hide results

    FAQ/Walkthrough by Mister Sinister

    Updated: 06/16/08 | Search Guide | Bookmark Guide

    ==============================================================================
    
    ======= === =======   ===   ===   ===  ======= ===  === ======= ======= =======
    ¶     ¶ ¶ ¶ ¶     ¶   ¶ ¶   ¶  \  ¶ ¶  ¶     ¶ ¶ ¶  ¶ ¶ ¶     ¶ ¶     ¶ ¶     ¶
    ==   == ¶ ¶ ==   ==  ¶   ¶  ¶ ¶ \ ¶ ¶  ¶ === ¶ ¶ ¶  ¶ ¶ ¶  ==== ¶  ==== ==   ==
      ¶ ¶   ¶ ¶   ¶ ¶    ¶   ¶  ¶ ¶\ \¶ ¶  ¶ ¶ ¶ ¶ ¶ ¶  ¶ ¶ ¶  ¶    ¶  ¶      ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶  =  ¶ ¶ ¶     ¶  ¶ ¶ ¶ ¶ ¶ ¶  ¶ ¶ ¶  ==   ¶  ====   ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶ \   ¶  ¶ ¶ ¶ ¶ ¶ ¶  ¶ ¶ ¶   ¶   ¶     ¶   ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶  =  ¶ ¶ ¶     ¶  ¶ ¶ ¶ ¶ ¶ ¶  ¶ ¶ ¶  ==   ====  ¶   ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶  \  ¶  ¶ ¶ ¶ ¶ ¶  ==  ¶ ¶  ¶       ¶  ¶   ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶     ¶  ¶ === ¶ ¶      ¶ ¶  ==== ====  ¶   ¶ ¶
      ¶ ¶   ¶ ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶   \ ¶  ¶     ¶ ¶      ¶ ¶     ¶ ¶     ¶   ¶ ¶
      ===   ===   ===   === === ===    ==  =====\ \ ======  ======= =======   ===
                                                 ==
    
                       -   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 !!
    
    ======= ======= ======= ======= ===      ===
    ¶     ¶ ¶     ¶ ¶     ¶ ¶     ¶ ¶  \    /  ¶
    ¶  ==== ==   == ¶ --- ¶ ¶ --- ¶ ¶   \  /   ¶
    ¶  ¶      ¶ ¶   ¶ ¶ ¶ ¶ ¶     ¶ ¶    \/    ¶
    ¶  ====   ¶ ¶   ¶ ¶ ¶ ¶ ¶  --/  ¶ ¶\    /¶ ¶
    ¶     ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶  \    ¶ ¶ \  / ¶ ¶
    ====  ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶   \   ¶ ¶  \/  ¶ ¶
       ¶  ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶\ \  ¶ ¶      ¶ ¶
    ====  ¶   ¶ ¶   ¶ --- ¶ ¶ ¶ \ \ ¶ ¶      ¶ ¶
    ¶     ¶   ¶ ¶   ¶     ¶ ¶ ¶  \ \¶ ¶      ¶ ¶
    =======   ===   ------- ---   -----      ---
    
    
       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
    
    
    =======   ===  ======= ======= ===   ===
    ¶     ¶   ¶ ¶  ¶     ¶ ¶     ¶ ¶ ¶   ¶ ¶
    ¶  ====  ¶   ¶ ¶ --- ¶ ==   == ¶ ¶   ¶ ¶
    ¶  ¶     ¶   ¶ ¶     ¶   ¶ ¶   ¶ ¶   ¶ ¶
    ¶  ==   ¶  =  ¶¶  --/    ¶ ¶   ¶  ---  ¶
    ¶   ¶   ¶ ¶ ¶ ¶¶  \      ¶ ¶   ¶       ¶
    ¶  ==   ¶  =  ¶¶   \     ¶ ¶   ¶  ---  ¶
    ¶  ¶    ¶ ¶ ¶ ¶¶ ¶\ \    ¶ ¶   ¶ ¶   ¶ ¶
    ¶  ==== ¶ ¶ ¶ ¶¶ ¶ \ \   ¶ ¶   ¶ ¶   ¶ ¶
    ¶     ¶ ¶ ¶ ¶ ¶¶ ¶  \ \  ¶ ¶   ¶ ¶   ¶ ¶
    ======= === ===---   --  ===   ===   ===
    
       Game Description : Adept at raining down destruction over large hordes of
                          enemies.  With most skills designed to deal damage, the
                          Pyromancer relies on a colossal Earth Elemental to hold
                          the attention of enemies.
       Sinister says    : If you like fire and earth then this is the school for 
                          you, plain and simple.  Its skills are, as the game says,
                          aimed almost solely at battering and damaging your foes
                          using magic, and so there isn't a whole lot of diplomacy
                          or subterfuge ... or subtlety for that matter ... involved
                          in studying this school.
       
       LEVEL 1 SKILLS
       
          Skill Name    : EARTH ENCHANTMENT
          Description   : Imbues your weapons and the weapons of nearby allies with
                          the power of rock and flame.
          My Rank (/5)  : 5
          My Comments   : Adding luscious fire damage to your weapons AND those of
                          your allies early on in the game is a simple MUST-HAVE
                          skill for any serious pyromaniac.  Get it !! ;)
    
          Skill Name    : FLAME SURGE
          Description   : Three jets of flame erupt from the caster's hands each
                          inflicting incinerating fire damage to enemies.
          My Rank (/5)  : 4
          My Comments   : Whilst this is far from your most devastating power, and
                          you will in all likelihood wind up downsizing it later
                          in the game, it is a good skill to pick up early on, and
                          offers you the chance to get the drop on multiple enemies
                          that are bound for hand-to-hand combat with you.
    
       LEVEL 4 SKILLS
       
          Skill Name    : BRIMSTONE
          Must Have     : EARTH ENCHANTMENT
          Description   : Boosts the physical damage of attacks and provides a 
                          chance of causing critical fire damage while under the
                          effects of Earth Enchantment
          My Rank (/5)  : 5
          My Comments   : If you, like most people, are going to be using Earth 
                          Enchantment religiously during your campaign, then this
                          is another must-have power for you !!
    
          Skill Name    : HEAT SHIELD
          Description   : Casts a protective head shield on the target that absorbs
                          damage caused by fire.
          My Rank (/5)  : 5
          My Comments   : Annulling fire damage is a handy skill indeed.  It will
                          help you with traps, flaming arrows, Flame Liches and all
                          sorts of other nastiness that you will encounter, PLUS you
                          can cast it on other people to help them out too ;)
    
          Skill Name    : RING OF FLAME
          Description   : Encircles you in a searing ring of flames burning all
                          enemies that come within its radius.
          My Rank (/5)  : 5
          My Comments   : A great power to have, as it has a good chance of burning
                          anybody that enters hand-to-hand combat with you, in 
                          addition to which it looks kinda cool.
    
          Skill Name    : VOLCANIC ORB
          Description   : Lobs a burning orb of fiery brimstone that explodes when
                          it hits the ground inflicting fire and physical damage to
                          enemies in a small radius.
          My Rank (/5)  : 4
          My Comments   : The Volcanic Orb is a damned handy skill, marred only by
                          the fact that it must be lobbed, hence taking a little
                          while to get to its target area.  It can be augmented at
                          higher levels making it more appealing, and should not
                          be overlooked as part of your arsenal.  Use the shift key
                          whilst throwing it to increase your target-range on
                          screen.
    
       LEVEL 10 SKILLS
       
          Skill Name    : STONE FORM
          Description   : An impervious layer of rock envelops you for a short 
                          duration boosting regeneration but prohibiting movement
          My Rank (/5)  : 3
          My Comments   : This is one of those 50/50 powers in my opinion.  It does
                          give you a FREAKY regeneration rate whilst it is in use,
                          but you are completely unable to move, meaning your foes
                          are able to get into better positions to batter you from
                          when the Stone Form is dropped.  Used sparingly, it can
                          be a life-saver.
    
          Skill Name    : SUMMON CORE DWELLER
          Description   : Draws forth a powerful elemental guardian from the Earth's
                          fiery depths.
          My Rank (/5)  : 5
          My Comments   : A simple must-have power for anybody in this school in my
                          opinion - the Core Dweller is a fearsome beast to behold
                          and whilst he is slow to move, he can batter your enemies
                          good and proper, plus he can be augmented at higher 
                          levels.
    
          Skill Name    : BARRAGE
          Must Have     : FLAME SURGE
          Description   : Reduces the recharge time of Flame Surge allowing it to
                          be cast more frequently and efficiently.
          My Rank (/5)  : 4
          My Comments   : If you're going to rely on Flame Surge than consider 
                          popping some points into this skill.  If, like me, you
                          downgrade your Flame Surge skill, then you should look
                          to bleed points from this skill first.
    
       LEVEL 16 SKILLS
       
          Skill Name    : STONE SKIN
          Must Have     : EARTH ENCHANTMENT
          Description   : Tempers armour, increasing protection and fire resistance
                          while under the effects of Earth Enchantment.
          My Rank (/5)  : 4
          My Comments   : A very handy skill indeed - it will make you battle-ready
                          and able to withstand a greater pounding during combat
                          than you otherwise might be able to, REGARDLESS of what
                          type of armour you are wearing.
    
          Skill Name    : INNER FIRE
          Must Have     : SUMMON CORE DWELLER
          Description   : Increases the Core Dweller's speed and adds fire damage
                          to its attacks.
          My Rank (/5)  : 5
          My Comments   : Reducing the worst point of the Core Dweller's power - its
                          basic lack of speed - is surely a good thing.  This is a
                          very handy skill to give the big dude, and at its best
                          level you will find he becomes really quite sprightly !!
    
          Skill Name    : SOFTEN METAL
          Must Have     : RING OF FLAME
          Description   : Intense heat from the Ring of Flame softens the metal of
                          enemy armour and weapons, decreasing their effectiveness.
          My Rank (/5)  : 3
          My Comments   : Handy insofar as it weakens the attack strength of those
                          people that are looking to batter you in hand-to-hand,
                          however the Ring of Flame will often strike those foes
                          before they strike you, and so this skill is more useful
                          for those of you that like to wade in rather than think
                          fights through before entering them.
    
          Skill Name    : CONFLAGRATION
          Must Have     : VOLCANIC ORB
          Description   : Increases the explosion radius of Volcanic Orb and causes
                          enemies hit by it to catch fire and suffer burn damage.
          My Rank (/5)  : 3
          My Comments   : A good skill if you are heavily reliant on Volcanic Orb,
                          however if you are not, then it is one to be avoided.
    
       LEVEL 24 SKILLS
       
          Skill Name    : MOLTEN ROCK
          Must Have     : STONE FORM
          Description   : Adds retaliation fire damage to Stone Form.
          My Rank (/5)  : 1
          My Comments   : To be honest, this skill REALLY isn't worth putting any
                          more than one point in.  At best it does 15 fire 
                          retaliation damage, and that just won't make much of a 
                          mark on your enemies by the time you come to do battle
                          with them at level 24.  Best avoided unless you just HAVE
                          to have it ;)
    
          Skill Name    : WILDFIRE
          Must Have     : SUMMON CORE DWELLER
          Description   : Allows the Core Dweller to ignite an area of ground 
                          causing severe burn damage to enemies within.
          My Rank (/5)  : 4
          My Comments   : A good move to give your Core Dweller, as it gives him
                          a ranged move to compliment your already brimming ... get
                          it ?  Brimming ??  Arsenal of weapons ... hehehe.
    
          Skill Name    : FLAME ARCH
          Must Have     : FLAME SURGE
          Description   : Increases the damage and number of flame jets created by
                          Flame Surge
          My Rank (/5)  : 5
          My Comments   : If you keep Flame Surge on, then this is a MUST-HAVE add-
                          on for that skill.  Even if you don't put many points in
                          it, it augments (as it says) both damage AND quantity of
                          flame jets ;)
    
          Skill Name    : FRAGMENTATION
          Must Have     : VOLCANIC ORB
          Description   : Causes the Volcanic Orb to violently explode on impact
                          sending out fragments of rocks that each inflict physical
                          damage to the enemies they hit.
          My Rank (/5)  : 5
          My Comments   : A SERIOUSLY impressive add-on for those people that want
                          to use Volcanic Orb.  I personally only ever sink a few
                          points into it, but it really does mount up :)
    
       LEVEL 32 SKILLS
       
          Skill Name    : VOLATIVITY
          Description   : Enhanced by the volatile energy of the Earth, your fire
                          attacks have a chance of inflicting greatly increased 
                          damage.
          My Rank (/5)  : 5
          My Comments   : Worth sinking a couple of points into just for the chance
                          of doing a damage modifier, this is a cool skill that
                          boosts all your fire attacks' chances of doing more 
                          damage, and that CAN'T be a bad thing, non ?
    
          Skill Name    : METAMORPHOSIS
          Must Have     : SUMMON CORE DWELLER
          Description   : Under tremendous head and pressure, the composition of 
                          the Core Dweller hardens making it more resistant to 
                          damage.
          My Rank (/5)  : 3
          My Comments   : To be honest I never put THAT much into this skill, just
                          because it's not that much more inconvenient to just
                          summon another Core Dweller when the first one dies than
                          it is to keep it in the fight longer.  Sometimes summoned
                          creatures can be a BIT of a pain (particularly if they
                          are in a provocative mood) ...
    
          Skill Name    : ERUPTION
          Description   : Volcanic fissures form in the ground, emitting deadly 
                          geysers of molten flame and fiery chunks of brimstone.
                          Each fragment inflicts physical and fire damage to the 
                          enemies it hits.
          My Rank (/5)  : 5
          My Comments   : DEFINITELY a skill to pick up.  You pick where you want
                          your miniature volcano to erupt (preferably right under
                          the feet of some unsuspecting foe), and WHAMMO !!  Toast.
                          You can increase your casting range by holding the shift
                          key when you use this power to make it even BETTER !!
    
       Conclusions      : With damage-dealing powers coming at you left, right and
                          centre, it's hard to see the drawbacks of the Earth school
                          unless, of course, earth and fire are NOT your favourite
                          elements (as was the case with me).  The Core Dweller is
                          handy, but sluggish, and this school offers you benefits
                          in both hand-to-hand and ranged spells, so it's a good
                          damage-heavy school to follow for heavy-hitters.
       Sphere Rating /5 : 4
    
    
    ===            ===  ===  ======= =======  ===  ======= =======
    \  \          /  /  ¶ ¶  ¶     ¶ ¶     ¶  ¶ ¶  ¶     ¶ ¶     ¶
     \  \        /  /  ¶   ¶ ¶ --- ¶ ¶     ¶ ¶   ¶ ¶ --- ¶ ¶  ====
     \  \        /  /  ¶   ¶ ¶     ¶ ¶  ---  ¶   ¶ ¶     ¶ ¶  ¶   
      \  \      /  /  ¶  =  ¶¶  --/  ¶  ¶   ¶  =  ¶¶  --/  ¶  ==  
      \  \  /\  /  /  ¶ ¶ ¶ ¶¶  \    ¶  --  ¶ ¶ ¶ ¶¶  \    ¶   ¶  
       \  \/  \/  /   ¶  =  ¶¶   \   ¶   ¶  ¶  =  ¶¶   \   ¶  ==  
       \          /   ¶ ¶ ¶ ¶¶ ¶\ \  ¶  --  ¶ ¶ ¶ ¶¶ ¶\ \  ¶  ¶   
        \   /\   /    ¶ ¶ ¶ ¶¶ ¶ \ \ ¶  ¶   ¶ ¶ ¶ ¶¶ ¶ \ \ ¶  ====
        \  /  \  /    ¶ ¶ ¶ ¶¶ ¶  \ \¶  ¶   ¶ ¶ ¶ ¶¶ ¶  \ \¶     ¶
        ===    ===    === ======   == ===   === ======   =========
    
       Game Description : The Warrior excels at dealing out physical damage but 
                          pays little heed to defence.  With higher mastery levels
                          the Warrior can learn to deal damage to several 
                          adversaries at once.
       Sinister says    : You can say THAT again !!  In my opinion there is nobody
                          better at doing large amounts of hand-to-hand damage to
                          individuals or small groups of enemies than the Warrior
                          School ... with Dream and Rogue being hot on its heels.
                          Forget range - this is about close-quarters brutality,
                          pure and simple !!
    
       LEVEL 1 SKILLS
       
          Skill Name    : WEAPON TRAINING
          Description   : Years of training with the sword, axe and club allow you
                          to attack faster and react quickly to enemy attacks.
          My Rank (/5)  : 5
          My Comments   : ANY skill that increases your attack speed is tops in my
                          book, but this one also increases your offensive ability
                          which increases your chances of doing critical strikes,
                          and general effectiveness in combat.  Coolness :)
    
          Skill Name    : BATTLE RAGE
          Description   : Each enemy hit has a chance of sending you into a battle
                          rage that adds bonus damage to attacks and increases
                          Offensive Ability for a short duration.
          My Rank (/5)  : 2
          My Comments   : Were it not for the very low chance of activation (even
                          at its highest level you have a paltry 12% chance of using
                          this skill), I would give it a 4.
    
          Skill Name    : ONSLAUGHT
          Description   : When used as your default weapon attack, Onslaught charges
                          up as you hit enemies causing increased damage.  The first
                          hit always charges Onslaught to the first level of the 
                          skill and it continues to charge until it reaches your 
                          current skill level.  Onslaught dissipates rapidly when
                          not actively attacking.  Apply this skill to your left 
                          mouse-button.
          My Rank (/5)  : 5
          My Comments   : One of the handiest skills for the Warfare Master, and it
                          is available at level 1 !!  You can one level of charge
                          for each level of skill you have in this ability, and
                          it can HUGELY affect the amount of damage you deal in 
                          combat, so it is WELL worth purchasing.
    
       LEVEL 4 SKILLS
       
          Skill Name    : DUAL WIELD
          Description   : Learn to effectively wield two weapons.
          My Rank (/5)  : 5
          My Comments   : It is a pity that only the Warfare School has this power
                          at its disposal, because it is SO very very very useful
                          it's unreal.  Wield two single-handed weapons instead of
                          just a weapon and shield combo.  This can MASSIVELY 
                          increase your damage-dealing potential.
    
          Skill Name    : DODGE ATTACK
          Description   : Even the sturdiest armour has its chinks.  The best way
                          to stay alive is to not get hit.
          My Rank (/5)  : 4
          My Comments   : Never a truer word spoke !!  At maximum level, this power
                          will give you a 21% chance to dodge attacks, which is 
                          quite decent really, and worth investing in.
    
          Skill Name    : IGNORE PAIN
          Must Have     : ONSLAUGHT
          Description   : Total focus in the heat of battle allows you to ignore 
                          physical and piercing damage.
          My Rank (/5)  : 3
          My Comments   : Decent resistance (15% at maximum level) to both piercing
                          and regular damage is not to be sneezed at, but it isn't
                          as glamorous as some of the other Warfare skills by ANY
                          means.
    
          Skill Name    : WAR HORN
          Description   : The triumphant call of your war horn temporarily stuns
                          enemies
          My Rank (/5)  : 4
          My Comments   : Good, but the duration of the stun effect is unfortunately
                          random, and will range at maximum level from 1.5 - 6.5 
                          seconds, which can be PLENTY of time to inflict massive
                          amounts of pain and damage in combat, or surprisingly 
                          little, depending on how lucky you are really !!
          
       LEVEL 10 SKILLS
       
          Skill Name    : HEW
          Must Have     : DUAL WIELD
          Description   : A Dual Wield technique that causes increased damage by
                          50%
          My Rank (/5)  : 5
          My Comments   : Definitely worth purchasing to compliment your regular
                          Dual Wield skill.
    
          Skill Name    : CRUSHING BLOW
          Must Have     : BATTLE RAGE
          Description   : Provides a chance for attacks to cause bonus damage while
                          in Battle Rage
          My Rank (/5)  : 4
          My Comments   : IF and ONLY if you are going to rely very heavily on the
                          Battle Rage power, then this is a VERY capable addition
                          thereto.
                          
    
          Skill Name    : BATTLE STANDARD
          Description   : Throw down a mighty standard to embolden the hearts of 
                          nearby allies.
          My Rank (/5)  : 4
          My Comments   : Battle Standard may LOOK plop at lower levels, but at 
                          its highest level it gives you a SHEDLOAD of bonuses, 
                          which can really help to turn the tide of battle for you
                          AND your allies.
    
          Skill Name    : WAR WIND
          Description   : Executes a devastating spinning attack that can damage
                          up to four enemies.  Initially each hit is not as powerful
                          as a normal attack but the effectiveness increases every
                          level.
          My Rank (/5)  : 5
          My Comments   : At its highest level, you can hit up to 7 targets at the
                          same time, making this a real crowdpleaser of a skill.
                          Attach it to the right mouse button and use it sparingly
                          to maximise the movie-style fight quality of your scraps.
          
       LEVEL 16 SKILLS
       
          Skill Name    : CROSS CUT
          Must Have     : DUAL WIELD
          Description   : A Dual Wield technique that can hit up to 2 enemies with a
                          cross-cutting scissor motion.
          My Rank (/5)  : 3
          My Comments   : Reasonably good, and definitely worth putting at least a 
                          couple of points into as part of your AWESOME Dual Wield
                          skill.
    
          Skill Name    : HAMSTRING
          Must Have     : ONSLAUGHT
          Description   : An attack aimed at the enemy's legs reduces their ability
                          to run and increases their vulnerability for a short 
                          duration.
          My Rank (/5)  : 4
          My Comments   : It slows your victims, and reduces their defensive ability
                          AND armour, making it worthwhile - especially considering
                          you don't actually have to independently select it - it
                          will just be a part of your regular Onslaught skill !!
          
