to point out that even though I have played
the game many, many times, I have (for obvious reasons) not been able to play
every single combination of character class available and so, whilst I have
used all the skills in the game, I have not fully developed all of them, and
so whilst my thoughts are both genuine and sincere, you may not always agree
with them.
Therefore IF any of you read this and think "he's got that wrong, because xyz"
or what have you, then please do feel free to drop me a line. If you're
respectful and make sense, I'll happily include your thoughts in this section
and give you full credit (up to the point where it becomes more like a thread
than an FAQ !!).
So without further ado, let's get cracking !!
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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.
Other Ideas : [Viro Melchior says]
"I've played all the way through Normal and Epic, and up
through the end of Egypt with a friend (Hunter/Rogue) in
Legendary. I rely almost completely on Ice Shards for
damage."
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
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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
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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