       LEVEL 24 SKILLS
       
          Skill Name    : COUNTER ATTACK
          Must Have     : BATTLE RAGE
          Description   : Provides a chance to counter attack an enemy after being
                          hit in Battle Rage.
          My Rank (/5)  : 1
          My Comments   : Maximum 15% chance to do a modest counter-attack ?  I 
                          think you can do MUCH better at this level, so I wouldn't
                          sink more than 1-2 points into this skill personally.
    
          Skill Name    : TRIUMPH
          Must Have     : BATTLE STANDARD
          Description   : Seeing the inevitability of your triumph, enemies lose
                          hope and the strength of their attack diminishes.
          My Rank (/5)  : 4
          My Comments   : Definitely one to add to the already impressive Battle 
                          Standard, as at maximum level this baby will reduce the
                          amount of damage your enemies can inflict by 40% !!!!!
    
          Skill Name    : LACERATE
          Must Have     : WAR WIND
          Description   : Adds bleeding damage to War Wind and increases the 
                          number of enemies hit.  Requires at least one weapon be
                          a sword or axe.
          My Rank (/5)  : 3
          My Comments   : Decent attack that can hit up to 3 enemies at maximum
                          level, but which requires you to have a sword or axe in
                          your hand (which is POSSIBLE but not 100% certain given
                          your style of play obviously), reducing the appeal of
                          this power.
    
          Skill Name    : DOOM HORN
          Must Have     : WAR HORN
          Description   : Your War Horn heralds the doom of your enemies, shattering
                          their nerves and reducing their ability to defend 
                          themselves.
          My Rank (/5)  : 3
          My Comments   : Since it gives you (at maximum level) a 25% reduction in
                          your enemies' health, PLUS reduced armour, I think it is
                          worth at LEAST 2-3 points personally.  Assuming you have
                          the War Horn skill at any rate !!!!!
    
       LEVEL 32 SKILLS
       
          Skill Name    : TUMULT
          Must Have     : DUAL WIELD
          Description   : A Dual Wield technique that hits up to 3 adjacent enemies.
          My Rank (/5)  : 3
          My Comments   : A good, firm attack that perfectly rounds off what is 
                          without a DOUBT one of the Warfare Master's greatest 
                          skills - Dual Wield.  Definitely sink something into this,
                          even if it's just 1-2 points !!
    
          Skill Name    : ARDOR
          Must Have     : ONSLAUGHT
          Description   : You build momentum as you drive your attack forward, 
                          attacking and moving more rapidly.
          My Rank (/5)  : 5
          My Comments   : As I have said previously, ANY skill that benefits your
                          attack speed gets two thumbs up in my book, and this one
                          works in conjunction with your Onslaught skill, meaning
                          that the more you hit people, the more powerful you 
                          become AND the faster you move AND STRIKE !!!!! =)
    
          Skill Name    : ANCESTRAL HORN
          Description   : The ominous call on this ancient heirloom will summon
                          forth ghostly heroes of old from the Elysian Fields to do
                          battle once more.
          My Rank (/5)  : 4
          My Comments   : Whilst it is undoubtedly a very impressive skill, being
                          as it is in fact the ONLY summon-skill which the Warfare
                          Master has at his disposal, it is time-limited, which 
                          SUCKS in my opinion.  At maximum level you will benefit
                          from the assistance of 5 warriors for a paltry 24 seconds
                          so this skill, whilst powerful, MUST be reserved for 
                          desperate situations.  It is DEFINITELY worth having, but
                          use it wisely.
    
       Conclusions      : If you have ever wanted to be in the movie 300 ... or 
                          Gladiator ... or ANY other similar movie, then this is 
                          MOST DEFINITELY the School for you.  It has virtually NO
                          ranged attacks, and can only work its wonders up-close and
                          personal, like a good warrior should ;)
       Sphere Rating /5 : 5 if you like up-close and personal, 3 if you don't.
    
    
    ======= ======= === ======= === =======
    ¶     ¶ ¶     ¶ ¶ ¶ ¶     ¶ ¶ ¶ ¶     ¶
    ¶  ==== ¶ --- ¶ ¶ ¶ ¶ --- ¶ ¶ ¶ ==   ==
    ¶  ¶    ¶ ¶ ¶ ¶ ¶ ¶ ¶     ¶ ¶ ¶   ¶ ¶  
    ¶  ==== ¶ --  / ¶ ¶ ¶  --/  ¶ ¶   ¶ ¶  
    ¶     ¶ ¶ ----  ¶ ¶ ¶  \    ¶ ¶   ¶ ¶  
    ====  ¶ ¶ ¶     ¶ ¶ ¶   \   ¶ ¶   ¶ ¶  
       ¶  ¶ ¶ ¶     ¶ ¶ ¶ ¶\ \  ¶ ¶   ¶ ¶  
    ====  ¶ ¶ ¶     ¶ ¶ ¶ ¶ \ \ ¶ ¶   ¶ ¶  
    ¶     ¶ ¶ ¶     ¶ ¶ ¶ ¶  \ \¶ ¶   ¶ ¶  
    ======= ===     === ===   =====   ===  
    
       Game Description : The Theurgist combines offence and defence with insidious
                          life stealing skills that leech enemies' vitality while
                          bolstering their own.  At higher levels the ability to 
                          summon a powerful Liche King dramatically increases 
                          damage-dealing ability.
       Sinister says    : NICE !!  This School boasts some of the most VICIOUS
                          skills in the game, with powers such as Cascading Life
                          Drain and Enslave Spirit.  It is definitely NOT one for
                          the goodies two-shoes out there, and it is HEAVILY 
                          reliant on range for its powers to take full effect,
                          so those that like to wade in might want to avoid it, 
                          unless it is coupled with Warfare of course.
       
       LEVEL 1 SKILLS
       
          Skill Name    : DEATHCHILL AURA
          Description   : A deathly chill radiates from the character slowing the
                          attack and movement of enemies as it diminishes their life
          My Rank (/5)  : 3
          My Comments   : A decent aura, and a very helpful one to have early on in
                          the game.  You might wind up reducing it in favour of 
                          other skills later on, but I would never want to be 
                          totally without its benefit.
    
          Skill Name    : LIFE DRAIN
          Description   : Leeches life from an enemy to replenish your own.
          My Rank (/5)  : 5
          My Comments   : YES !!  THIS is what it's all about.  Not only does this
                          power enable you to bleed life directly from your enemy
                          from afar, but it transfers a portion of it back to you,
                          healing you in the process !!  We LOVE it !!  At maximum
                          efficiency, it converts 260% of the attack damage back
                          to you as health ;)
    
       LEVEL 4 SKILLS
       
          Skill Name    : TERNION ATTACK
          Description   : This powerful wizard's trick causes your staff to shoot
                          three projectiles by channeling magical energy into it.
                          Initially each hit is not as powerful as a normal attack
                          but the effectiveness increases every level.
          My Rank (/5)  : 4 (if playing a wizard) 1 (if playing anything else)
          My Comments   : This skill is either great or worthless, depending on the
                          type of character you want to play.  Basically, if you
                          are going to be using a staff ?  Then it can (if you have
                          a HUGE bank of energy to draw from) level large groups
                          of monsters in no time flat.  If you are playing ANY other
                          type of character (hand-to-hand, archer, assassin, etc.)
                          then it is UTTERLY worthless.
    
          Skill Name    : RAVAGES OF TIME
          Must Have     : DEATHCHILL AURA
          Description   : Accelerates the effects of time on adjacent enemies' 
                          equipment causing weapons to dull and armour to crumble.
          My Rank (/5)  : 4
          My Comments   : If you are going to be retaining the Deathchill Aura, then
                          this is a REALLY cool skill to use to augment its power.
                          At its highest level, it will deal a whopping -36% damage
                          to your enemies when they get into hand-to-hand, and that
                          CAN'T be bad news for you.
    
          Skill Name    : VISION OF DEATH
          Description   : Assaults the minds of surrounding enemies with images of
                          their own death causing the weak-hearted to flee in horror
                          and more resolute foes to fight less effectively.
          My Rank (/5)  : 3
          My Comments   : Purely on the basis that fleeing enemies are still going
                          to return, I have to give this a 3.  It may buy you some
                          time - perhaps time enough to destroy 
    
          Skill Name    : SPIRIT WARD
          Description   : Casts a protective ward that will reduce the damage of
                          undead attacks on the player and nearby allies.
          My Rank (/5)  : 2
          My Comments   : Whilst it does its job well, and benefits both you AND
                          any nearby allies, at the end of the day all this power
                          actually does is protect you from Undead, so it's NO 
                          use against other types of creatures.
    
       LEVEL 10 SKILLS
       
          Skill Name    : CASCADE
          Must Have     : LIFE DRAIN
          Description   : Causes Life Drain to blast through the primary target
                          and hit multiple enemies.
          My Rank (/5)  : 5
          My Comments   : WICKED skill.  This is the equivalent of Chain Lightning
                          to the Storm School, and you get it in a third of the 
                          time !!  Cascade makes Life Drain snake from one target
                          to another to another and so on (depending on the level)
                          which is VERY cool.
    
          Skill Name    : DARK COVENANT
          Description   : Mysterious otherworldly entities offer great power to
                          Spirit Masters who can commune with them.  The cost, 
                          however, is measured in life.
          My Rank (/5)  : 1
          My Comments   : To be honest the bonuses this skill imparts are poor
                          when contrasted with its cost.  Any skill that bleeds 
                          you of life to keep it running should be viewed VERY 
                          sceptically in my eyes.
    
          Skill Name    : SUMMON LICHE KING
          Description   : In ages past, powerful sorcerers learned how to cheat 
                          Hades and persist as undead liches long after death had 
                          robbed their bodies of life.  A dangerous practice of 
                          Theurgists is to bind the souls of these ancient liches
                          to their will, thus acquiring their powers.
          My Rank (/5)  : 5
          My Comments   : This is the first of TWO summons which the Spirit School
                          has to offer, the other being the Outsider.  The Liche 
                          King is a ranged unit, but a DAMNED handy one, who is 
                          heavily upgradable.  Whilst he won't last long if he is 
                          made the object of repeat enemy fire, he can dish out 
                          PLENTY of damage considering his frail exterior, and 
                          makes a worthy addition to your entourage in my opinion.
    
          Skill Name    : SPIRIT BANE
          Must Have     : SPIRIT WARD
          Description   : Adds damage against undead to the attacks of those under
                          the effects of Spirit Ward.
          My Rank (/5)  : 3
          My Comments   : If you're going to, then sink 1-2 points into this skill,
                          but think carefully before you put any more in, as in my
                          opinion it ISN'T all that useful.
    
       LEVEL 16 SKILLS
       
          Skill Name    : ARCANE LORE
          Must Have     : TERNION ATTACK
          Description   : The magic practitioners of older civilisations devised
                          many insidious techniques to bolster the destructive 
                          capabilities of their magical staves.  Knowledge of these
                          methods will unlock the true power of your staff attacks.
          My Rank (/5)  : 4 (if you have a staff), 1 (if you do not).
          My Comments   : If you HAVE a staff and intend on relying on it almost
                          exclusively ?  Then this is a REALLY cool skill.  Its 
                          only real drawback is the amount of energy that it takes
                          to cast, but this isn't so terrible at higher levels.  If
                          you have no intention of using a staff, then you can and
                          SHOULD totally avoid this skill.
    
          Skill Name    : NECROSIS
          Must Have     : DEATHCHILL AURA
          Description   : Weakens the constitution of adjacent enemies making them
                          more susceptible to attacks that directly damage their 
                          life such as vitality damage and life leeching.
          My Rank (/5)  : 4
          My Comments   : A healthy addition to the Deathchill Aura - why not sink
                          just a couplea points into it for good measure ?  You 
                          might as well, plus the benefits are quite good :)
    
          Skill Name    : ENSLAVE SPIRIT
          Description   : Slip through the barriers of your enemies' consciousness
                          and dominate their mind, binding them to your will.  While
                          enslaved your enemy will be forced to obey your commands
                          but eventually they will regain control of their mind and
                          turn against you.  Ineffective against monsters five or
                          more levels above you.
          My Rank (/5)  : 3
          My Comments   : I would have given this skill a 4 but the restrictions on
                          its use mean that you have to be dealing with characters
                          of your own level or only slightly higher (or much lower)
                          to get it to work, and later on in the game you will wind
                          up fighting beings that are CONSIDERABLY more powerful
                          than you are, which is when this skill comes a cropper.
                          It is DEFINITELY worth having, and it can get you out of
                          a LOT of jams ... but longer-term, think carefully about
                          it - you MIGHT want to reassign some points from it to 
                          other skills.
    
          Skill Name    : DEATH NOVA
          Must Have     : SUMMON LICHE KING
          Description   : Emits a wave of death that will deplete life from any 
                          living being it contacts.
          My Rank (/5)  : 5
          My Comments   : Even if you only sink a point into this skill, it adds 
                          another death-dealing attack to the repertoire of the 
                          OH so cool Liche King, and that cannot be a bad thing :)
          
       LEVEL 24 SKILLS
       
          Skill Name    : UNEARTHLY POWER
          Must Have     : DARK COVENANT
          Description   : Draw upon even greater otherworldly powers to augment 
                          yourself and allies in battle, but be wary of the cost 
                          exacted from your own vitality.
          My Rank (/5)  : 1
          My Comments   : Again, it's OK insofar as it benefits you and your 
                          buddies, but the cost is direct to you, so it cannot be
                          sustained indefinitely, and it will leave you vulnerable
                          to attack from others.  Perhaps best used (if at all),
                          in the presence of powerful allies ;)
    
          Skill Name    : WRAITH SHELL
          Must Have     : SUMMON LICHE KING
          Description   : Allows the Liche King to diminish its corporeal presence
                          making it less vulnerable to all types of damage.
          My Rank (/5)  : 5
          My Comments   : This increases the life (or unlife) expectancy of your 
                          Liche King, and that is a GREAT thing in my book.  The 
                          poor lad has a tendency of dying (again) prematurely 
                          otherwise =./
    
          Skill Name    : CIRCLE OF POWER
          Description   : Creates a circle of power that protects allies from the 
                          undead and damages any undead creatures that pass within
                          it.
          My Rank (/5)  : 5
          My Comments   : Compared with the Spirit Ward and its upgrade, I find
                          this to be a MUCH more useful power.  You can target a 
                          specific area for it to affect, and if you are in ANY 
                          doubt about just how effective it can be, just do battle
                          with some Empusa Soul Carvers, and you'll see ;)
    
       LEVEL 32 SKILLS
       
          Skill Name    : DEATH WARD
          Description   : Places a magical ward on the player that protects them
                          from death by granting additional life when their life
                          gets dangerously low.
          My Rank (/5)  : 3 (sceptical)
          My Comments   : This is going to sound REALLY stupid, but I couldn't seem
                          to get this skill to work ... I just ... died !!  I think
                          that, in order for it to work, the person hitting you 
                          must knock you down below the pre-defined level of health
                          (which is calculated on the basis of your level of skill
                          with this power).  Take too much damage too quickly, and
                          you're screwed.  I think it's worth a point just for the
                          odd time it saves your life, but as I say, for ME ?  It
                          just didn't seem to want to work =./
    
          Skill Name    : SUMMON OUTSIDER
          Description   : Calls forth a powerful extra-dimensional entity from 
                          beyond the ether.  The link can only be maintained for
                          a short time.
          My Rank (/5)  : 5
          My Comments   : Although he is only available for a short period of time,
                          the Outsider can help you to turn the tide of battle in
                          your favour, as he is a BIG boy, quick, and reasonably 
                          powerful to boot.  At the very least he can act as 
                          cannon fodder whilst your Liche King moves into a better
                          position to zap your enemies from afar ... and you just
                          throw your head back and cackle with glee !!!!! =)
    
          Skill Name    : ARCANE BLAST
          Must Have     : SUMMON LICHE KING
          Description   : Drawing upon ancient arcane craft the Liche King forms
                          deadly bolts of elemental energy and launches them at 
                          enemies.
          My Rank (/5)  : 5
          My Comments   : BIG ... UP ... THE LICHE ... KING !!  These things are 
                          VERY cool, and have a good range to boot !!  Multiple
                          blasts and at higher levels, really quite good damage.
                          Definitely one to outfit the dead dude with.
    
       Conclusions      : The Spirit School boasts some impressive and powerful 
                          skills, but its reliance on magic over physical attacks
                          is sure to be its greatest pitfall.  When paired with 
                          something like Warfare or even Defence, it would be 
                          quite interesting though !!
       Sphere Rating /5 : 4
    
    
    =======  ======= ======= ======= ===   === ======= =======
    ¶      \ ¶     ¶ ¶     ¶ ¶     ¶ ¶  \  ¶ ¶ ¶     ¶ ¶     ¶
    ¶       ¶¶  ==== ¶     ¶ ¶  ==== ¶ ¶ \ ¶ ¶ ¶  ==== ¶  ====
    ¶  ¶\   ¶¶  ¶    ¶  ---  ¶  ¶    ¶ ¶\ \¶ ¶ ¶  ¶    ¶  ¶   
    ¶  ¶ \  ¶¶  ==   ¶  ¶    ¶  ==   ¶ ¶     ¶ ¶  ¶    ¶  ==  
    ¶  ¶  ¶ ¶¶   ¶   ¶  --   ¶   ¶   ¶ ¶ \   ¶ ¶  ¶    ¶   ¶  
    ¶  ¶ /  ¶¶  ==   ¶   ¶   ¶  ==   ¶ ¶     ¶ ¶  ¶    ¶  ==  
    ¶  ¶/   ¶¶  ¶    ¶  --   ¶  ¶    ¶ ¶  \  ¶ ¶  ¶    ¶  ¶   
    ¶       ¶¶  ==== ¶  ¶    ¶  ==== ¶ ¶     ¶ ¶  ==== ¶  ====
    ¶      / ¶     ¶ ¶  ¶    ¶     ¶ ¶ ¶   \ ¶ ¶     ¶ ¶     ¶
    =======  =======  ===    ======= ===    == ======= =======
    
       Game Description : The Defender specialises in surviving battles but offers
                          little in the way of offensive enhancements.  Many skills
                          focus on utilising the shield to deflect attacks and
                          disable enemies.
       Sinister says    : Yyyyyyyyyyyyeah.  Whilst this School of Training DOES 
                          have SOME natty skills ?  Like the Shield Charge ?  For 
                          me it is WAY too reliant on your having a shield.  If 
                          you like Eric from Dungeons and Dragons then this is 
                          DEFINITELY the School for you - otherwise be VERY VERY
                          CAREFUL when picking it.  You don't want to come a 
                          cropper, especially since you can't undo it later ;)
       
       LEVEL 1 SKILLS
       
          Skill Name    : CONCUSSIVE BLOW
          Description   : Adds a chance for attacks to stun enemies and increases
                          the duration of stun attacks when wielding a club type
                          weapon.
          My Rank (/5)  : 4
          My Comments   : Stunning is COOL because it gives you the opportunity to
                          inflict even MORE damage on hapless opponents as they are
                          staggering about in their stupored state.
    
          Skill Name    : BATTLE AWARENESS
          Description   : Enter a state of heightened awareness that allows you 
                          and your allies to perceive and respond to attacks more
                          effectively.
          My Rank (/5)  : 3
          My Comments   : Granting a bonus to your Defensive Ability is never a 
                          bad thing, and you must have this skill to be able to 
                          benefit from its modifications further up the food chain.
                          I wouldn't sink TOO many skill points into it though ...
    
          Skill Name    : BATTER
          Description   : A shield attack that hits for increased damage and slows
                          enemies' attacks for a duration.
          My Rank (/5)  : 5 (if you rely on a shield), 1 (if you don't)
          My Comments   : A shield-only skill, but one which does have good 
                          benefits.  It is good being able to use what would 
                          otherwise be a solely defensive tool for a bit of an 
                          ass-whupping ;)
    
          Skill Name    : ARMOUR HANDLING
          Description   : Understanding how to properly adjust and move in armour
                          allows you to wear heavier armour and shields than an 
                          untrained warrior of equivalent strength could manage.
          My Rank (/5)  : 5
          My Comments   : Good Armour = Good Defence; Good Defence = Less Dying.
                          The reasons for having this skill are mathematically
                          simplistic - get it !! ;)
    
       LEVEL 4 SKILLS
       
          Skill Name    : ADRENALINE
          Description   : Each enemy hit has a chance of triggering an adrenaline
                          rush that boosts life regeneration.
          My Rank (/5)  : 5
          My Comments   : Fair play whilst I don't really like the Defence School,
                          I DO love this skill.  They hit you and it makes you heal
                          quicker ?  BRING IT ON !!!!! =)
    
          Skill Name    : RALLY
          Description   : The resolute call of your horn can turn the tide of 
                          battle, inspiring all in its range to fight with renewed
                          vitality.
          My Rank (/5)  : 5
          My Comments   : A decent skill which promotes your health regeneration
                          for a given period.  Since it benefits your allies as 
                          well as yourself, it can really help to turn battles in
                          your favour.
    
          Skill Name    : QUICK RECOVERY
          Description   : A strong shield arm allows you to block multiple attackers
                          with amazing speed when necessary but it can only be kept
                          up for a short time.
          My Rank (/5)  : 4
          My Comments   : Considering that you lack range with Defence Mastery, you
                          could benefit from being able to block physical attacks
                          in multiples, and at high speeds.  Therefore this skill
                          is well worth studying.
    
          Skill Name    : SHIELD SMASH
          Description   : A shield fighting technique that inflicts damage with both
                          the weapon and the shield.
          My Rank (/5)  : 5
          My Comments   : Turn the shield into a WEAPON ??  BONZA !!!!!  Definitely
                          one to invest in, even if only a couple of points.
    
       LEVEL 10 SKILLS
       
          Skill Name    : RESILIENCE
          Must Have     : ADRENALINE
          Description   : Increases how often an Adrenaline rush can be triggered.
          My Rank (/5)  : 5
          My Comments   : Big-up the number of times you can use the Adrenaline 
                          Rush in a given period of time ?  YES PLEASE !!
    
          Skill Name    : FOCUS
          Must Have     : BATTLE AWARENESS
          Description   : Focus allows you and your allies to react quickly to 
                          enemy attacks increasing the chance of a successful 
                          shield block.
          My Rank (/5)  : 5 (if you rely on a shield), 1 (if you don't)
          My Comments   : Another very useful skill if you are going to be relying
                          on a shield.  If not then it's one to avoid really !!
                          But then if you AREN'T going to be relying on a shield,
                          why the HELL did you choose Defence Mastery !?!?! :)
    
          Skill Name    : SHIELD CHARGE
          Description   : A running attack that slams into the enemy with your 
                          shield causing bonus damage and stunning them.
          My Rank (/5)  : 5
          My Comments   : This skill is definitely one of the best the Defence 
                          School has to offer.  It enables you to close the gap
                          between you and your enemies rapidly, and to slam into
                          them causing damage and stunning them.  It is also one
                          of the most visually impressive skills in the Defence 
                          repertoire.
    
       LEVEL 16 SKILLS
       
          Skill Name    : INSPIRATION
          Must Have     : RALLY
          Description   : Gradually restores lost energy to allies allowing them
                          to continue the fight.
          My Rank (/5)  : 5
          My Comments   : I like this skill.  Using an aura to bolster the health
                          recharge rate of your allies is COOL, as whilst they are
                          alive they WILL keep fighting for you.  TO THE DEATH !!
    
          Skill Name    : REND ARMOUR
          Must Have     : BATTER
          Description   : Increases the effectiveness of Batter causing it to hit
                          three targets with enough force to dent their armour.
          My Rank (/5)  : 5 (if you rely on a shield), 1 (if you don't)
          My Comments   : As I have said repeatedly of these types of skills, if 
                          you HAVE an intent to rely on a shield in combat in 
                          general ?  Then this is a cool skill to have, DEFINITELY.
                          If you do NOT ?  Then why waste the points !!
    
          Skill Name    : DISABLE
          Description   : A fighting technique that utilises the shield to crush
                          foes and throw them off-balance.
          My Rank (/5)  : 3 (if you rely on a shield), 1 (if you don't)
          My Comments   : To be honest I think this skill arguably loses out to 
                          Shield Charge - however it does give decent slow effects
                          at higher levels ... even if the damage isn't really 
                          there.
          Other Ideas   : [Viro Melchior says]
                          "Disable is amazing.  You are comparing it to Shield 
                          Charge, but Disable (and the other two abilities on the 
                          right hand edge of the Defender menu) are passive.  
                          There is a chance every time you attack that they are 
                          used, for ZERO energy.  Plus they all add your shield 
                          damage into the equation, which later on gets to be +100 
                          damage or more (my Defender/Pyro has a purple shield
                          that hits for 199 damage)."
    
       LEVEL 24 SKILLS
       
          Skill Name    : DEFENSIVE REACTION
          Must Have     : ADRENALINE
          Description   : Increases damage and attack speed during an adrenaline
                          rush
          My Rank (/5)  : 5
          My Comments   : Adrenaline Rush is one of your handiest skills, so if I
                          were you I would kit it out with additional powers at 
                          every possible opportunity.  This skill should get MORE
                          than a 5, as it increases your attack speed and you KNOW
                          how much I love that ;)
    
          Skill Name    : IRON WILL
          Must Have     : BATTLE AWARENESS
          Description   : Grants allies the resolve to hold out against great 
                          adversity.
          My Rank (/5)  : 2
          My Comments   : To be honest, I'm not a huge fan of this power.  It gives
                          stun resistance, reduces entrapment duration, reduces 
                          freeze duration and gives skill disruption protection ...
                          but it's like Han Solo said ... it's no match for a 
                          Blaster at your side ;)
    
          Skill Name    : DISRUPTION
          Must Have     : SHIELD CHARGE
          Description   : Increases the shock effect of Shield Charge, startling
                          adjacent enemies and disrupting spell use for a time.
          My Rank (/5)  : 5 (if you rely on a shield), 1 (if you don't)
          My Comments   : I think this is a really handy skill to have to be honest.
                          I SERIOUSLY rate the Shield Charge skill, and being able
                          to increase the number of people that you hit is ALWAYS
                          a good thing ... BRING THE NOISE !! :)
    
       LEVEL 32 SKILLS
       
          Skill Name    : DEFIANCE
          Must Have     : RALLY
          Description   : A percentage of all damage inflicted by enemies will be
                          revisited back upon them for a short time after using 
                          Rally.
          My Rank (/5)  : 4
          My Comments   : Using this skill you gain increased elemental resistance
                          and can reflect some damage back at your enemies.  At 
                          maximum level 60% of it to be precise !!  However the 
                          effects are transient, and don't last too long ...
    
          Skill Name    : COLOSSUS FORM
          Description   : Assume the form of a towering Colossus and lay waste to
                          your enemies.
          My Rank (/5)  : 4
          My Comments   : Whilst I really do love this power ... and I do ... as
                          I cannot HELP but utter the words "Magic Sceptre ... make
                          my Monster GROW" every time I use it ... and it is REALLY
                          good for enabling you to cover distance very quickly and
                          to smite your enemies LIKE the Colossus ?  Try going 
                          through a door ... or down a flight of stairs, and you 
                          will very quickly learn its shortfalls.  It's CR@P at 
                          that sorta thing !!
    
          Skill Name    : PULVERISE
          Description   : A fighting technique that utilises the shield to slam
                          into enemies, knocking them senseless.
          My Rank (/5)  : 4
          My Comments   : This power gives you the ability to strike multiple foes
                          causing damage, reducing their offensive ability, and 
                          creating a skill disruption effect.  In short, ruining 
                          their day.  It's not fantastic, but it ain't half bad ;)
    
       Conclusions      : Of the 20 skills in this School, 9 of them rely on you 
                          having a shield in your possession, so if you are not 
                          planning on using one, forget this school.  Also, think
                          VERY CAREFULLY before pairing Warfare and Defence.  They
                          may SOUND like they go hand-in-hand, but you will be 
                          sacrificing almost all your ranged powers, PLUS you will
                          have to have two weapons on your primary, and a weapon
                          plus a shield in your secondary, to make full use of the
                          combined powers of both Schools.  Defence is a handy 
                          school, so don't think I'm being TOO harsh with it, but
                          for me it just doesn't cut the mustard.
       Other Ideas      : [Thomas Graham has gotten in contact with me to give you
                          guys a different perspective on the Conqueror (Warfare+
                          Defence Mastery), as he loves it.  He says]
                          "(The Conqueror) was my very first character ... and 
                          he's currently my strongest.  Basically I gave him a 
                          shield and grabbed all the shield attacks from Defence 
                          and buffed him up with all the other melee power from 
                          Warfare - completely ignoring dual wield/war wind/
                          ancestral horn. I took War Horn though, as it's useful 
                          for running out of trouble. I also ignored Concussive 
                          Strike from Defence as maces are really slow as to not 
                          really make it worth it (As I also prefer to hit as fast 
                          as possible, gives me more chances to get a shield 
                          attack in).
                          
                          "I always keep a bow handy in the second slot. I use it 
                          for overly tough boss fights (Typhon on Normal, the bull 
                          on epic and legendary etc) and for pulling out groups of 
                          monsters in rooms where it'd be suicide to go Shield 
                          Charging in. Generally he can wipe the floor with most 
                          monsters and with Armour Proficiency, Ignore Pain and 
                          all those other skills, he soaks it up very nicely too. 
                          Not to mention that Warfare and Defence have the most 
                          Health bonuses of all the schools as you level them up. 
                          I also keep Shield Charge handy for getting rid of those 
                          pesky archers and casters (Especially Machae Archers), 
                          and even using it in melee range to just pummel some 
                          monsters.
                          
                          "The slowing effect on Batter is great, it really 
                          reduces the amount of pain coming your way and as a 
                          general rule I find my shield does more damage than my 
                          weapons. This also makes it great for Disable, Pulverize 
                          and Shield Bash. The slowing effect on Disable is too 
                          chancey to rely on, but I only max it out because it's 
                          another chance of hitting with my shield instead (Which 
                          tends to deal a FAIR bit more damage than my main 
                          weapon.) He also has Onslaught which powers him up 
                          quite considerably. With +Speed and skills like Weapons 
                          Training and Ardor, I seem to have hit some kind of 
                          Weapon Speed cap =(. Nothing I do can make him strike 
                          any faster than now - not even activating a Battle 
                          Shrine!"
                          [He also points out that, if you check out the bonuses 
                          gained from levelling up your masteries, Defence gives 
                          the most health of all of them).]
       Sphere Rating /5 : 2
    
    
    ===   ===  ===  ======= === === ======= =======
    ¶  \  ¶ ¶  ¶ ¶  ¶     ¶ ¶ ¶ ¶ ¶ ¶     ¶ ¶     ¶
    ¶ ¶ \ ¶ ¶ ¶   ¶ ==   == ¶ ¶ ¶ ¶ ¶ --- ¶ ¶  ====
    ¶ ¶\ \¶ ¶ ¶   ¶   ¶ ¶   ¶ ¶ ¶ ¶ ¶     ¶ ¶  ¶   
    ¶ ¶     ¶¶  =  ¶  ¶ ¶   ¶ ¶ ¶ ¶ ¶  --/  ¶  ==  
    ¶ ¶ \   ¶¶ ¶ ¶ ¶  ¶ ¶   ¶ ¶ ¶ ¶ ¶  \    ¶   ¶  
    ¶ ¶     ¶¶  =  ¶  ¶ ¶   ¶ ¶ ¶ ¶ ¶   \   ¶  ==  
    ¶ ¶  \  ¶¶ ¶ ¶ ¶  ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶\ \  ¶  ¶   
    ¶ ¶     ¶¶ ¶ ¶ ¶  ¶ ¶   ¶ --- ¶ ¶ ¶ \ \ ¶  ====
    ¶ ¶   \ ¶¶ ¶ ¶ ¶  ¶ ¶   ¶     ¶ ¶ ¶  \ \¶     ¶
    ===    ===== ===  ===   ======= ===   =========
    
       Game Description : The Wanderer can call on denizens of the forest to deal
                          damage and shield them from enemies.  Healing and 
                          defensive auras allow allies to survive longer and fight
                          more effectively.
       Sinister says    : Find me a RAINBOW !!  Ok so it's not that bad really - 
                          Nature Mastery DOES give you control over more creatures
                          than any other School - three in total - and it has a 
                          healthy emphasis on healing and restoration which can 
                          compliment other schools well - it just isn't that strong
                          as an offensive school unfortunately.
       
       LEVEL 1 SKILLS
       
          Skill Name    : REGROWTH
          Description   : A wave of healing energy rapidly restores lost life to
                          the target ally.
          My Rank (/5)  : 5
          My Comments   : Basically ESSENTIAL maintenance for those times when you
                          get caught with no potions left ... and you will ;)
    
          Skill Name    : CALL OF THE WILD
          Description   : Summons a wolf companion to fight with you in battle.  At
                          higher levels more wolves can be controlled at once.
          My Rank (/5)  : 5 to begin with ... 2 as the game progresses
          My Comments   : You can summon a wolf, which is cool because no other 
                          School will give you a summon THIS quickly - however the
                          wolf is available at level 1 for a reason.  At its best
                          level, this skill will enable you to summon 2 wolves - 
                          however they are EXTREMELY prone to premature death - 
                          especially when they face more powerful monsters later 
                          in the game.  Even when souped-up, they aren't all that,
                          unfortunately.
          Other Ideas   : [Viro Melchior says]
                          "I'd agree with (your ranking above) *until* you go to 
                          Epic.  All summoned monsters are given more hp and armor 
                          at the Epic and Legendary thresholds.  So while your 
                          pets get ripped to shreds in the Orient and Hades of 
                          basic difficulty, they are much tougher once you go up 
                          to a harder mode.  And because the "difficulty" scales 
                          slower in these modes (along with your levels going up 
                          slower), the pets remain useful in Orient + Hades on the 
                          higher difficulties."
    
       LEVEL 4 SKILLS
       
          Skill Name    : HEART OF OAK
          Description   : Bolsters the life-force of yourself and nearby allies.
          My Rank (/5)  : 5
          My Comments   : Boasting a steady increase to your health regeneration
                          rate, and extending same to nearby allies, this is a 
                          COOL skill to have.
    
          Skill Name    : ACCELERATED GROWTH
          Must Have     : REGROWTH
          Description   : Allows Regrowth to be cast more frequently.
          My Rank (/5)  : 5
          My Comments   : Even if you only sink a couplea points into this skill,
                          being able to heal yourself more frequently means you are
                          likely to survive longer.
    
          Skill Name    : MAUL
          Must Have     : CALL OF THE WILD
          Description   : A gnawing attack that rends enemy flesh causing bleed
                          damage for a short duration.
          My Rank (/5)  : 5
          My Comments   : Whilst I would only learn this skill if you are SERIOUSLY
                          a dog lover, if you DO want to keep the wolves on, then
                          I would strongly recommend it be studied.
    
          Skill Name    : PLAGUE
          Description   : Plague afflicts nearby enemies with a debilitating ailment
                          that reduces their health and quickly spreads to other
                          nearby creatures.
          My Rank (/5)  : 5
          My Comments   : Poison damage rocks - just ask the Rogue !!  Being able
                          not only to poison your enemies, but also to see that 
                          poison spread to their allies, is just plain fun :)
    
       LEVEL 10 SKILLS
       
          Skill Name    : BRIAR WARD
          Description   : A protective grove of briars grows around you that 
                          enemies cannot pass through.
          My Rank (/5)  : 1
          My Comments   : To be honest, most reasonably powerful enemies are just
                          going to smash their way through this, so it is of 
                          SERIOUSLY limited use.  It grows all around you, so you
                          cannot really use it to escape ... it is a PLOP power.
    
          Skill Name    : SURVIVAL INSTINCT
          Must Have     : CALL OF THE WILD
          Description   : An instinctual will to live is triggered whenever health
                          is low.
          My Rank (/5)  : 5
          My Comments   : Again - a seriously cool power but only for the hardcore
                          dog lovers out there.  It allows your poochies to absorb
                          a percentage of the damage they inflict, and to do more
                          damage than usual ... unfortunately it usually won't be
                          enough to save their furry little hides =./
    
          Skill Name    : FATIGUE
          Must Have     : PLAGUE
          Description   : Saps the strength from diseases enemies causing them to 
                          move more slowly and fight less effectively.
          My Rank (/5)  : 3
          My Comments   : Offering a myriad of nasty potential effects, this is 
                          worth sinking at least a couple of points into as and
                          when you get the opportunity ... it can reduce enemies'
                          health, damage AND speed !!
    
       LEVEL 16 SKILLS
       
          Skill Name    : TRANQUILITY OF WATER
          Must Have     : HEART OF OAK
          Description   : Provides a chance to use skills at 50% reduced cost while
                          under the effect of Heart of Oak.
          My Rank (/5)  : 3
          My Comments   : Giving you the POSSIBILITY (as even at maximum power it
                          is a reasonably modest 28% possibility) to use your other
                          powers at a 50% reduction to their energy cost is worth
                          taking a gamble on - even if it's just one point you
                          sink into it as a skill, non ?
    
          Skill Name    : DISSEMINATION
          Must Have     : REGROWTH
          Description   : Causes regrowth energy to disseminate from the initial
                          target and leap to additional nearby allies.
          My Rank (/5)  : 5
          My Comments   : VERY very useful when you are doing larger-scale combat
                          in Elysium later in the game.  This is, in fact, the 
                          power that the Elysian Warriors use to heal each other.
                          I definitely recommend getting at LEAST 2-3 points in
                          this power.
    
          Skill Name    : STINGING NETTLE
          Must Have     : BRIAR WARD
          Description   : Causes enemies who hit the Briar Ward to suffer poisoning.
          My Rank (/5)  : 2
          My Comments   : Ok so it makes the Briar Ward a little bit more manly,
                          but still - it's a bit naff.  Stinging Nettle ?  Paleeze.
    
          Skill Name    : SYLVAN NYMPH
          Description   : Summons a powerful forest Nymph who can bring down enemies
                          with her magical bow and cast enchantments to strengthen
                          allies in battle.
          My Rank (/5)  : 4
          My Comments   : She's quick, she's mean-tempered and she has a VERY 
                          naughty laugh when she does things she knows she shouldn't
                          like shooting monsters in the eye from afar.  Also, you
                          can choose where you want her to materialise (which is of
                          very little consequence, but a nice touch).  The Nymph
                          has a high rate of fire, but skips (SKIPS) everywhere
                          she goes, which is really NOT good if you are trying to
                          play a manly character.  She is the second (or third if
                          you sank loads of points into the Call of the Wild) 
                          summon for this School.
    
       LEVEL 24 SKILLS
       
          Skill Name    : PERMANENCE OF STONE
          Must Have     : HEART OF OAK
          Description   : Protects allies from the elements, reducing the damage
                          caused by elemental based attacks.
          My Rank (/5)  : 4
          My Comments   : Whilst it may SOUND naff, and even at its highest level
                          you get a maximum of 18% resistance, this is ELEMENTAL
                          resistance - i.e. resistance to ALL the elements and, as
                          such, it cannot be sneezed it.
    
          Skill Name    : STRENGTH OF THE PACK
          Must Have     : CALL OF THE WILD
          Description   : The howl of your wolves emboldens the hearts of those who
                          hear it causing them to fight more fiercely.
          My Rank (/5)  : 4
          My Comments   : I like this skill, as it enables the wolves to do 
                          something for you and your other allies (if you have any)
                          for a change.  You will benefit from increased damage and
                          speed, and you KNOW that added speed makes me go weak at
                          the knees ... heh.
    
          Skill Name    : OVERGROWTH
          Must Have     : SYLVAN NYMPH
          Description   : Allows the Nymph to create a living shield around allies
                          that absorbs damage and harms enemies that strike it.
          My Rank (/5)  : 4
          My Comments   : Another natty power - this enables the Nymph to give you
                          a level of protection from physical damage, PLUS it has
                          a chance to perform piercing retaliation against those
                          who would harm you whilst under its protection.
          Other Ideas   : [Viro Melchior says]
                          "Overgrowth is nearly useless.  [The Nymph] doesn't cast 
                          it often, and it isn't enough damage on any difficulty 
                          to really make a difference considering how fickle she 
                          is with it."
    
          Skill Name    : SUSCEPTIBILITY
          Must Have     : PLAGUE
          Description   : Weakens the constitution of adjacent enemies making them
                          more susceptible to physical and elemental damage.
          My Rank (/5)  : 4
          My Comments   : Giving negative modifiers to the Damage Resistance and
                          Elemental Resistance of those people standing around an
                          afflicted (poisoned) adversary, this just makes the 
                          pleasure spread like wildfire through the ranks !! :)
    
       LEVEL 32 SKILLS
       
          Skill Name    : REFRESH
          Description   : Substracts time from recharging skills allowing you to use
                          them more frequently.
          My Rank (/5)  : 5
          My Comments   : I think this is a MUST HAVE skill for the Nature Master,
                          as it can enable you to employ some of your most powerful
                          skills more often.  At its highest level it reduces the 
                          recharge time of skills by 52 seconds when used, and that
                          can mean the difference between life eternal and a quick
                          and painful death on the battlefield.
    
          Skill Name    : SANCTUARY
          Must Have     : BRIAR WARD
          Description   : The power of the grove revitalises those within and 
                          reduces the energy consumed by skill use.
          My Rank (/5)  : 5
          My Comments   : If ever you GET Briar Ward to this level, then I would
                          seriously look to invest in this skill, as it boosts both
                          Health AND Energy Regeneration whilst you are within the
                          Ward and, since you cannot go anywhere whilst it's up ?
                          That sounds like a pretty sweet deal to me !!
    
          Skill Name    : NATURE'S WRATH
          Must Have     : SYLVAN NYMPH
          Description   : Imbues the Nymph's attacks with the power of the elements.
          My Rank (/5)  : 5
          My Comments   : Giving that tricksy little Nymph the power to fire arrows
                          through her enemies (a skill otherwise reserved for the 
                          Hunting School Masters out there), and enhancing her 
                          strikes with Elemental Damage is COO-WELL !! :)
    
       Conclusions      : Clearly NOT a School for those people that like to fight
                          in the front lines, unless backed up by something very 
                          physical like Warfare or Earth, Nature can easily be as
                          much a hindrance as a help.  HOWEVER, when paired up 
                          intelligently with other schools (i.e. using Nature as 
                          pretty much a supporting School), it can be put to VERY
                          good use and, if you are looking to become a Druid, then
                          this is the way to go !!
       Sphere Rating /5 : 3
    
    
    ===   === === === ===   === ======= === ===   === =======
    ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶ ¶  \  ¶ ¶ ¶     ¶ ¶ ¶ ¶  \  ¶ ¶ ¶     ¶
    ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶ ¶ ¶ \ ¶ ¶ ==   == ¶ ¶ ¶ ¶ \ ¶ ¶ ¶  ====
    ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶ ¶ ¶\ \¶ ¶   ¶ ¶   ¶ ¶ ¶ ¶\ \¶ ¶ ¶  ¶   
    ¶  ---  ¶ ¶ ¶ ¶ ¶ ¶ ¶     ¶   ¶ ¶   ¶ ¶ ¶ ¶     ¶ ¶  ¶   
    ¶       ¶ ¶ ¶ ¶ ¶ ¶ ¶ \   ¶   ¶ ¶   ¶ ¶ ¶ ¶ \   ¶ ¶  ¶   
    ¶  ---  ¶ ¶ ¶ ¶ ¶ ¶ ¶     ¶   ¶ ¶   ¶ ¶ ¶ ¶     ¶ ¶  ¶ ---
    ¶ ¶   ¶ ¶ ¶ ¶ ¶ ¶ ¶ ¶  \  ¶   ¶ ¶   ¶ ¶ ¶ ¶  \  ¶ ¶  ¶ \ ¶
    ¶ ¶   ¶ ¶ ¶ --- ¶ ¶ ¶     ¶   ¶ ¶   ¶ ¶ ¶ ¶     ¶ ¶  === ¶
    ¶ ¶   ¶ ¶ ¶     ¶ ¶ ¶   \ ¶   ¶ ¶   ¶ ¶ ¶ ¶   \ ¶ ¶      ¶
    ===   === ======= ===    ==   ===   === ===    == ====== ¶
                                                           / ¶
                                                          /  ¶
                                                          ===
    
       Game Description : Master of bow and spear combat.  Piercing attacks 
                          penetrate enemy armour and high level bow skills will tear
                          through large groups of enemies.  The Hunter must rely on
                          speed and range to stay out of the reach of enemies.
       Sinister says    : I really like this School.  If you want to fashion your 
                          character into an archer, then this is the way to go.  
                          NOBODY wields a bow and arrow better than those that 
                          follow the Hunting School ... NOBODY.  Of course if you 
                          want to get up-close-and-personal ?  Then this is NEVER
                          going to be a school for you.
       
       LEVEL 1 SKILLS
       
          Skill Name    : ENSNARE
          Description   : Casts a weighted net around the feet of an enemy holding
                          them in place but not preventing them from attacking if 
                          you are within their range.
          My Rank (/5)  : 5
          My Comments   : This is quite simply one of the single best low-level
                          skills in the whole game.  You can pin a single enemy,
                          whether a low-level grunt or even in some cases a boss,
                          in place for a given period of time, which gives you 
                          (depending on the level of the skill) usually plenty of
                          time to riddle them with arrows or other attacks.  Go 
                          on ... tie it to your right mouse button and have a 
                          Legolas moment ;)
    
          Skill Name    : TAKE DOWN
          Description   : A brutal thrust from your spear delivers devastating 
                          piercing damage to enemies and diminishes a portion of 
                          your enemy's total life.
          My Rank (/5)  : 5 (if you wield a spear regularly), 1 (if you do not)
          My Comments   : Only of any use if you wield a spear as a regular part
                          of your arsenal.  I never do, so this skill is totally
                          lost on me.
    
          Skill Name    : WOOD LORE
          Description   : Central to survival in the wilderness is the ability to
                          hunt with bow and spear.  Great familiarity with these
                          weapons allows you to wield them with exceptional speed
                          and precision.
          My Rank (/5)  : 5
          My Comments   : ANY skill that increases your attack speed is quite 
                          simply a must-have in my opinion, and this is one of 
                          those.  Increased speed gives you increased damage-
                          dealing potential :)
    
       LEVEL 4 SKILLS
       
          Skill Name    : MARKSMANSHIP
          Description   : Marksmanship skill allows you to create and fire arrows
                          that fly faster and increase pierce damage.  Apply this
                          skill to your left mouse button.
          My Rank (/5)  : 5
          My Comments   : A very useful and improvable skill is Marksmanship.  It 
                          increases the effectiveness and damage of all your regular
                          arrow attacks, and as the Hunter you will be using PLENTY
                          of those !!
    
          Skill Name    : ART OF THE HUNT
          Description   : Hunting experience gives you the edge when facing familiar
                          quarry such as Animals and Beastmen.
          My Rank (/5)  : 4
          My Comments   : Whilst I heavily improved this skill during my playtime,
                          it is best implemented against animals and beastmen, and
                          so part of its effectiveness is lost when it is used 
                          against tougher and more powerful enemies ...
    
          Skill Name    : HERBAL REMEDY
          Description   : Living off the land, you learn to identify and utilise 
                          medicinal plants to create healing salves.  When applied
                          it will fortify against poison and healing is accelerated
                          for the duration.
          My Rank (/5)  : 3
          My Comments   : It's good to be able to use a healing skill now and 
                          again, and this one is reasonably cool because it also
                          helps protect you from poison damage.  I have never ever
                          used it in-game to be truthful, largely because being a
                          ranged character you tend to try and avoid taking hits
                          wherever possible, but it's cool to know it's available
                          should you want to learn it :)
    
       LEVEL 10 SKILLS
       
          Skill Name    : BARBED NETTING
          Must Have     : ENSNARE
          Description   : Barbed hooks on the hunter's Ensnare net tear into 
                          enemies as they struggle causing them to bleed.
          My Rank (/5)  : 5
          My Comments   : Whilst I have never bothered to put any appreciable 
                          number of points into this skill - I think I just put
                          one in for good measure - it is totally worth having,
                          as the opportunity to inflict additional damage on a 
                          paralysed foe appealed to me ... and still does !!
    
          Skill Name    : CALL OF THE HUNT
          Description   : Those who answer the call of the hunt will fight with
                          increased speed and cunning.
          My Rank (/5)  : 5
          My Comments   : A GREAT skill which is only restricted by the time limit
                          imposed upon it - however at higher levels it runs for a
                          respectable amount of time, and can DRAMATICALLY improve
                          your fighting skills for the duration (as well as those
                          of your allies !!)
    
          Skill Name    : EVISCERATE
          Must Have     : TAKE DOWN
          Description   : Targeting vital weak-points on your enemy causes sustained
                          damage from bleeding.
          My Rank (/5)  : 5 (if you wield a spear regularly), 1 (if you do not)
          My Comments   : Again, if the spear is your weapon of choice, then this 
                          is going to be a very popular skill for you.  If, like 
                          me, however, you virtually NEVER use a spear, then this 
                          skill is NEVER going to make your highlight reel.
    
          Skill Name    : MONSTER LURE
          Description   : Drops down a decoy to attract the attention of nearby 
                          monsters.
          My Rank (/5)  : 1
          My Comments   : To be honest I think this is the worst skill in the whole
                          School.  It creates a dummy a VERY short distance away
                          from you, which lures monsters to it until they smash it
                          to pieces.  Since it's very close to you to start with,
                          they are not guaranteed to spot it and might hit you a
                          few more times until it catches their eye, so this isn't
                          a fantastic skill by any means :(
    
       LEVEL 16 SKILLS
       
          Skill Name    : STUDY PREY
          Description   : By observing your prey from a distance you may discover
                          its weakness, resulting in greater pierce damage.
          My Rank (/5)  : 3
          My Comments   : This is a skill which you can use to target a small area
                          of enemies at a distance, increasing the amount of 
                          piercing damage they take for a little while.  A green
                          eye appears over their heads - it's the same power the
                          centaurs use on you ALL the BL**DY TIME !!
    
          Skill Name    : PUNCTURE SHOT ARROWS
          Must Have     : MARKSMANSHIP
          Description   : Incorporating a more streamlined shaft into your arrows
                          allows them to pass through targets and hit additional 
                          enemies in their path.
          My Rank (/5)  : 5
          My Comments   : I would give this ability MORE than 5 if I could - it is
                          DEFINITELY one to get if you use a bow-and-arrow.  The
                          chance of penetrating the bodies of your enemies and 
                          hitting the people behind them increases as the skill 
                          improves, as does the satisfaction of using this skill !!
    
          Skill Name    : GOUGE
          Description   : A combat technique that uses the spear or bow to inflict
                          deep wounds that will result in prolonged bleeding.
          My Rank (/5)  : 4
          My Comments   : Increasing the amount of bleeding damage your spear OR 
                          bow does, makes this a good skill to add to your 
                          repertoire regardless of whether you prefer to use the 
                          spear or the bow - I would recommend sinking at least 
                          1-2 points into it personally.
    
          Skill Name    : FIND COVER
          Must Have     : ART OF THE HUNT
          Description   : Making use of available cover as you press your attack
                          allows you to avoid unnecessary damage.
          My Rank (/5)  : 3
          My Comments   : Since you are at range anyway, you should find you are
                          able to avoid the majority of attacks - just stick and
                          move and you will be able to avoid many projectiles.  This
                          is one of those nice to have powers, but I wouldn't say
                          it is in ANY way mandatory for this School.
    
       LEVEL 24 SKILLS
       
          Skill Name    : EXPLOIT WEAKNESS
          Must Have     : CALL OF THE HUNT
          Description   : Take full advantage of your enemy's mistakes and 
                          vulnerable moments to inflict savage wounds.
          My Rank (/5)  : 5
          My Comments   : This skill enables you to inflict additional piercing and
                          bleeding damage when attacking.  Consequently it is well
                          worth investing some pointage in ;)
    
          Skill Name    : TRAIL BLAZING
          Must Have     : ART OF THE HUNT
          Description   : Grants those who follow the hunt endurance to relentlessly
                          track their quarry, preventing even the most tangled 
                          thicket from slowing pursuit.
          My Rank (/5)  : 5
          My Comments   : This skill doesn't benefit your attack speed per se, but
                          instead it increases your movement speed.  This has 
                          certain obvious advantages insofar as you can peg it away
                          from combat quickly, or take advantage of mistakes your 
                          enemies make in double-quick time.
    
          Skill Name    : DETONATE
          Must Have     : MONSTER LURE
          Description   : Adds a hidden explosive charge to the monster lure causing
                          it to detonate when destroyed.  In order to detonate the
                          lure must be at full energy.
          My Rank (/5)  : 1
          My Comments   : Ok ... whilst I admit that love almost EVERYTHING about
                          this School, THIS and Monster Lure I just really don't 
                          get.  What makes THIS power really pants in my opinion
                          is that whilst it can cause the Monster Lure to explode
                          when it reaches zero health, it doesn't always, as the 
                          Monster Lure MUST HAVE full energy to discharge this 
                          power !!  Why bother !?!?!  Just SHOOT your enemies - 
                          don't wait in hiding for this thing to take them out ...
                          JUST ... SHOOT ... THEM !!
    
       LEVEL 32 SKILLS
       
          Skill Name    : FLUSH OUT
          Must Have     : STUDY PREY
          Description   : Draw your enemies into the open, making them more 
                          vulnerable to attack.
          My Rank (/5)  : 2
          My Comments   : If you're a big fan of using Study Prey, then this power
                          should go from a 2 to a 4.  I never use it personally, so
                          this is rather lost on me.  However I can tell you that
                          it does reduce both the Defensive Ability AND the 
                          Elemental Resistance of those enemies it affects.
    
          Skill Name    : SCATTER SHOT ARROWS
          Must Have     : MARKSMANSHIP
          Description   : A secret of master fletchers is the ability to craft 
                          special arrow heads that burst on impact sending out 
                          razor-sharp fragments in all directions.  Each shard
                          delivers piercing damage to the enemies it hits.
          My Rank (/5)  : 5
          My Comments   : ANOTHER power which I would cheerfully give more than 5
                          points to were I able ... this one gives you a chance to
                          have any given arrow you fire explode into a set of 
                          smaller barbs, each of which does additional damage.
                          Using this with the other Marksmanship upgrades can level
                          large (and I do MEAN large) numbers of enemies in one or
                          two arrows - it's SO COOL !!!!! :)
    
          Skill Name    : VOLLEY
          Description   : A combat technique that uses the spear or bow to rapidly
                          strike three times in succession.
          My Rank (/5)  : 5
          My Comments   : YET ANOTHER kickass power for the Hunting School - THIS 
                          little beauty enables you to fire three arrows (from 
                          time to time - there is a percentage chance that it will
                          work), which means you do even MORE damage to even MORE
                          monsters with your bow and arrows ... YEEEEEEES !!!!! =)
    
       Conclusions      : If you are an archer or have even the SLIGHTEST liking
                          for Legolas from the Lord of the Rings, then you should
                          SERIOUSLY consider this school.  Whilst its emphasis is 
                          on wielding a bow and arrow, it does have some spear 
                          skills available, and some modest healing powers should
                          you want to brush up on those, so it caters to pretty 
                          much two main types of warrior - the Archer and the 
                          Pikeman.  The biggest drawback of this school is in its
                          total lack of summons, but apart from that I love it !!
       Sphere Rating /5 : 4
    
    
    ======= ======= =======  === === =======
    ¶     ¶ ¶     ¶ ¶     ¶  ¶ ¶ ¶ ¶ ¶     ¶
    ¶ --- ¶ ¶ --- ¶ ¶  ====  ¶ ¶ ¶ ¶ ¶  ====
    ¶     ¶ ¶ ¶ ¶ ¶ ¶  ¶     ¶ ¶ ¶ ¶ ¶  ¶   
    ¶  --/  ¶ ¶ ¶ ¶ ¶  ¶     ¶ ¶ ¶ ¶ ¶  ==  
    ¶  \    ¶ ¶ ¶ ¶ ¶  ¶     ¶ ¶ ¶ ¶ ¶   ¶  
    ¶   \   ¶ ¶ ¶ ¶ ¶  ¶ --- ¶ ¶ ¶ ¶ ¶  ==  
    ¶ ¶\ \  ¶ ¶ ¶ ¶ ¶  ¶ \ ¶ ¶ ¶ ¶ ¶ ¶  ¶   
    ¶ ¶ \ \ ¶ --- ¶ ¶  === ¶ ¶ --- ¶ ¶  ====
    ¶ ¶  \ \¶     ¶ ¶      ¶ ¶     ¶ ¶     ¶
    ===   ========= ====== ¶ ======= =======
                         / ¶
                        /  ¶
                        === 
    
       Game Description : The rogue is unmatched at dealing rapid damage to single
                          opponents or wearing them down with poison and bleeding.
                          Reliant on hit-and-run tactics, the Rogue is less well
                          suited for handling hordes of enemies and must employ
                          trickery to avoid being overwhelmed.
       Sinister says    : Ooh !  NASTY.  I love it !!  I agree with the game - the 
                          emphasis of this School is DEFINITELY on doing large 
                          amounts of damage to very specific targets.  Later on you
                          can pick up a couple of skills that will sort out larger 
                          groups of enemies, but the mainstay of the skills 
                          available in this School are for the Assassins out there.
                          People that single-out their targets and go for the 
                          jugular.
       
       LEVEL 1 SKILLS
       
          Skill Name    : CALCULATED STRIKE
          Description   : Used in place of your normal attack, every fourth hit
                          with calculated strike will deliver increased damage.
                          Apply this skill to your left mouse button.
          My Rank (/5)  : 5
          My Comments   : This is a GREAT skill to pick up early on in the game.
                          It doesn't matter what type of weapon you wield - every
                          fourth time you strike with this power it makes a cool
                          noise, and your enemy goes DOWN ... it's cool !! :)  Of
                          course it stops being QUITE so cool when you're fighting
                          stronger adversaries later on in the game, but UP UNTIL
                          that point it rocks.
    
          Skill Name    : BLADE HONING
          Description   : While active, this skill ensures that the blades on the
                          swords or spears of yourself and allies will remain razor
                          sharp and inflict increased piercing damage.
          My Rank (/5)  : 3
          My Comments   : Similar to Marksmanship or Earth Enchantment, this power
                          can remain constantly active - however it is limited in
                          that you must be wielding either a sword or a spear for
                          it to remain on.  Therefore even if your second weapon
                          is a bow and arrow, if you switch to it (i.e. away from
                          either a sword or spear), this power will automatically
                          switch itself off, which is a pain in the butt.
    
          Skill Name    : ENVENOM WEAPON
          Description   : Coats your weapon with deadly poison while activated.
          My Rank (/5)  : 5
          My Comments   : Adds poison damage to all your attacks, which is great !
                          BE an Assassin ... g'wan ... ;)
    
       LEVEL 4 SKILLS
       
          Skill Name    : THROWING KNIFE
          Description   : Throw a piercing blade at your opponent capable of causing
                          prolonged bleeding.
          My Rank (/5)  : 5 at the outset - 2 later on in the game
          My Comments   : When you first use this power you will throw your head
                          back and laugh with glee - I virtually guarantee it.
                          It's one of those "you think you have me ?  Well think 
                          again !!" kinda powers - however when you're throwing
                          these beauties into the knees of a cyclops and he's about
                          to hammer you into the ground with his club ?  You will
                          come to see its limitations =./
    
          Skill Name    : DISARM TRAPS
          Description   : Expertise with traps and magical devices allows the Rogue
                          to easily disable them and avoid their damage.
          My Rank (/5)  : 3
          My Comments   : Even if you just put a point onto this skill, its effect
                          is passive, so you never need to activate it, and it does
                          reduce the likelihood of traps going off in your face.
                          However if you have a good sense of hearing, reduce the
                          rating I have given this skill to 1 as you will be able 
                          to get around traps that way.
    
          Skill Name    : NIGHTSHADE
          Must Have     : ENVENOM WEAPON
          Description   : Oils harvested from deadly Nightshade plants give your
                          Envenomed Weapons the ability to slow enemies.
          My Rank (/5)  : 5
          My Comments   : Since the poison effects you get from envenom weapon
                          work with your regular attacks, why not bolster them at
                          every opportunity ??
    
          Skill Name    : FLASH POWDER
          Description   : A magician's trick turned to more nefarious purposes, 
                          flash powder blinds adjacent enemies impairing their 
                          ability to hit with weapons and potentially disorienting
                          them.
          My Rank (/5)  : 1
          My Comments   : I LOVE this power, but it has all the practical use of 
                          popping a balloon as a method of distraction.  You throw
                          the powder down and BOOM - where's he gone !?!?!  Oh 
                          look !!  He's RIGHT where he was to begin with !!  GET 
                          HIM BOYS !!!!!  It's like that ;)  It works great on
                          low-ranking enemies, so it might be worth a point or
                          two, but I wouldn't bother with any more than that ...
    
       LEVEL 10 SKILLS
       
          Skill Name    : LUCKY HIT
          Must Have     : CALCULATED STRIKE
          Description   : Uncommonly good fortune provides a chance that calculated
                          strikes will slip past enemy armour causing tremendous
                          damage.
          My Rank (/5)  : 3
          My Comments   : Even if you just pop a point or two into this skill, it
                          actively increases the chances of calculated strikes 
                          doing more damage.  I can't do maths to save my life, 
                          but it's an (x)% chance of doing more damage on every 
                          1 in 4 hits ... which is kinda slim, but worth adding
                          for the crack ;)
    
          Skill Name    : OPEN WOUND
          Description   : Adds a chance that weapon attacks will inflict bleeding
                          damage when using a sword, spear, bow, or axe.
          My Rank (/5)  : 4
          My Comments   : Given that this skill can affect your bleeding damage
                          chances with no less than FOUR main weapon groups, I 
                          think it deserves a high rating.  Bleeding damage takes
                          a little while to slay your enemies, but it can weaken
                          them to the extent that they are like leaves on the 
                          wind - pushovers in other words ;)
    
          Skill Name    : LAY TRAP
          Description   : Drops a mechanical bolt trap that will trip when enemies
                          draw near and rapidly fire out deadly bolts.
          My Rank (/5)  : 5
          My Comments   : GREAT when it comes to weakening larger numbers of enemy
                          troops (which as I have said before is something that 
                          the Rogue School is a bit thin on the ground at doing
                          otherwise).  It doesn't slay huge amounts as the bolts
                          are a bit hitty-missy, but it does its job well, PLUS
                          you can lob it ... use the shift key whilst aiming to
                          increase the range ;)
    
          Skill Name    : POISON GAS BOMB
          Description   : Lobs a bomb that will burst on impact releasing a cloud
                          of toxic gas that damages enemies and impairs their 
                          attacks.
          My Rank (/5)  : 5
          My Comments   : Another lobbable weapon - this one causes a cloud of 
                          toxic fumes to arise, poisoning all within the blast 
                          area.  Unfortunately it doesn't do huge amounts of 
                          damage until higher levels, but it can be upgraded so it
                          is definitely worth putting at least a couple of points
                          into.
    
       LEVEL 16 SKILLS
       
          Skill Name    : LETHAL STRIKE
          Description   : A single deadly hit that multiplies the damage of a normal
                          weapon attack.
          My Rank (/5)  : 5
          My Comments   : THIS skill is simply BEAUTIFUL.  Think of it as focusing
                          your hatred and energy into doing just ONE hit ... JUST
                          one ... but that hit is usually going to be powerful 
                          enough to slay the enemy you are aiming for.  Simple, 
                          effective ... just like an Assassin should be !
                          
    
          Skill Name    : RAPID CONSTRUCTION
          Must Have     : LAY TRAP
          Description   : Expertise in assembling traps reduces the amount of time
                          it takes to create a new trap after one has been set.
          My Rank (/5)  : 4
          My Comments   : I think it's worth having even if just on a low-level,
                          as the quicker you can roll out your traps, the more 
                          chance they have of damaging your enemies ... obviously !!
    
          Skill Name    : TOXIN DISTILLATION
          Must Have     : ENVENOM WEAPON
          Description   : Learn alchemical processes to distil natural toxins, 
                          increasing the potency and duration of all poison attacks.
          My Rank (/5)  : 5
          My Comments   : Increasing power and duration of ALL your poison attacks ?
                          HELL YEAH !!  BRING IT ON !!!!! :)
    
       LEVEL 24 SKILLS
       
          Skill Name    : ANATOMY
          Description   : With a deep knowledge of anatomy, attacks can be directed
                          at vital points in the body increasing the chance and
                          effectiveness of bleed damage.
          My Rank (/5)  : 5
          My Comments   : Since poison and bleeding are two of the main weapons the
                          Rogue Master has at their disposal and, consequently, two
                          of the main areas which you should upgrade wherever the
                          opportunity presents itself.
    
          Skill Name    : MANDRAKE
          Must Have     : ENVENOM WEAPON
          Description   : Adds a chance for poison to cloud an enemy's mind, sending
                          them into a state of confusion.
          My Rank (/5)  : 5
          My Comments   : And here's another example of that !  With a chance of 
                          sending your enemies loopy for a moment or two, you can
                          focus your attacks on those that are compus mentis, and
                          then pick off the stragglers afterwards.  I love it !! :)
    
          Skill Name    : SHRAPNEL
          Must Have     : POISON GAS BOMB
          Description   : Packed with volatile liquid and metal scraps, the Poison
                          Gas Bomb will explode violently on impact showering the
                          area with deadly Shrapnel.  Each fragment of shrapnel 
                          inflicts piercing damage to the enemies it hits.
          My Rank (/5)  : 5
          My Comments   : Expanding on the damage potential of the already rather 
                          cool Poison Gas Bomb, once that explodes, additional 
                          smaller fragments spray out in all directions, causing
                          EXTRA damage, and making a really cool snapping sound.
    
       LEVEL 32 SKILLS
       
          Skill Name    : MORTAL WOUND
          Must Have     : LETHAL STRIKE
          Description   : Stuns victims of Lethal Strike and greatly magnifies the
                          impact of poison and bleeding damage caused by the attack.
          My Rank (/5)  : 5
          My Comments   : Giving you a percentage modifier to both bleeding and 
                          poison damage, this is YET ANOTHER must have skill for
                          the Rogues and Assassins out there.
    
          Skill Name    : FLURRY OF KNIVES
          Must Have     : THROWING KNIFE
          Description   : Learn to throw additional knives at once and cut down 
                          enemies with a lethal flurry of razor-sharp metal.
          My Rank (/5)  : 5
          My Comments   : Being able to throw not just one, but a whole BUNCH of
                          knives has a fantastic appeal I must say.  It's kinda
                          like the ultimate in goodbye fatalities ... however
                          as with the Storm Skill Torrent, there isn't really a 
                          whole lot of control you can exert over the direction
                          the additional knives go, making this a less than ideal
                          skill.  It also gives the knives additional piercing 
                          damage ;)
    
          Skill Name    : IMPROVED FIRING MECHANISM
          Must Have     : LAY TRAP
          Description   : Modifications to the Bolt Trap increase the number of 
                          bolts fired per round.
          My Rank (/5)  : 5
          My Comments   : Even if you don't like to set traps, I would sink at least
                          one point into this skill, as it will benefit any and 
                          all traps you create.  You never know when it might come
                          in handy, non ?
    
       Conclusions      : If you like the idea of being an Assassin, or just 
                          focusing all your energy and attacking power into beating
                          your foes down, one at a time in devious and often brutal
                          ways ?  Then this is a SERIOUS contender as a school for
                          you.  If you like the wholesale slaughter of LARGE numbers
                          of troops at the same time ?  Then consider looking at 
                          other schools before plumping for this one.
       Sphere Rating /5 : 4
    
    
    =======  ======= =======  ===   ===      ===
    ¶      \ ¶     ¶ ¶     ¶  ¶ ¶   ¶  \    /  ¶
    ¶       ¶¶ --- ¶ ¶  ==== ¶   ¶  ¶   \  /   ¶
    ¶  ¶\   ¶¶     ¶ ¶  ¶    ¶   ¶  ¶    \/    ¶
    ¶  ¶ \  ¶¶  --/  ¶  ==  ¶  =  ¶ ¶ ¶\    /¶ ¶
    ¶  ¶  ¶ ¶¶  \    ¶   ¶  ¶ ¶ ¶ ¶ ¶ ¶ \  / ¶ ¶
    ¶  ¶ /  ¶¶   \   ¶  ==  ¶  =  ¶ ¶ ¶  \/  ¶ ¶
    ¶  ¶/   ¶¶ ¶\ \  ¶  ¶   ¶ ¶ ¶ ¶ ¶ ¶      ¶ ¶
    ¶       ¶¶ ¶ \ \ ¶  ====¶ ¶ ¶ ¶ ¶ ¶      ¶ ¶
    ¶      / ¶ ¶  \ \¶     ¶¶ ¶ ¶ ¶ ¶ ¶      ¶ ¶
    =======  ===   ============ === ===      ===
    
       Game Description : Expand your consciousness to draw more deeply from the 
                          power of the dream realm and exert your will upon 
                          physical reality.
       Sinister says    : Ah yes, the NEWCOMER School.  Dream wasn't available for
                          us to play about with in regular Titan Quest, and so it
                          is the one EVERYBODY that used to play Titan Quest wants
                          to explore.  Is it worth it ?  Read on ;)
       
       LEVEL 1 SKILLS
       
          Skill Name    : SANDS OF SLEEP
          Description   : Puts enemies to sleep, rendering them immobile for a 
                          duration or until awakened by an attack.
          My Rank (/5)  : 3
          My Comments   : Oh deary ... deary me.  The first skill in this new school
                          and it's the power to send people to ... sleep ??  Truth
                          be told it's not THAT pants, but they will wake up as soon
                          as you hit them, which makes it more useful as a "let me
                          slip by" skill than a "now you DIE" skill.  Having said 
                          that, it does of course enable you to get a free hit in
                          before they can counter, so it's not THAT bad really !!
    
          Skill Name    : PSIONIC TOUCH
          Description   : Psionic energies focused within your weapons will create
                          a bone shattering resonance when they contact your 
                          enemies.  Apply this skill to your left mouse button.
          My Rank (/5)  : 5
          My Comments   : A skill which augments your regular attacks, enabling you
                          to do both Vitality Damage AND a percentage of additional
                          damage to boot ?  FAIR PLAY !!  The maximum you can do
                          using this skill is an additional 96% TOTAL Damage, in 
                          3 charge levels.  Pick it up !!  PICK IT UP NOW !!!!! :)
    
          Skill Name    : DISTORTION WAVE
          Description   : A wave of force is projected outward that forms chaotic
                          ripples in the fabric of reality and delivers devastating
                          damage to the body and mind of enemies.
          My Rank (/5)  : 5
          My Comments   : This is the same power that the Cyclops Polyphemus uses
                          against you when you fight him - a direct-line attack
                          that sends a wave of force out towards your adversaries.
                          It's upgradable, and impressive, and should form a good
                          part of your arsenal early-on in the game.
    
       LEVEL 4 SKILLS
       
          Skill Name    : TRANCE OF EMPATHY
          Description   : Force enemies to share the damage they inflict upon you 
                          by forming a telepathic link to their minds that conveys
                          only pain and siphons life in retribution.  Trance 
                          Skill - Only one trance can be active at a time.
          My Rank (/5)  : 5
          My Comments   : The first of three Trance skills that are available to 
                          you as a result of studying this school, none of which
                          are dependent on each other to exist.  This is one of
                          the best of them in my opinion - it converts a percentage
                          of the damage you do to your enemies back into life for
                          you, AND reflects a portion of the damage they do to you
                          back against them.  KILLER :)
    
          Skill Name    : LUCID DREAM
          Description   : Increased conscious control over your dream state enhances
                          abilities that derive power from the dream world.
          My Rank (/5)  : 5
          My Comments   : Even if you don't heavily upgrade it, this skill will 
                          add damage, electrical burn damage AND vitality damage
                          to your dream powers (all as percentages - NOT fixed 
                          numbers), so it's well worth having.
    
          Skill Name    : PHANTOM STRIKE
          Description   : Vanish from the waking world and reappear before a target
                          enemy to deliver a monstrous attack.
          My Rank (/5)  : 5
          My Comments   : AGAIN I find myself giving a 5 to a power in this school.
                          This is an AMAZING power to watch.  You turn invisible in
                          a cloud of dream energy, and stalk your prey until you are
                          within striking distance, whereupon you decloak yourself
                          and hit them.  If your enemies are closer to you than 
                          their regular starting positions, they will try and fall
                          back to their regular starting positions which can help
                          or hinder you, depending on how many enemies stand by them
                          and where they started.  Once upgraded sufficiently, you
                          can hit more than one person (six at the highest level)
                          with your strike.  GET THIS SKILL RIGHT NOW DAMMIT !! :)
    
       LEVEL 10 SKILLS
       
          Skill Name    : PREMONITION
          Must Have     : LUCID DREAM
          Description   : A precognitive sense of the imminent future allows you to
                          stay one step ahead of your enemies in combat.
          My Rank (/5)  : 4
          My Comments   : Giving you bonuses to both your Offensive AND Defensive
                          Abilities is less than awe-inspiring, but you should feel
                          the benefits in battle.  It's worth picking up even if
                          you don't sink massive amounts of points into it.
    
          Skill Name    : SUMMON NIGHTMARE
          Description   : Calls forth a nightmarish phantasm from the dream world
                          to serve as your familiar.
          My Rank (/5)  : 5
          My Comments   : The only summon that you can have in the Dream School, 
                          and he is QUITE the little devil bless him.  He can be
                          upgraded later on to give him extra powers, some of which
                          are quite unique.  You should definitely get this little
                          dude at your back.
    
          Skill Name    : PSIONIC BURN
          Must Have     : PSIONIC TOUCH
          Description   : Psionic energy within the target ignites and explodes 
                          outward, burning through their material being and 
                          inflicting severe damage to adjacent targets.
          My Rank (/5)  : 4
          My Comments   : There is absolutely NO reason not to get this skill.  It
                          gives you additional Electrical Burn Damage AND a bonus
                          percentage damage against Demons.  The only reason I 
                          wouldn't give it a 5 is because the additional percentage
                          damage you get only affects Demons.  The Electrical Burn
                          bit affects everybody though ;)
    
          Skill Name    : DREAM STEALER
          Must Have     : PHANTOM STRIKE
          Description   : Devastate your enemies and steal their power by ripping
                          the very dreams from their minds.
          My Rank (/5)  : 5
          My Comments   : Since Phantom Strike is such a cool skill, I would put
                          a few points into this skill as well.  It gives you energy
                          leech potential, stun time and additional damage for your
                          enemies, so it's the icing on an already kickass cake.
    
          Skill Name    : CHAOTIC RESONANCE
          Must Have     : DISTORTION WAVE
          Description   : Amplifies the physical distortion effect, causing it to
                          shatter armour and break bones
          My Rank (/5)  : 5
          My Comments   : This skill increases the damage of the Distortion Wave,
                          and reduces the Armour Rating of your opponents.  Another
                          cool skill for the Dream School !!
    
       LEVEL 16 SKILLS
       
          Skill Name    : TRANCE OF CONVALESCENCE
          Description   : A restful state of mind causes increased life recovery
                          and damage absorption for the player and allies.  Trance
                          Skill - Only one trance can be active at a time.
          My Rank (/5)  : 4
          My Comments   : Ah yes, the second Trance skill.  This one increases 
                          both your health and energy regeneration (but not to 
                          insane levels), and gives you the ability to absorb a 
                          percentage of the damage you sustain, which is nice.  15%
                          at its highest level.
    
          Skill Name    : HYPNOTIC GAZE
          Must Have     : SUMMON NIGHTMARE
          Description   : The mesmerising stare of the Nightmare is able to 
                          dominate lesser minds and throw them into a state of 
                          confusion, causing them to wander aimlessly and attack
                          phantom images.
          My Rank (/5)  : 5
          My Comments   : There is something very satisfying about a pet that is 
                          able to think for itself.  Your nightmare is quite the
                          little puppetmaster !!  He can possess your enemies, 
                          just as a Spirit Master might, and cause them to fight
                          at your side for a spell.  Well worth having !!
    
          Skill Name    : DISTORTION FIELD
          Description   : A field of psionic power bends for fabric of reality
                          around the player, negating some of the damage from 
                          enemy attacks and dealing retaliatory damage to enemies
                          that strike you.
          My Rank (/5)  : 2
          My Comments   : Warping the fabric of reality to both absorb some of the
                          damage that is dealt to you, and dealing damage to your
                          enemies in retaliation is all well and good, however at
                          its MAXIMUM level of power, there is a paltry 5% chance
                          that this skill will work ... which is MEGA plop.  I'd
                          get it, but I wouldn't rely on it too heavily.
    
          Skill Name    : DISTORT REALITY
          Description   : Sends out a powerful ripple of distortion around the 
                          player that tears the fabric of reality, causing severe
                          damage to enemies caught within it.
          My Rank (/5)  : 5
          My Comments   : THIS is, in my opinion, the best skill in this School.
                          It sends out a circular shockwave of force from you at
                          the centre through your enemies.  The amount of damage
                          that it inflicts is great at higher levels, and the 
                          attack can be further upgraded so as to freeze those 
                          enemies that it doesn't kill outright !!  I LOVE IT !! :)
    
       LEVEL 24 SKILLS
       
          Skill Name    : TEMPORAL FLUX
          Must Have     : LUCID DREAM
          Description   : A subtle acceleration of time around the player allows
                          them to move more quickly, anticipate attacks, and 
                          negate the slowing effects of enemy skills.
          My Rank (/5)  : 4
          My Comments   : Giving you the powers of additional total speed, together
                          with a chance to avoid projectiles AND a resistance to 
                          being slowed is NOT something to be sneezed at.  It is
                          not the greatest of powers, but it can prove to be a VERY
                          helpful addition to your arsenal.
    
          Skill Name    : PSIONIC IMMOLATION
          Must Have     : DISTORTION WAVE
          Description   : Psionic energies ignite into a surge of electrical power
                          that causes horrific burning over a short duration.
          My Rank (/5)  : 4
          My Comments   : Causing massive amounts of Electrical Burning Damage, 
                          together with a bonus modifier when used against Demons,
                          this skill is a GREAT add-on for your Distortion Wave.
    
       LEVEL 32 SKILLS
       
          Skill Name    : TRANCE OF WRATH
          Description   : Waves of negative psionic energy emanate from the player,
                          disrupting enemy thoughts and burning through their 
                          physical being.  Trance Skill - Only one trance can be
                          active at a time.
          My Rank (/5)  : 4
          My Comments   : Interestingly this skill isn't so dissimilar to the Earth
                          skill "Ring of Flame", which is available at level 4.  It
                          actively attempts to zap anybody that comes within a 
                          certain distance of you, and can be maintained for as long
                          as you wish (or have the energy to support it).  It takes
                          a barely noticeable amount of energy to use, and can help
                          ward off those pesky hand-to-hand warriors that get a bit
                          too close for comfort.
    
          Skill Name    : MASTER MIND
          Must Have     : SUMMON NIGHTMARE
          Description   : The Nightmare is able to speak to the minds of your other
                          minions and coordinate their attacks, making them more 
                          effective in combat.
          My Rank (/5)  : 1-5, depending on what other School (if any) you pick !
          My Comments   : First off, this skill ONLY affects other pets, so don't
                          misread "minions" and think it means "allies".  Therefore
                          if you pair Dream with either Hunting, Defence or Rogue
                          say ?  FORGET this skill entirely as it will do you NO
                          good at all.  If you are a Nature Master or a Storm or
                          Earth Master for example ?  Then it's well worth it, as 
                          it gives your pet/s bonus Damage and increased Health
                          and Energy Regeneration rates.
                               ===============================================
                               ADDITIONAL THOUGHTS CONTRIBUTED BY JOHN JACKSON
                               ===============================================
                          John Jackson has been in touch with me to point out that
                          the Master Mind Skill does increase the regeneration and
                          the damage of the Nightmare himself as well as his efforts
                          in training up your other minions, and additionally, the
                          level of regeneration it gives is PERCENTILE-based, rather
                          than integer-based, meaning (for example) that a standard
                          12hp/sec regeneration would, if this skill were cranked-up
                          to grant a 150% bonus, result in your pets recovering over
                          30hp/sec (when you take into account the standard recovery
                          rate), which isn't bad at all !!  Thanks mon ami :)
    
          Skill Name    : TEMPORAL RIFT
          Must Have     : DISTORT REALITY
          Description   : Enhances the power of the distortion ripple, unleashing a
                          surge of psionic energy that causes massive damage to 
                          enemies and temporarily freezes them in time.
          My Rank (/5)  : 5
          My Comments   : Petrifies those enemies that are not automatically slain
                          outright by the power of the Distort Reality skill, and
                          gives a great big fat Electrical Burn Damage bonus to
                          the latter as well.  I HIGHLY recommend this skill.
    
       Conclusions      : Well I have to say I am VERY ... V-E-R-Y impressed with
                          the newcomer school.  It has something for everybody 
                          really.  Phantom Strike is a GREAT hand-to-hand skill, 
                          the Trances serve to benefit you and your allies, the 
                          Nightmare is a very clever little pet, and can help out
                          other pets as well depending on what School (if any) you
                          pair Dream with, and your ranged attacks (both mid-range
                          as Distort Reality, and long-range as Distortion Wave)
                          are among some of the most powerful in the game.  Bonza !
       Sphere Rating /5 : 4
    
    
    ==============================================================================
    C H A P T E R   S E V E N                                            CHAPTER 7
    ==============================================================================
    R E L I C S
    ==============================================================================
    
    Relics are shards of the power of a God.  You will only ever encounter them
    in pieces - never as completed items, and it is up to you to combine THREE 
    shards of each relic, to create a completed relic.
    
    To use a relic, you right-click on it in your inventory, and then left-click
    on whatever item you want to imbue with the relic's power.  Do not worry if 
    you only have a one-third or two-thirds of a completed relic, as you can 
    always add the other shards of the same relic to the original later, thus
    increasing the power of your enchanted items as you play through the game.
    
    Ordinarily each third of a relic contains a third of the power of the whole
    relic, which makes mathematical sense - however as an incentive to complete
    each relic, once it IS completed, you get a "completed relic bonus" which
    is randomly selected from a list that I have tried to flesh-out at the end
    of the relics section for you.
    
    Each relic is equipment-type-specific, so for example the Essence of Artemis'
    Bowstring can only be used on bows, whereas the Essence of Archimedes' Mirror
    can only be used on shields.
    
    There is nothing wrong, of course, with holding onto a relic until it is 
    completed - I frequently do this - with a view to keeping it.  Relics are
    sometimes called for as ingredients in the creation of Artifacts.
    
    If you decide that you have made a mistake and enchanted an item with a relic
    that you would like to get back, you can visit any of the Enchanters in the
    game (bearing in mind that this is not possible in Titan Quest - only in 
    Immortal Throne).  Enchanters, as you are aware, can separate an item and its
    corresponding relic - however you will only be able to retrieve EITHER the
    item OR the relic, so choose carefully.
    
    This is also an expensive process, so don't forget THAT either !!
    
    One final thing to note is that there are three types of relic.  There are 
    essences, which are the relics you will find on the normal difficulty setting,
    there are embodiments, which are the relics you will find on the epic 
    difficulty setting, and finally there are incarnations, which are the relics
    you will find on the legendary difficulty setting.
    
    So in a bid to be helpful, I have listed as many relics as I have encountered
    in Titan Quest (and Immortal Throne), together with what they look like in
    terms of their depictions, what they can be used on, what level you must be
    to use them, and what bonuses they confer.
    
    Here we go !!
    
    AMUN-RA'S GLORY
       Amun-Ra, ruler of the sun, is the greatest of the Egyptian gods.  Can
       enchant all armour.
       Appearance     : The Sun
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - + 20 Health, + 20 Energy
       2/3 - + 40 Health, + 40 Energy
       3/3 - + 60 Health, + 60 Energy, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 40 Health, + 40 Energy
       2/3 - + 80 Health, + 80 Energy
       3/3 - +120 Health, +120 Energy, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - + 60 Health, + 60 Energy
       2/3 - +120 Health, +120 Energy
       3/3 - +180 Health, +180 Energy, completed relic bonus
    
    
    ANKH OF ISIS
       Isis is queen of the Egyptian gods.  Her symbol, the ankh, is associated 
       with healing and immortality.  Can enchant rings and amulets.
       Appearance     : An Ankh - symbol of Isis' Power
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - +30 Health, +30% Health Regeneration
       2/3 - +60 Health, +60% Health Regeneration
       3/3 - +90 Health, +90% Health Regeneration, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  +60 Health,  +35% Health Regeneration
       2/3 - +120 Health,  +70% Health Regeneration
       3/3 - +180 Health, +105% Health Regeneration, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +100 Health,  +40% Health Regeneration
       2/3 - +200 Health,  +80% Health Regeneration
       3/3 - +300 Health, +120% Health Regeneration, completed relic bonus
    
    
    ANUBIS' WRATH
       Anubis, a jackal-headed god, is ruler of the Egyptian underworld.  Can 
       enchant all weapons.
       Appearance     : A jackal-headed character with a rudimentary blade in hand.
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 2% of Attack damage converted to Health
       2/3 - 4% of Attack damage converted to Health
       3/3 - 6% of Attack damage converted to Health, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 3% of Attack damage converted to Health
       2/3 - 6% of Attack damage converted to Health
       3/3 - 9% of Attack damage converted to Health, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  4% of Attack damage converted to Health
       2/3 -  8% of Attack damage converted to Health
       3/3 - 12% of Attack damage converted to Health, completed relic bonus
    
    
    ARCHIMEDES' MIRROR
       Archimedes was one of the greatest of Greece's philosophers and 
       scientists.  Can enchant shields only.
       Appearance     : A face looking into a mirrored reflection of itself.
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 3.0% Chance of 50% Damage Reflected
       2/3 - 6.0% Chance of 50% Damage Reflected
       3/3 - 9.0% Chance of 50% Damage Reflected, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  4.0% Chance of 50% Damage Reflected
       2/3 -  8.0% Chance of 50% Damage Reflected
       3/3 - 12.0% Chance of 50% Damage Reflected, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  5.0% Chance of 50% Damage Reflected
       2/3 - 10.0% Chance of 50% Damage Reflected
       3/3 - 15.0% Chance of 50% Damage Reflected, completed relic bonus
    
    
    ARTEMIS' BOWSTRING
       Artemis, the Greek goddess of the hunt, is renowned for her skill with the
       bow.  Can enchant bows only.
       Appearance     : A bow with a long, curling bowstring
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 3 Piercing Damage, +2% Attack Speed
       2/3 - 6 Piercing Damage, +4% Attack Speed
       3/3 - 9 Piercing Damage, +6% Attack Speed, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  8 Piercing Damage, +3% Attack Speed
       2/3 - 16 Piercing Damage, +6% Attack Speed
       3/3 - 24 Piercing Damage, +9% Attack Speed, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 14 Piercing Damage, + 4% Attack Speed
       2/3 - 28 Piercing Damage, + 8% Attack Speed
       3/3 - 42 Piercing Damage, +12% Attack Speed, completed relic bonus
    
    
    BLADE OF THANATOS
       Thanatos, the incarnation of death, carries a sword with the power to rend
       the very souls of mere mortals.  Can enchant all weapons
       Appearance     : A sword
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - + 3% Total Damage
       2/3 - + 6% Total Damage
       3/3 - + 9% Total Damage, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 4% Total Damage
       2/3 - + 8% Total Damage
       3/3 - +12% Total Damage, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - + 5% Total Damage
       2/3 - +10% Total Damage
       3/3 - +15% Total Damage, completed relic bonus
    
    
    CHILL OF TARTARUS
       In the deepest pits of the underworld lies Tartarus.  Cold as the grave and
       swathed in darkness, it is here that punishment is meted out for those 
       mortals foolish enough to oppose the will of the gods.  Can enchant all 
       weapons.
       Appearance     : A snowflake
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 11 Cold Damage,  5% Slowed for 3.0 Seconds
       2/3 - 22 Cold Damage, 10% Slowed for 3.0 Seconds
       3/3 - 33 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 15 Cold Damage,  5% Slowed for 3.0 Seconds
       2/3 - 30 Cold Damage, 10% Slowed for 3.0 Seconds
       3/3 - 45 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 20 Cold Damage,  5% Slowed for 3.0 Seconds
       2/3 - 40 Cold Damage, 10% Slowed for 3.0 Seconds
       3/3 - 60 Cold Damage, 15% Slowed for 3.0 Seconds, completed relic bonus
    
    
    CODE OF HAMMURABI
       Hammurabi, king of Babylon, was revered for bringing justice to his people
       with his code of laws.  Can enchant rings and amulets.
       Appearance     : Drawings on Slate
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +6 Intelligence
       2/3 - +12 Intelligence
       3/3 - +18 Intelligence, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 9 Intelligence
       2/3 - +18 Intelligence
       3/3 - +27 Intelligence, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +12 Intelligence
       2/3 - +24 Intelligence
       3/3 - +36 Intelligence, completed relic bonus
    
    
    CUNNING OF ODYSSEUS
       Although not as strong or swift as the other heroes of legend, Odysseus'
       formidable guile made him a match for any foe.  Can enchant head armour
       only.
       Appearance     : A scroll
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +5% Intelligence
       2/3 - +10% Intelligence
       3/3 - +15% Intelligence, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  +7% Intelligence
       2/3 - +14% Intelligence
       3/3 - +21% Intelligence, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +10% Intelligence
       2/3 - +20% Intelligence
       3/3 - +30% Intelligence, completed relic bonus
    
    
    DIONYSUS' WINESKIN
       The drink of Dionysus, Greek god of wine and revelry, is a potent brew 
       indeed.  Can enchant rings and amulets.
       Appearance     : A Wineskin
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 2% Damage Resistance, + 15 Health
       2/3 - 4% Damage Resistance, + 30 Health
       3/3 - 6% Damage Resistance, + 45 Health, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 2% Damage Resistance, + 40 Health
       2/3 - 4% Damage Resistance, + 80 Health
       3/3 - 6% Damage Resistance, +120 Health, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 2% Damage Resistance, + 75 Health
       2/3 - 4% Damage Resistance, +150 Health
       3/3 - 6% Damage Resistance, +225 Health, completed relic bonus
    
    
    DJED OF OSIRIS
       The Djed is the backbone of Osiris, lord of the dead.  Can enchant all 
       weapons.
       Appearance     : A Djed ! :)  It is a representation of the backbone of 
                        Osiris - Osiris' body having been rended into pieces by
                        his brother Set, and scattered around the lands.
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +8 Damage to Undead
       2/3 - +16 Damage to Undead
       3/3 - +24 Damage to Undead, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - +15 Damage to Undead
       2/3 - +30 Damage to Undead
       3/3 - +45 Damage to Undead, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +22 Damage to Undead
       2/3 - +44 Damage to Undead
       3/3 - +66 Damage to Undead, completed relic bonus
    
    
    DOMAIN OF THE DRAGON-KINGS
       The Dragon-Kings are the masters of water in China.  Ocean, rain, lake,
       and river - all are theirs to command.  Can enchant all armour.
       Appearance     : A Dragon's Head, facing right
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  8% Fire Resistance
       2/3 - 16% Fire Resistance
       3/3 - 24% Fire Resistance, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 10% Fire Resistance
       2/3 - 20% Fire Resistance
       3/3 - 30% Fire Resistance, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 12% Fire Resistance
       2/3 - 24% Fire Resistance
       3/3 - 36% Fire Resistance, completed relic bonus
    
    
    GOLDEN FLEECE
       The Golden Fleece, sought after by Jason and his Argonauts, is rumoured
       to hold great power as well as great beauty.  Can enchant torso armour 
       only.
       Appearance     : A ram or sheep's head
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  -5% Energy Cost
       2/3 - -10% Energy Cost
       3/3 - -15% Energy Cost, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  -7% Energy Cost
       2/3 - -14% Energy Cost
       3/3 - -21% Energy Cost, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - -10% Energy Cost
       2/3 - -20% Energy Cost
       3/3 - -30% Energy Cost, completed relic bonus
       
    
    GUAN-YU'S GRACE
       True to the tenets of Taoism, even Guan-Yu, the Taoist god of war, only 
       fights when all other options have been exhausted.  Can enchant torso 
       armour only.
       Appearance     : A figure doing a tai chi-style move
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - +10 Defensive Ability, 2% Chance to Dodge Attacks
       2/3 - +20 Defensive Ability, 4% Chance to Dodge Attacks
       3/3 - +30 Defensive Ability, 6% Chance to Dodge Attacks, completed 
             relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - +16 Defensive Ability, 2% Chance to Dodge Attacks
       2/3 - +32 Defensive Ability, 4% Chance to Dodge Attacks
       3/3 - +48 Defensive Ability, 6% Chance to Dodge Attacks, completed 
             relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +20 Defensive Ability, 2% Chance to Dodge Attacks
       2/3 - +40 Defensive Ability, 4% Chance to Dodge Attacks
       3/3 - +60 Defensive Ability, 6% Chance to Dodge Attacks, completed 
             relic bonus
    
    
    HECATE'S CRESCENT
       Hecate is a mysterious Greek goddess associated with the moon, childbirth,
       and magic.  Can enchant rings and amulets
       Appearance     : A crescent moon
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +4% Energy, +20% Energy Regeneration
       2/3 -  +8% Energy, +40% Energy Regeneration
       3/3 - +12% Energy, +60% Energy Regeneration, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  +5% Energy, +30% Energy Regeneration
       2/3 - +10% Energy, +60% Energy Regeneration
       3/3 - +15% Energy, +90% Energy Regeneration, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - + 6% Energy, + 40% Energy Regeneration
       2/3 - +12% Energy, + 80% Energy Regeneration
       3/3 - +18% Energy, +120% Energy Regeneration, completed relic bonus
    
    
    HERAKLES' MIGHT
       Herakles was the strongest of all the Greek heroes.  Can enchant all 
       armour.
       Appearance     : A muscled arm, flexing its bicep
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +4 Strength
       2/3 -  +8 Strength
       3/3 - +12 Strength, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  +8 Strength
       2/3 - +16 Strength
       3/3 - +24 Strength, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +12 Strength
       2/3 - +24 Strength
       3/3 - +36 Strength, completed relic bonus
    
    
    IRON WILL OF AJAX
       Numbered among the greatest of the heroes of the Trojan war, Ajax was
       known not only for the strength of his arm, but even more for his 
       indomitable spirit.  Can enchant all armour.
       Appearance     : An Iron Gauntlet
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  7% Stun Resistance, +2% Health
       2/3 - 14% Stun Resistance, +4% Health
       3/3 - 21% Stun Resistance, +6% Health, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 10% Stun Resistance, 10% Slow Resistance, +2% Health
       2/3 - 20% Stun Resistance, 20% Slow Resistance, +4% Health
       3/3 - 30% Stun Resistance, 30% Slow Resistance, +6% Health, completed 
             relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 13% Stun Resistance, 13% Slow Resistance, +2% Health
       2/3 - 26% Stun Resistance, 26% Slow Resistance, +4% Health
       3/3 - 39% Stun Resistance, 39% Slow Resistance, +6% Health, completed 
             relic bonus
    
    
    JADE EMPEROR'S SERENITY
       The Jade Emperor is the ruler of the Chinese gods.  He is a contemplative
       deity who rarely interferes with the affairs of god or man.  Can enchant 
       all armour.
       Appearance     : A yin-yang symbol
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  8% Lightning Resistance
       2/3 - 16% Lightning Resistance
       3/3 - 24%, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 10% Lightning Resistance
       2/3 - 20% Lightning Resistance
       3/3 - 30% Lightning Resistance, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 12% Lightning Resistance
       2/3 - 24% Lightning Resistance
       3/3 - 36% Lightning Resistance, completed relic bonus
    
    
    LI-NEZHA'S GUILE
       Li-Nezha, a Chinese trickster god, is as nimble as he is crafty.  Can 
       enchant all armour.
       Appearance     : A stylised face.
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  +6 Dexterity
       2/3 - +12 Dexterity
       3/3 - +18 Dexterity, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 9 Dexterity
       2/3 - +18 Dexterity
       3/3 - +27 Dexterity, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +12 Dexterity
       2/3 - +24 Dexterity
       3/3 - +36 Dexterity, completed relic bonus
    
    
    MONKEY KING'S TRICKERY
       The Monkey King, the most mischievous of all the Chinese gods, is also one
       of the most powerful.  His cunning has lured many an unwary foe to do his
       bidding.  Can enchant rings and amulets.
       Appearance     : A Monkey
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  2 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance,
              5% Skill Disruption Protection
       2/3 -  4 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance,
             10% Skill Disruption Protection
       3/3 -  6 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance
             15% Skill Disruption Protection, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  3 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance,
              8% Skill Disruption Protection
       2/3 -  6 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance,
             16% Skill Disruption Protection
       3/3 -  9 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance
             24% Skill Disruption Protection, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  4 Reduced Resistance for 4.0 Seconds, 2% Elemental Resistance,
             12% Skill Disruption Protection
       2/3 -  8 Reduced Resistance for 4.0 Seconds, 4% Elemental Resistance,
             24% Skill Disruption Protection
       3/3 - 12 Reduced Resistance for 4.0 Seconds, 6% Elemental Resistance, 
             36% Skill Disruption Protection, completed relic bonus
    
    
    PERSEPHONE'S TEARS
       Persephone, favoured daughter of the earth goddess Demeter, was forced into
       marriage with Hades.  She now shares rule of the underworld, yet it brings
       her only sorrow.  Can enchant all jewellery
       Appearance     : A single teardrop - perfectly formed.
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - + 15 Less Damage from Undead
       2/3 - + 30 Less Damage from Undead
       3/3 - + 45 Less Damage from Undead, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 40 Less Damage from Undead
       2/3 - + 80 Less Damage from Undead
       3/3 - +120 Less Damage from Undead, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - + 60 Less Damage from Undead
       2/3 - +120 Less Damage from Undead
       3/3 - +180 Less Damage from Undead, completed relic bonus
    
    
    PROMETHEUS' FLAME
       Prometheus, son of the titan Iapetus, gave the gift of fire to mankind.  Can
       enchant all weapons
       Appearance     : Three flames licking upwards
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  12 Burn Damage over 3.0 Seconds, +3% Fire Damage
       2/3 -  24 Burn Damage over 3.0 Seconds, +6% Fire Damage
       3/3 -  36 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed 
              relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  30 Burn Damage over 3.0 Seconds, +3% Fire Damage
       2/3 -  60 Burn Damage over 3.0 Seconds, +6% Fire Damage
       3/3 -  90 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed 
              relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  48 Burn Damage over 3.0 Seconds, +3% Fire Damage
       2/3 -  96 Burn Damage over 3.0 Seconds, +6% Fire Damage
       3/3 - 144 Burn Damage over 3.0 Seconds, +9% Fire Damage, completed 
             relic bonus
    
    
    RAGE OF ARES
       Ares, the Greek god of war, is venerated and feared in equal measure.  He
       is cruel, vengeful, and nearly mad - only a fool would risk his wrath.  Can
       enchant armbands and bracelets.
       Appearance     : A diagonal red line (top left-bottom right), with a curve
                        beneath it.
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  5.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption
       2/3 - 10.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption
       3/3 - 15.0% Chance of: 150 Damage, 3.0 second(s) of Skill Disruption, 
             completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  5.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption
       2/3 - 10.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption
       3/3 - 15.0% Chance of: 300 Damage, 3.0 second(s) of Skill Disruption, 
             completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  5.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption
       2/3 - 10.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption
       3/3 - 15.0% Chance of: 450 Damage, 3.0 second(s) of Skill Disruption, 
             completed relic bonus
    
    
    SET'S BETRAYAL
       Set is the Egyptian god of evil.  In an attempt to take control of the 
       throne of the gods, Set turned on his brother Osiris, brutally hacking
       the latter's body apart and scattering the pieces across the land.  Can
       enchant all armour.
       Appearance     : Somebody about to be knifed in the back
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - +6% Pierce Damage, 33.0% Chance of 12 Piercing Retaliation
       2/3 - +6% Pierce Damage, 33.0% Chance of 24 Piercing Retaliation
       3/3 - +6% Pierce Damage, 33.0% Chance of 36 Piercing Retaliation, completed
             relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - +9% Pierce Damage, 33.0% Chance of 30 Piercing Retaliation
       2/3 - +9% Pierce Damage, 33.0% Chance of 60 Piercing Retaliation
       3/3 - +9% Pierce Damage, 33.0% Chance of 90 Piercing Retaliation, completed 
             relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +11% Pierce Damage, 33.0% Chance of  50 Piercing Retaliation
       2/3 - +11% Pierce Damage, 33.0% Chance of 100 Piercing Retaliation
       3/3 - +11% Pierce Damage, 33.0% Chance of 150 Piercing Retaliation, 
             completed relic bonus
    
    
    SHADE OF HECTOR
       Hector, Prince of Troy, was renowned for his noble spirit and steadfast
       nature.  He fell defending his homeland, mourned even by his enemies.  Can
       enchant all shields.
       Appearance     : A shadow of a man
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - + 20 Defensive Ability, +2% Chance to Avoid Projectiles
       2/3 - + 40 Defensive Ability, +4% Chance to Avoid Projectiles
       3/3 - + 60 Defensive Ability, +6% Chance to Avoid Projectiles, completed 
             relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 40 Defensive Ability, +3% Chance to Avoid Projectiles
       2/3 - + 80 Defensive Ability, +6% Chance to Avoid Projectiles
       3/3 - +120 Defensive Ability, +9% Chance to Avoid Projectiles, completed 
             relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - + 60 Defensive Ability, +3% Chance to Avoid Projectiles
       2/3 - +120 Defensive Ability, +6% Chance to Avoid Projectiles
       3/3 - +180 Defensive Ability, +9% Chance to Avoid Projectiles, completed 
             relic bonus
    
    
    SHEN-NONG'S DARK MEDICINE
       Shen-Nong is the Chinese god of plants and medicine.  He is a master of 
       herbs - and not all are meant to cure.  Can enchant all weapons.
       Appearance     : An open vial of liquid which is spraying out.
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  42 Poison Damage over 6.0 Seconds,  4 Reduced Resistance for 6.0 
             Seconds
       2/3 -  84 Poison Damage over 6.0 Seconds,  8 Reduced Resistance for 6.0 
             Seconds
       3/3 - 126 Poison Damage over 6.0 Seconds, 12 Reduced Resistance for 6.0
             Seconds, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  60 Poison Damage over 6.0 Seconds,  5 Reduced Resistance for 6.0
             Seconds
       2/3 - 120 Poison Damage over 6.0 Seconds, 10 Reduced Resistance for 6.0
             Seconds
       3/3 - 180 Poison Damage over 6.0 Seconds, 15 Reduced Resistance for 6.0
             Seconds, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  96 Poison Damage over 6.0 Seconds,  6 Reduced Resistance for 6.0
             Seconds
       2/3 - 192 Poison Damage over 6.0 Seconds, 12 Reduced Resistance for 6.0
             Seconds
       3/3 - 288 Poison Damage over 6.0 Seconds, 18 Reduced Resistance for 6.0
             Seconds, completed relic bonus
    
    
    UDJAT OF HORUS
       The Udjat is the eye of Horus, hawk-headed god of the sky.  It symbolises
       protection and power.  Can enhance all armour.
       Appearance     : The Eye of Horus
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 -  4 Armour, +2% Armour Protection
       2/3 -  8 Armour, +4% Armour Protection
       3/3 - 12 Armour, +6% Armour Protection, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  7 Armour, +2% Armour Protection
       2/3 - 14 Armour, +4% Armour Protection
       3/3 - 21 Armour, +6% Armour Protection, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 10 Armour, +2% Armour Protection
       2/3 - 20 Armour, +4% Armour Protection
       3/3 - 30 Armour, +6% Armour Protection, completed relic bonus
    
    
    VALOR OF ACHILLES
       Achilles was the greatest of all the greek warrior of the Trojan War.
       His strength and speed in battle were legendary.  Can enchant all weapons.
       Appearance     : A greek warrior's helmet with plumage atop
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 5 Damage,  +4% Attack Speed
       2/3 - 5 Damage,  +8% Attack Speed
       3/3 - 5 Damage, +12% Attack Speed, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - 15 Damage,  +5% Attack Speed
       2/3 - 15 Damage, +10% Attack Speed
       3/3 - 15 Damage, +15% Attack Speed, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - 25 Damage,  +6% Attack Speed
       2/3 - 25 Damage, +12% Attack Speed
       3/3 - 25 Damage, +18% Attack Speed, completed relic bonus
    
    
    YEN-LO-WANG'S BLOODLETTING
       Yen-Lo-Wang is a god of Death and the ruler of Feng-Du, the Chinese Hell.
       Can enchant all weapons.
       Appearance     : Three droplets of blood
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - 27 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage
       2/3 - 54 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage
       3/3 - 81 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, 
             completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 -  39 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage
       2/3 -  78 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage
       3/3 - 117 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, completed 
             relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 -  54 Bleeding Damage over 3.0 Seconds, + 6% Bleeding Damage
       2/3 - 108 Bleeding Damage over 3.0 Seconds, +12% Bleeding Damage
       3/3 - 162 Bleeding Damage over 3.0 Seconds, +18% Bleeding Damage, completed 
             relic bonus
    
    
    ZEUS' THUNDERBOLT
       Zeus is the mightiest of the gods of Olympus.  The thunderbolt is his 
       weapon and symbol.  Can enchant all weapons.
       Appearance     : A lightning bolt
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
    
       ESSENCE (NORMAL DIFFICULTY)
       1/3 - +3% Lightning Damage,  1- 7  Lightning Damage
       2/3 - +6% Lightning Damage,  2-14 Lightning Damage
       3/3 - +9% Lightning Damage,  3-21 Lightning Damage, completed relic bonus
       
       EMBODIMENT (EPIC DIFFICULTY)
       1/3 - + 3% Lightning Damage,  5-15 Lightning Damage
       2/3 - + 6% Lightning Damage, 10-30 Lightning Damage
       3/3 - + 9% Lightning Damage, 15-45 Lightning Damage, completed relic bonus
       
       INCARNATION (LEGENDARY DIFFICULTY)
       1/3 - +3% Lightning Damage,  7-25 Lightning Damage
       2/3 - +6% Lightning Damage, 14-50 Lightning Damage
       3/3 - +9% Lightning Damage, 21-75 Lightning Damage, completed relic bonus
    
                                        ----------
    
    With regard to the "completed relic bonuses" I referred to earlier, these can
    range from bonuses to your attributes, damage, health, health regeneration,
    energy, energy regeneration, offensive ability, defensive ability, armour, 
    resistances, or can include things like piercing retaliation and stun.
    
    ==============================================================================
    C H A P T E R   E I G H T                                            CHAPTER 8
    ==============================================================================
    M O N S T E R   C H A R M S
    ==============================================================================
    
    In addition to relics, you will find yourself coming into possession of a fair
    few Monster Charms during your average session of Titan Quest.  Monster Charms
    are just like relics except, rather than being shards of a God's power, they 
    are fragments of the power of the animal or creature they are dropped by, so
    you might come across things like turtle shells, bird feathers, crab shells,
    vines, various goops and gels, and so on.
    
    UNlike relics, however, you must combine FIVE fragments of a Monster Charm in
    order to make a complete one.
    
    Aside from that they function pretty much exactly like relics do.  You can add
    a portion (i.e. 1/5, 2/5, 3/5 or 4/5) of a monster charm to an item if you
    like, and then add the rest of the monster charm later ... and you can get an
    Enchanter to separate the monster charm and the item for you just as you would
    a regular relic, should that be your preference (same rules apply though - you
    will have to forfeit either the item or the monster charm in the process).
    
    You will, as with a completed relic, get a completed monster charm bonus when
    you assemble all 5 fragments of a monster charm, and I have put as many of
    those bonuses as I could find at the foot of the monster charm list as well.
    
    As with relics, I have listed the monster charm's name, what type of creature
    drops it, what level you must be to use it, what type of item it can enchant,
    and what powers it bestows, for each of the monster charms I have encountered
    in Titan Quest and Immortal Throne.
    
    Here you go :-
    
    ALBINO SPIDER WEB
       A sticky mass of webbing pulled from an Albino Spider abdomen.  Can enhance
       all armour.
       Dropped by     : Albino Spiders
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  7.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds
          2/5 - 14.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds
          3/5 - 21.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds
          4/5 - 28.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds
          5/5 - 35.0% Chance of 180 Electrical Burn Retaliation over 3.0 Seconds, 
                completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  7.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds
          2/5 - 14.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds
          3/5 - 21.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds
          4/5 - 28.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds
          5/5 - 35.0% Chance of 300 Electrical Burn Retaliation over 3.0 Seconds, 
                completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  7.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds
          2/5 - 14.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds
          3/5 - 21.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds
          4/5 - 28.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds
          5/5 - 35.0% Chance of 480 Electrical Burn Retaliation over 3.0 Seconds, 
                completed item bonus.
    
    
    BAT FANG
       Hollow fang of a Cave Bat.  Can enhance all weapons.
       Dropped by     : Bats
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  6 Life Leech over 3.0 Seconds
          2/5 - 12 Life Leech over 3.0 Seconds
          3/5 - 18 Life Leech over 3.0 Seconds
          4/5 - 24 Life Leech over 3.0 Seconds
          5/5 - 30 Life Leech over 3.0 Seconds, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - 18 Life Leech over 3.0 Seconds
          2/5 - 36 Life Leech over 3.0 Seconds
          3/5 - 54 Life Leech over 3.0 Seconds
          4/5 - 72 Life Leech over 3.0 Seconds
          5/5 - 90 Life Leech over 3.0 Seconds, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  27 Life Leech over 3.0 Seconds
          2/5 -  54 Life Leech over 3.0 Seconds
          3/5 -  81 Life Leech over 3.0 Seconds
          4/5 - 108 Life Leech over 3.0 Seconds
          5/5 - 135 Life Leech over 3.0 Seconds, completed item bonus.
    
    
    BOAR HIDE
       Toughened hide of a wild boar.  Can enhance all armour.
       Dropped by     : Ravenous Boar
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  2 Armour
          2/5 -  4 Armour
          3/5 -  6 Armour
          4/5 -  8 Armour
          5/5 - 10 Armour, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  4 Armour
          2/5 -  8 Armour
          3/5 - 12 Armour
          4/5 - 16 Armour
          5/5 - 20 Armour, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  6 Armour
          2/5 - 12 Armour
          3/5 - 18 Armour
          4/5 - 24 Armour
          5/5 - 30 Armour, completed item bonus.
    
    
    CRYSTAL OF EREBUS
       A splinter from one of the Crystals of Erebus, the source of Hades' power
       in the world of the living.  Can enhance head armour only.
       Dropped by     : The Shards of Erebus
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  2% Vitality Damage Resistance
          2/5 -  4% Vitality Damage Resistance
          3/5 -  6% Vitality Damage Resistance
          4/5 -  8% Vitality Damage Resistance
          5/5 - 10% Vitality Damage Resistance, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  3% Vitality Damage Resistance
          2/5 -  6% Vitality Damage Resistance
          3/5 -  9% Vitality Damage Resistance
          4/5 - 12% Vitality Damage Resistance
          5/5 - 15% Vitality Damage Resistance, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  4% Vitality Damage Resistance
          2/5 -  6% Vitality Damage Resistance
          3/5 - 12% Vitality Damage Resistance
          4/5 - 16% Vitality Damage Resistance
          5/5 - 20% Vitality Damage Resistance, completed item bonus.
    
    
    DEMON'S BLOOD
       The dark blood of a fallen demon.  Can enhance rings and amulets.
       Dropped by     : Eurynomus, Rime Sprites
       Required Level : 5 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  5% Vitality Damage Resistance,  5% Stun Resistance
          2/5 - 10% Vitality Damage Resistance, 10% Stun Resistance
          3/5 - 15% Vitality Damage Resistance, 15% Stun Resistance
          4/5 - 20% Vitality Damage Resistance, 20% Stun Resistance
          5/5 - 25% Vitality Damage Resistance, 25% Stun Resistance, completed
                item bonus.
       
          EPIC DIFFICULTY
          1/5 -  7% Vitality Damage Resistance,  7% Stun Resistance
          2/5 - 14% Vitality Damage Resistance, 14% Stun Resistance
          3/5 - 21% Vitality Damage Resistance, 21% Stun Resistance
          4/5 - 28% Vitality Damage Resistance, 28% Stun Resistance
          5/5 - 35% Vitality Damage Resistance, 35% Stun Resistance, completed 
                item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - 10% Vitality Damage Resistance, 10% Stun Resistance
          2/5 - 20% Vitality Damage Resistance, 20% Stun Resistance
          3/5 - 30% Vitality Damage Resistance, 30% Stun Resistance
          4/5 - 40% Vitality Damage Resistance, 40% Stun Resistance
          5/5 - 50% Vitality Damage Resistance, 50% Stun Resistance, completed 
                item bonus.
    
    
    DISEASED PLUMAGE
       Feathers from a carrior bird.  Can enhance all armour.
       Dropped by     : Carrion Crows, Diseased Vultures.
       Required Level : 5 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  +2% Poison Damage
          2/5 -  +4% Poison Damage
          3/5 -  +6% Poison Damage
          4/5 -  +8% Poison Damage
          5/5 - +10% Poison Damage, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  +3% Poison Damage
          2/5 -  +6% Poison Damage
          3/5 -  +9% Poison Damage
          4/5 - +12% Poison Damage
          5/5 - +15% Poison Damage, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  +4% Poison Damage
          2/5 -  +8% Poison Damage
          3/5 - +12% Poison Damage
          4/5 - +16% Poison Damage
          5/5 - +20% Poison Damage, completed item bonus.
    
    
    FURY'S HEARTBLOOD      
       Blood drained from a Fury's still beating heart.  Can enhance all weapons.
       Dropped by     : Furies
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -   7 Vitality Damage
          2/5 -  14 Vitality Damage
          3/5 -  21 Vitality Damage
          4/5 -  28 Vitality Damage
          5/5 -  35 Vitality Damage, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  15 Vitality Damage
          2/5 -  30 Vitality Damage
          3/5 -  45 Vitality Damage
          4/5 -  60 Vitality Damage
          5/5 -  75 Vitality Damage, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  20 Vitality Damage
          2/5 -  40 Vitality Damage
          3/5 -  60 Vitality Damage
          4/5 -  80 Vitality Damage
          5/5 - 100 Vitality Damage, completed item bonus.
    
    
    HAG'S SKIN
       A scrap of skin from a Desert Hag.  Can enhance all armour.
       Dropped by     : Sandwing Crones.
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - 6% Pierce Resistance,  +2 Dexterity
          2/5 - 6% Pierce Resistance,  +4 Dexterity
          3/5 - 6% Pierce Resistance,  +6 Dexterity
          4/5 - 6% Pierce Resistance,  +8 Dexterity
          5/5 - 6% Pierce Resistance, +10 Dexterity, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - 8% Pierce Resistance,  +3 Dexterity
          2/5 - 8% Pierce Resistance,  +6 Dexterity
          3/5 - 8% Pierce Resistance,  +9 Dexterity
          4/5 - 8% Pierce Resistance, +12 Dexterity
          5/5 - 8% Pierce Resistance, +15 Dexterity, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - 10% Pierce Resistance,  +4 Dexterity
          2/5 - 10% Pierce Resistance,  +8 Dexterity
          3/5 - 10% Pierce Resistance, +12 Dexterity
          4/5 - 10% Pierce Resistance, +16 Dexterity
          5/5 - 10% Pierce Resistance, +20 Dexterity, completed item bonus.
    
    
    HYDRADON HIDE
       A patch of rough, durable skin ripped from the flesh of a Hydradon.  Can
       enhance all armour.
       Dropped by     : Hydradon
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - +15 Health,  +4% Less Damage from Beasts
          2/5 - +30 Health,  +8% Less Damage from Beasts
          3/5 - +45 Health, +12% Less Damage from Beasts
          4/5 - +60 Health, +16% Less Damage from Beasts
          5/5 - +75 Health, +20% Less Damage from Beasts, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 25 Health,  +5% Less Damage from Beasts
          2/5 - + 50 Health, +10% Less Damage from Beasts
          3/5 - + 75 Health, +15% Less Damage from Beasts
          4/5 - +100 Health, +20% Less Damage from Beasts
          5/5 - +125 Health, +25% Less Damage from Beasts, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - + 35 Health,  +6% Less Damage from Beasts
          2/5 - + 70 Health, +12% Less Damage from Beasts
          3/5 - +105 Health, +18% Less Damage from Beasts
          4/5 - +140 Health, +24% Less Damage from Beasts
          5/5 - +175 Health, +30% Less Damage from Beasts, completed item bonus.
    
    
    LUPINE CLAW
       A long, sharp claw.  Can enhance all weapons.
       Dropped by     : Hyena Beasts.
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  2 Piercing Damage
          2/5 -  4 Piercing Damage
          3/5 -  6 Piercing Damage
          4/5 -  8 Piercing Damage
          5/5 - 10 Piercing Damage, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  4 Piercing Damage
          2/5 -  8 Piercing Damage
          3/5 - 12 Piercing Damage
          4/5 - 16 Piercing Damage
          5/5 - 20 Piercing Damage, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  6 Piercing Damage
          2/5 - 12 Piercing Damage
          3/5 - 18 Piercing Damage
          4/5 - 24 Piercing Damage
          5/5 - 30 Piercing Damage, completed item bonus.
    
    
    MECHANICAL PARTS
       The intricate inner workings of an automaton.  Can enhance torso armour only.
       Dropped by     : Traps, Automatons
       Required Level : 10 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - +1% Total Speed
          2/5 - +2% Total Speed
          3/5 - +3% Total Speed
          4/5 - +4% Total Speed
          5/5 - +5% Total Speed, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 2% Total Speed
          2/5 - + 4% Total Speed
          3/5 - + 6% Total Speed
          4/5 - + 8% Total Speed
          5/5 - +10% Total Speed, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - + 2% Total Speed, + 2% Damage to Devices
          2/5 - + 4% Total Speed, + 4% Damage to Devices
          3/5 - + 6% Total Speed, + 6% Damage to Devices
          4/5 - + 8% Total Speed, + 8% Damage to Devices
          5/5 - +10% Total Speed, +10% Damage to Devices, completed item bonus.
    
    
    PENG CLAW
       Claw of a Peng.  Can enhance all weapons.
       Dropped by     : Peng.
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  3 -  7 Damage
          2/5 -  6 - 14 Damage
          3/5 -  9 - 21 Damage
          4/5 - 12 - 28 Damage
          5/5 - 15 - 35 Damage, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  5 -  9 Damage
          2/5 - 10 - 18 Damage
          3/5 - 15 - 27 Damage
          4/5 - 20 - 36 Damage
          5/5 - 25 - 45 Damage, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  7 - 13 Damage
          2/5 - 14 - 26 Damage
          3/5 - 21 - 39 Damage
          4/5 - 28 - 52 Damage
          5/5 - 35 - 65 Damage, completed item bonus.
    
    
    PRISTINE PLUMAGE
       High quality feathers.  Can enhance all armour.
       Dropped by     : Crag Harpies
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  4% Poison Resistance
          2/5 -  8% Poison Resistance
          3/5 - 12% Poison Resistance
          4/5 - 16% Poison Resistance
          5/5 - 20% Poison Resistance, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  6% Poison Resistance
          2/5 - 12% Poison Resistance
          3/5 - 18% Poison Resistance
          4/5 - 24% Poison Resistance
          5/5 - 30% Poison Resistance, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  8% Poison Resistance
          2/5 - 16% Poison Resistance
          3/5 - 24% Poison Resistance
          4/5 - 32% Poison Resistance
          5/5 - 40% Poison Resistance, completed item bonus.
    
    
    RAPTOR TOOTH
       Sharp, jagged tooth torn from a Raptor's mouth.  Can enhance amulets only.
       Dropped by     : Raptors.
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  +2% Damage, +1 Strength
          2/5 -  +4% Damage, +2 Strength
          3/5 -  +6% Damage, +3 Strength
          4/5 -  +8% Damage, +4 Strength
          5/5 - +10% Damage, +5 Strength, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 2% Damage, + 3 Strength
          2/5 - + 4% Damage, + 6 Strength
          3/5 - + 6% Damage, + 9 Strength
          4/5 - + 8% Damage, +12 Strength
          5/5 - +10% Damage, +15 Strength, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - + 2% Damage, + 5 Strength
          2/5 - + 4% Damage, +10 Strength
          3/5 - + 6% Damage, +15 Strength
          4/5 - + 8% Damage, +20 Strength
          5/5 - +10% Damage, +25 Strength, completed item bonus.
    
    
    RIGID CARAPACE
       The thick outer shell of an insectoid monster.  Can enhance shields only.
       Dropped by     : Fire Beetles.
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  4% Pierce Resistance
          2/5 -  8% Pierce Resistance
          3/5 - 12% Pierce Resistance
          4/5 - 16% Pierce Resistance
          5/5 - 20% Pierce Resistance, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  6% Pierce Resistance
          2/5 - 12% Pierce Resistance
          3/5 - 18% Pierce Resistance
          4/5 - 24% Pierce Resistance
          5/5 - 30% Pierce Resistance, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  8% Pierce Resistance
          2/5 - 16% Pierce Resistance
          3/5 - 24% Pierce Resistance
          4/5 - 32% Pierce Resistance
          5/5 - 40% Pierce Resistance, completed item bonus.
    
    
    SABER CLAW
       The razor-sharp claw of a Saber Lion.  Can enhance all weapons.
       Dropped by     : Saber Lions
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  15 Bleeding Damage over 3.0 Seconds, + 5 Offensive Ability
          2/5 -  30 Bleeding Damage over 3.0 Seconds, +10 Offensive Ability
          3/5 -  45 Bleeding Damage over 3.0 Seconds, +15 Offensive Ability
          4/5 -  60 Bleeding Damage over 3.0 Seconds, +20 Offensive Ability
          5/5 -  75 Bleeding Damage over 3.0 Seconds, +25 Offensive Ability, 
                 completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  21 Bleeding Damage over 3.0 Seconds, + 7 Offensive Ability
          2/5 -  42 Bleeding Damage over 3.0 Seconds, +14 Offensive Ability
          3/5 -  63 Bleeding Damage over 3.0 Seconds, +21 Offensive Ability
          4/5 -  84 Bleeding Damage over 3.0 Seconds, +28 Offensive Ability
          5/5 - 105 Bleeding Damage over 3.0 Seconds, +35 Offensive Ability, 
                completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  30 Bleeding Damage over 3.0 Seconds, +10 Offensive Ability
          2/5 -  60 Bleeding Damage over 3.0 Seconds, +20 Offensive Ability
          3/5 -  90 Bleeding Damage over 3.0 Seconds, +30 Offensive Ability
          4/5 - 120 Bleeding Damage over 3.0 Seconds, +40 Offensive Ability
          5/5 - 150 Bleeding Damage over 3.0 Seconds, +50 Offensive Ability, 
                completed item bonus.
    
    
    SPECTRAL MATTER
       A wispy, glowing substance.  Can enhance rings and amulets.
       Dropped by     : Sandwraiths, Shades (Thanks to Gintare for that !)
       Required Level : 5 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - 12 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance
          2/5 - 24 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance
          3/5 - 36 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance
          4/5 - 48 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance
          5/5 - 60 Energy Leech over 2.0 Seconds, 10% Energy Leech Resistance, 
                completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - 18 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance
          2/5 - 36 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance
          3/5 - 54 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance
          4/5 - 72 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance
          5/5 - 90 Energy Leech over 2.0 Seconds, 15% Energy Leech Resistance, 
                completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  26 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance
          2/5 -  52 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance
          3/5 -  78 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance
          4/5 - 104 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance
          5/5 - 130 Energy Leech over 2.0 Seconds, 20% Energy Leech Resistance, 
                completed item bonus.
    
    
    SPINY SHELL
       The jagged shell of a Karkinos.  Can enhance shields.
       Dropped by     : Karkinos
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  4 Damage, +1% Shield Block
          2/5 -  8 Damage, +2% Shield Block
          3/5 - 12 Damage, +3% Shield Block
          4/5 - 16 Damage, +4% Shield Block
          5/5 - 20 Damage, +5% Shield Block, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  8 Damage, + 2% Shield Block
          2/5 - 16 Damage, + 4% Shield Block
          3/5 - 24 Damage, + 6% Shield Block
          4/5 - 32 Damage, + 8% Shield Block
          5/5 - 40 Damage, +10% Shield Block, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - 10 Damage, + 3% Shield Block
          2/5 - 20 Damage, + 6% Shield Block
          3/5 - 30 Damage, + 9% Shield Block
          4/5 - 40 Damage, +12% Shield Block
          5/5 - 50 Damage, +15% Shield Block, completed item bonus.
    
    
    TORTURED SOUL
       The agonised soul of a creature of darkness.  Can enhance all jewellery.
       Dropped by     : Epiales
       Required Level : 24 (Normal), 36 (Epic), 46 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - + 5% Damage to Demons
          2/5 - +10% Damage to Demons
          3/5 - +15% Damage to Demons
          4/5 - +20% Damage to Demons
          5/5 - +25% Damage to Demons, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 7% Damage to Demons
          2/5 - +14% Damage to Demons
          3/5 - +21% Damage to Demons
          4/5 - +28% Damage to Demons
          5/5 - +35% Damage to Demons, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - +10% Damage to Demons
          2/5 - +20% Damage to Demons
          3/5 - +30% Damage to Demons
          4/5 - +40% Damage to Demons
          5/5 - +50% Damage to Demons, completed item bonus.
    
    
    TURTLE SHELL
       A large turtle shell.  Can enhance shields only.
       Dropped by     : Turtles
       Required Level : 3 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - +1% Shield Block, -5% Shield Recovery Time
          2/5 - +2% Shield Block, -5% Shield Recovery Time
          3/5 - +3% Shield Block, -5% Shield Recovery Time
          4/5 - +4% Shield Block, -5% Shield Recovery Time
          5/5 - +5% Shield Block, -5% Shield Recovery Time, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 2% Shield Block, -10% Shield Recovery Time
          2/5 - + 4% Shield Block, -10% Shield Recovery Time
          3/5 - + 6% Shield Block, -10% Shield Recovery Time
          4/5 - + 8% Shield Block, -10% Shield Recovery Time
          5/5 - +10% Shield Block, -10% Shield Recovery Time, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - + 3% Shield Block, -15% Shield Recovery Time
          2/5 - + 6% Shield Block, -15% Shield Recovery Time
          3/5 - + 9% Shield Block, -15% Shield Recovery Time
          4/5 - +12% Shield Block, -15% Shield Recovery Time
          5/5 - +15% Shield Block, -15% Shield Recovery Time, completed item bonus.
    
    
    VENOM SAC
       Contains a deadly poison.  Can enchant all weapons.
       Dropped by     : Spiders (of various sorts)
       Required Level : 5 (Normal), 27 (Epic), 38 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 -  18 Poison Damage over 6.0 Seconds
          2/5 -  36 Poison Damage over 6.0 Seconds
          3/5 -  54 Poison Damage over 6.0 Seconds
          4/5 -  72 Poison Damage over 6.0 Seconds
          5/5 -  90 Poison Damage over 6.0 Seconds, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 -  42 Poison Damage over 6.0 Seconds
          2/5 -  84 Poison Damage over 6.0 Seconds
          3/5 - 126 Poison Damage over 6.0 Seconds
          4/5 - 168 Poison Damage over 6.0 Seconds
          5/5 - 210 Poison Damage over 6.0 Seconds, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 -  72 Poison Damage over 6.0 Seconds
          2/5 - 144 Poison Damage over 6.0 Seconds
          3/5 - 216 Poison Damage over 6.0 Seconds
          4/5 - 288 Poison Damage over 6.0 Seconds
          5/5 - 360 Poison Damage over 6.0 Seconds, completed item bonus.
    
    
    VILE ICHOR
       A disgusting glob of pus, blood, and bile.  Can enhance rings and amulets.
       Dropped by     : Crypt Worms, Ant Lions
       Required Level : 12 (Normal), 30 (Epic), 41 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - + 2% Vitality Damage,  5 Vitality Damage
          2/5 - + 4% Vitality Damage,  5 Vitality Damage
          3/5 - + 6% Vitality Damage,  5 Vitality Damage
          4/5 - + 8% Vitality Damage,  5 Vitality Damage
          5/5 - +10% Vitality Damage,  5 Vitality Damage, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - + 3% Vitality Damage, 10 Vitality Damage
          2/5 - + 6% Vitality Damage, 10 Vitality Damage
          3/5 - + 9% Vitality Damage, 10 Vitality Damage
          4/5 - +12% Vitality Damage, 10 Vitality Damage
          5/5 - +15% Vitality Damage, 10 Vitality Damage, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - + 4% Vitality Damage, 15 Vitality Damage
          2/5 - + 8% Vitality Damage, 15 Vitality Damage
          3/5 - +12% Vitality Damage, 15 Vitality Damage
          4/5 - +16% Vitality Damage, 15 Vitality Damage
          5/5 - +20% Vitality Damage, 15 Vitality Damage, completed item bonus.
    
    
    VINY GROWTH
       A lump of dense plant matter.  Can enhance all armour.
       Dropped by     : Jungle Creeps, Quill Vines
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - +0.5 Health Regeneration per second, +10% Health Regeneration
          2/5 - +1.0 Health Regeneration per second, +20% Health Regeneration
          3/5 - +1.5 Health Regeneration per second, +30% Health Regeneration
          4/5 - +2.0 Health Regeneration per second, +40% Health Regeneration
          5/5 - +2.5 Health Regeneration per second, +50% Health Regeneration, 
                completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - +0.7 Health Regeneration per second, +15% Health Regeneration
          2/5 - +1.4 Health Regeneration per second, +30% Health Regeneration
          3/5 - +2.1 Health Regeneration per second, +45% Health Regeneration
          4/5 - +2.8 Health Regeneration per second, +60% Health Regeneration
          5/5 - +3.5 Health Regeneration per second, +75% Health Regeneration, 
                completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - +1.0 Health Regeneration per second, + 20% Health Regeneration
          2/5 - +2.0 Health Regeneration per second, + 40% Health Regeneration
          3/5 - +3.0 Health Regeneration per second, + 60% Health Regeneration
          4/5 - +4.0 Health Regeneration per second, + 80% Health Regeneration
          5/5 - +5.0 Health Regeneration per second, +100% Health Regeneration, 
                completed item bonus.
    
    
    YETI FUR
       The thick, coarse pelt of the Yeti.  Can enhance all armour.
       Dropped by     : Yeti (bet you weren't expecting that one eh !!)
       Required Level : 18 (Normal), 34 (Epic), 44 (Legendary)
       Bonuses :-
          NORMAL DIFFICULTY
          1/5 - +5% Cold Damage,  +4% Cold Resistance
          2/5 - +5% Cold Damage,  +8% Cold Resistance
          3/5 - +5% Cold Damage, +12% Cold Resistance
          4/5 - +5% Cold Damage, +16% Cold Resistance
          5/5 - +5% Cold Damage, +20% Cold Resistance, completed item bonus.
       
          EPIC DIFFICULTY
          1/5 - +5% Cold Damage,  +6% Cold Resistance
          2/5 - +5% Cold Damage, +12% Cold Resistance
          3/5 - +5% Cold Damage, +18% Cold Resistance
          4/5 - +5% Cold Damage, +24% Cold Resistance
          5/5 - +5% Cold Damage, +30% Cold Resistance, completed item bonus.
          
          LEGENDARY DIFFICULTY
          1/5 - +5% Cold Damage, + 8% Cold Resistance
          2/5 - +5% Cold Damage, +16% Cold Resistance
          3/5 - +5% Cold Damage, +24% Cold Resistance
          4/5 - +5% Cold Damage, +32% Cold Resistance
          5/5 - +5% Cold Damage, +40% Cold Resistance, completed item bonus.
    
                                        ----------
    
    With regard to the "completed item bonuses" I referred to earlier, these can
    range from bonuses to your attributes, damage, health, health regeneration,
    energy, energy regeneration, offensive ability, defensive ability, armour, 
    resistances, or can include things like piercing retaliation and stun.
    
    
    
    ==============================================================================
    C H A P T E R   N I N E                                              CHAPTER 9
    ==============================================================================
    A R C A N E   F O R M U L A E
    ==============================================================================
    
    Arcane Formulae are another COOL addition that has been brought in for the 
    Immortal Throne Expansion Pack.
    
    Only Immortal Throne characters can use Artifacts, being the very powerful 
    items that are created when the recipe contained in an Arcane Formula is
    followed, and the inventory slot for equipping such an Artifact is beneath
    the body armour, and to the left of the bracers and greaves.
    
    In order to create an Artifact you must :-
    
       1)  Find the Arcane Formula for the Artifact you wish to create
       2)  Locate the three reagents (ingredients) for the recipe
       3)  Present an Enchanter with the Arcane Formula, Reagents and MONEY; and
       4)  Reap the rewards !! :)
    
    There are LOADS and loads of Arcane Formulae in Immortal Throne, and they are
    divided up into three ranks, or levels, effectively, being :-
    
       1)  Lesser Artifacts  (available on All Difficulties)
       2)  Greater Artifacts (available on All Difficulties)
       3)  Divine Artifacts  (available only on Epic and Legendary Difficulties).
    
    It doesn't take a rocket scientist to work out that Divine Artifacts are the 
    BOMB, and boast some of the most amazing powers in the game.
    
    In an attempt to be as complete as possible, I have written out those Arcane
    Formulae that I, and those people that have assisted me by contributing to this
    are of my guide, have encountered in the game, together with their requirements
    and effects, the level you must be to use them, and their appearance in your 
    inventory screen (where we have made them into artifacts proper)
    
    ===============================================================================
    HELPFUL HINT
    ===============================================================================
    
    I am reliably informed by DaDennis that the following is a list of which 
    Arcane Formulae you will be able to find whilst playing on the three difficulty
    settings of the game :-
    
    In Normal:
    
    LESSER:  Amber Flask, Bloodrage, Chaos Cube, Cinderbolt, Crystal Tear, 
             Deathrattle, Leafsong, Molten Orb,  Pale Moon, Razor Claw, Scroll of 
             Oneiros, Shroud of Eternal Night, Skyfire Pendant, Song of the 
             Serpent, Soul Shiver, Starheart, Sunstone, Touch of the Fool, 
             Wraithguard.
    
    GREATER: Book of Dreams, Drudic Wreath, Eye of Heavens, Fury of Ages, Shadow 
             Veil, Soul Prism.
    
    In Epic:
    
    LESSER:  Dark Cube, Earthen Talisman, Ebony Globe, Emerald Quill, Jade Totem, 
             Nexus of Insanity, Phylactery of Shadows, Raven's Shadow, Spirit 
             Blight, Summoner's Totem, Tome of Transfiguration.
    
    GREATER: Crimson Viper, Dragontongue, Effigy of Skyfire, Final Breath, Hand of 
             Gaea, Blood Gem, Heart of Earth, Lionheart, Kingslayer, Sphere of 
             Eternity.
    
    DIVINE:  Blood of Ares, Crescent Moon of Artemis, Crosier of Osiris, 
             Demeter's Bounty, Knot of Isis, Might of Hephaestus, Poseidon's Net.
    
    In Legendary:
    
    LESSER:  Effigy of the Panther, Ethereal Veil, Maiden's Kiss, Silverheart, 
             Thunderfist, Tongue of Flame.
    
    GREATER: Arcane Mirror, Conqueror's Mark, Tyrant's Fist, Glorybringer, Symbol 
             of the Polymath, Elemental Rage.
    
    DIVINE:  Eye of Ra, Golden Eye of Sun Wukong, Ikon of Zeus, Lyre of Apollo, 
             Marduk's Tablet of Destiny, Morpheus' Dreamweb, Star of Ishtar, 
             Talisman of the Jade Emperor, Thoth's Glory, Sigil of Bast.
    
    ===============================================================================
    
    I shall start with the lesser, and then work may way up to the divine, 
    however please note that this is not, at the present time, an all-encompassing
    list of all the arcane formulae in the game, and so if you encounter any that
    are NOT in my guide, please fill in the blanks (if you fancy), and I shall pop
    the information into my guide, and (of course) give you full credit for your
    contribution !!  Cheers :)
    
    ===   ===== ===== ===== ===== ===== 
    ¶ ¶   ¶  _/ ¶   / ¶   / ¶  _/ ¶ .  ¶
    ¶ ¶   ¶ ¶   ¶ --  ¶ --  ¶ ¶   ¶  -- 
    ¶ ¶   ¶  -    ¶ ¶   ¶ ¶ ¶  -  ¶  \  
    ¶ ¶_  ¶ ¶_   -- ¶  -- ¶ ¶ ¶_  ¶   \ 
    ¶   ¶ ¶   \ \   ¶ \   ¶ ¶   \ ¶ ¶\ \
    ===== ===== ===== ===== ===== ==  ==
    
    
    AMBER FLASK
    ===========
    
    Requirements  : Essence of Artemis' Bowstring
                    Pristine Plummage
                    Turtle Shell 
                    75,000 Gold
    
    Effects       : 10 Piercing Damage
                    12% Poison Resistance
                    +10 Defensive Ability
                    +7% Attack Speed
                    +1 random completion bonus 
    
    Required Lvl  : 10
    
                                     ----------
    
    CHAOS CUBE
    ==========
    
    Requirements :  Essence of Dionysus' Wineskin
                    Venom Sac
                    Demon's Blood
                    75,000 Gold
    
    Effects      :  24 Poison Damage over 3.0 Seconds
                    7% Damage Resistance
                    15% Vitality Damage Resistance
                    20% Stun Resistance
                    +50 Health
                    +1 random completion bonus
                    
    Required Lvl :  15
    
    Appearance   :  An orange globe with a cube in the center surrounded by
                    purple whirley lines
                    
                                     ----------
    
    CINDERBOLT
    ==========
    
    Requirements :  Essence of Amun-Ra's Glory
                    Hag's Skin
                    Rigid Carapace
                    75,000 Gold                
    
    Effects      :  +14% Fire Damage
                    8% Pierce Resistance
                    +12 Dexterity
                    +75 Health
                    +75 Energy
                    +1 random completion bonus
    
    Required Lvl :  20
    
    Appearance   :  An orange globe with the tip of an arrow on fire in the center
                    
                                     ----------
    
    CRYSTAL TEAR
    ============
    
    Requirements :  Essence of the Jade Emperor's Serenity
                    Saber Claw
                    Yeti Fur
                    75,000 Gold
                    
    Effects      :  75 Bleeding Damage over 3.0 Seconds
                    +18% Cold Damage
                    +13% Lightning Damage
                    +18% Vitality Damage
                    50% Bleeding Resistance
                    +1 random completion bonus
    
    Required Lvl :  25
    
    Appearance   :  An orange globe with an eye covered by a silver drop
                    in the center
                    
                                     ----------
    
    DARK CORE
    =========
    
    Requirements :  Embodiment of Zeus' Thunderbolt
                    Epic Rigid Carapace
                    Greater Scroll of Vengeance
                    150,000 Gold
    
    Effects      :  +10% Pierce Damage
                    +10% Lightning Damage
                    12 - 35 Lightning Damage
                    30% Pierce Damage
                    +15% Intelligence
                    +5% Energy
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  An orange globe with a segment sliced out of it to reveal a 
                    dark (and quite possibly orange-flavoured) centre ...
    
                                     ----------
    
    DEATHRATTLE
    ===========
    
    Requirements :  Essence of the Valor of Achilles 
                    Spectral Matter 
                    Scroll of Arcane Power
                    ****-** Gold
    
    Effects      :  10 Damage
                    30 Poison Damage over 3.0 Seconds
                    +30 Health
                    +30 Energy
                    +15% Attack Speed
                    +1 random completion bonus
    
    Required Lvl :  5
    
    Appearance   :  A fiery golden orb with a skull inside it.  The eyes glow a 
                    bright yellow
                    
                                     ----------
    
    EARTHEN TALISMAN
    ================
    
    Requirements :  Embodiment of Prometheus' Flame
                    Epic Boar Hide
                    Epid Pristine Plumage
                    150,000 Gold
    
    Effects      :  54 Burn Damage over 3.0 Seconds
                    +10% Fire Damage
                    15 Armour
                    25% Poison Resistance
                    +15 Defensive Ability
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  An orange sphere with a beautiful almost eye-shaped talisman
                    at its centre.
    
                                     ----------
    
    EBONY GLOBE
    ===========
    
    Requirements :  Embodiment of Guan-Yu's Grace
                    Embodiment of the Rage of Ares
                    Epic Saber Claw
                    150,000 Gold
    
    Effects      :  90 Bleeding Damage over 3.0 Seconds
                    10.0% Chance of 5.0 second(s) of Skill Disruption
                    +30 Defensive Ability
                    7% Chance to Dodge Attacks
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  A light golden orb with a dark, marbelised centre.
    
                                     ----------
    
    EFFIGY OF THE PANTHER
    =====================
    
    Requirements :  Incarnation of the Monkey King's Trickery
                    Legendary Boar Hide
                    Incarnation of the Cunning of Odysseus
                    500,000 Gold
    
    Effects      :  +15% Poison Damage
                    15% Damage Resistance
                    6% Elemental Resistance
                    40% Skill Disruption Protection
                    +15% Attack Speed
                    -15% Dexterity Requirement for all Weapons
                    -15% Dexterity Requirement for Armour
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  An orange orb with a red panther's head outlined in the centre.
    
                                     ----------
    
    EMERALD QUILL
    =============
    
    Requirements :  Embodiment of Artemis' Bowstring
                    Epic Diseased Plumage
                    Greater Scroll of the Earthquake
                    150,000 Gold
    
    Effects      :  +13% Poison Damage 
                    20 Piercing Damage
                    +18 Dexterity
                    +14% Attack Speed
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  Two green quills on a black and orange background.
    
                                     ----------
    
    ETHEREAL VEIL
    =============
    
    Requirements :  Incarnation of the Djed of Osiris
                    Incarnation of the Chill of Tartarus
                    Incarnation of the Iron Will of Ajax
                    500,000 Gold
    
    Effects      :  +20% Cold Damage
                    65 Cold Damage
                    100% Reduced Entrapment Duration
                    100% Skill Disruption Protection
                    +50 Dexterity
                    +50 Damage to Undead
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  A light golden orb with a misty green centre.
    5
                                     ----------
    
    LEAFSONG
    ========
    
    Requirements :  Essence of the Golden Fleece
                    Pristine Plumage
                    Scroll of Arcane Power
                    75,000 Gold
    
    Effects      :  20% Poison Resistance
                    +30 Energy
                    +35 Defensive Ability
                    -6% Energy Cost
                    +1 random completion bonus
    
    Required Lvl :  15
    
    Appearance   :  An orange orb with a black musical note in the centre, resting
                    on a green leaf.
    
                                     ----------
    
    MAIDEN'S KISS
    =============
    
    Requirements :  Incarnation of Artemis' Bowstring
                    Incarnation of the Ankh of Isis
                    Incarnation of Guan-Yu's Grace
                    500,000 Gold
    
    Effects      :  35 Piercing Damage
                    +200% Health Regeneration
                    +35 Offensive Ability
                    +45 Defensive Ability
                    +15% Attack Speed
                    9% Chance to Dodge Attacks
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  An orange orb with a red female face (side-on) looking to the
                    right.
    
                                     ----------
    
    MOLTEN ORB
    ==========
    
    Requirements :  Essence of Prometheus' Flame
                    Boar Hide
                    Rigid Carapace
                    75,000 Gold
    
    Effects      :  11 Damage
                    36 Burn Damage over 3.0 Seconds
                    +6% Fire Damage
                    6% Damage Resistance
                    5% Fire Resistance
                    +1 random completion bonus
    
    Required Lvl :  5
    
    Appearance   :  An orange orb with flames and molten lava inside it.
    
                                     ----------
    
    NEXUS OF INSANITY
    =================
    
    Requirements :  Embodiment of Set's Betrayal
                    Embodiment of Amun-Ra's Glory
                    Embodiment of the Djed of Osiris
                    150,000 Gold
    
    Effects      :  +10% Damage
                    33.0% Chance of 30 Piercing Retaliation
                    +40 Health
                    +40 Energy
                    +40 Damage to Undead
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  An orange sphere with an atomic symbol at its centre.
    
                                     ----------
    
    PALE MOON
    =========
    
    Requirements :  Essence of Zeusí Thunderbolt
                    Turtle Shell
                    Scroll of the Storm Witches
                    75,000 Gold 
    
    Effects      :  6% Lightning Damage
                    8 Lightning Damage
                    +15 Intelligence
                    +1 random completion bonus
    
    Required Lvl :  10
    
    Appearance   :  An orange globe with a moon in the center
                    
                                     ----------
    
    PHYLACTERY OF SHADOWS
    =====================
    
    Requirements :  Embodiment of Dionysus' Wineskin 
                    Epic Bat Fang 
                    Epic Spectral Matter 
                    150,000 Gold
    
    Effects      :  +15% Poison Damage
                    33 Life Leech over 3.0 Seconds
                    54 Energy Leech over 2.0 Seconds
                    7% Damage Resistance
                    30% Life Leech Resistance
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  A yellow sphere with a dark, steely-grey 3d cube inside it.
    
                                     ----------
    
    RAVEN'S SHADOW
    ==============
    
    Requirements :  Embodiment of Archimedes' Mirror 
                    Epic Turtle Shell
                    Greater Scroll of the Djinn
                    150,000 Gold
    
    Effects      :  +20% Poison Damage
                    20% Pierce Resistance
                    45% Stun Resistance
                    +12% Shield Block
                    14.0% Chance of 50% Damage Reflected 
                    +1 random completion bonus
    
    Required Lvl :  40
    
                                     ----------
    
    RAZOR CLAW
    ==========
    
    Requirements :  Essence of Set's Betrayal
                    Lupine Claw
                    Scroll of the Stalwart Alliance
                    75,000 Gold
    
    Effects      :  +5% Pierce Damage
                    15 Piercing Damage
                    33.0% Chance of 25 Piercing Retaliation
                    +5% Attack Speed
                    +1 random completion bonus
    
    Required Lvl :  20
    
    Appearance   :  An orange sphere with a large orange and burnt orange pawprint
                    inside.  The pawprint has, slightly unusually, FIVE clawed 
                    toes.
    
                                     ----------
    
    SCROLL OF ONEIROS
    =================
    
    Requirements :  Essence of Dionysus' Wineskin
                    Spectral Matter
                    Demon's Blood
                    75,000 Gold
    
    Effects      :  40 Energy Leech over 2.0 Seconds
                    +10% Sleep Damage
                    4% Damage Resistance
                    20% Vitality Damage Resistance
                    25% Stun Resistance
                    +1 random completion bonus
    
    Required Lvl :  5
    
    Appearance   :  An orange sphere with a white scroll within.
    
                                     ----------
    
    SHROUD OF ETERNAL NIGHT
    =======================
    
    Requirements :  Essence of the Valor of Achilles
                    Bat Fang
                    Venom Sac
                    75,000 Gold
                    
    Effects      :  10 Damage
                    21 Poison Damage over 3.0 Seconds
                    40 Energy Leech over 2.0 Seconds
                    10 Piercing Damage
                    20% Vitality Damage Resistance
                    25% Stun Resistance
                    +60 Health
                    +10% Attack Speed
                    +1 random completion bonus
    
    Required Lvl :  10
    
    Appearance   :  An orange globe with a clear night's sky in the center
                    
                                     ----------
    
    SILVER HEART
    ============
    
    Requirements :  Incarnation of the Jade Emperor's Serenity
                    Incarnation of Persephone's Tears
                    Divine Scroll of the Arrow Dancer
                    500,000 Gold
    
    Effects      :  +15% Cold Damage
                    +15% Lightning Damage
                    45% Lightning Resistance
                    45% Poison Resistance
                    +100 Less Damage from Undead
                    +100 Less Damage from Demons
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  A light orange sphere with a black and silver heart in the 
                    centre.
    
                                     ----------
    
    SKYFIRE PENDANT
    ===============
    
    Requirements :  Essence of Zeus' Thunderbolt
                    Mechanical Parts
                    Spectral Matter
                    ****-** Gold
    
    Effects      :  +7% Lightning Damage
                    10 Lightning Damage
                    6 Vitality Damage
                    +4% Total Speed
                    +1 random completion bonus
    
    Required Lvl :  15
    
    Appearance   :  Orange sphere with blue sky inside, and a pendant on a chain
                    dangling in its centre.
    
                                     ----------
    
    SONG OF THE SERPENT
    ===================
    
    Requirements :  Essence of the Udjat of Horus
                    Rigid Carapace
                    Scroll of Elemental Shielding
                    75,000 Gold
    
    Effects      :  +6% Poison Damage
                    14 Armour
                    18% Pierce Resistance
                    25% Poison Resistance
                    15.0% Chance of 30 Poison Retaliation over 3.0 Seconds
                    +1 random completion bonus
    
    Required Lvl :  20
    
    Appearance   :  An orange orb with a green serpent in it - its tail at the
                    top, and its head at the bottom.
    
                                     ----------
    
    SPIRIT BLIGHT 
    =============
    
    Requirements :  Embodiment of Hecate's Crescent
                    Epic Venom Sac
                    Greater Scroll of Unbroken Fortitude
                    150,000 Gold
    
    Effects      :  36 Poison Damge over 3.0 Seconds
                    +25% Vitality Damage
                    +60 Energy
                    +95% Energy Regeneration
                    +1 random completion bonus
    
    Required Lvl :  35
    
                                     ----------
    
    STAR HEART
    ==========
    
    Requirements :  Essence of Prometheus' Flame
                    Bat Fang
                    Scroll of the Warrior's Song
                    75,000 Gold
    
    Effects      :  +4% Elemental Damage
                    30 Burn Damage over 3.0 Seconds
                    4% Elemental Resistance
                    +4% Total Speed
                    +1 random completion bonus
    
    Required Lvl :  10
    
    Appearance   :  An orange-and-red orb with a red-and-orange star in the centre.
    
                                     ----------
    
    SUMMONER'S TOTEM
    ================
    
    Requirements :  Embodiment of the Ankh of Isis
                    Epic Hag's Skin
                    Epic Lupine Claw
                    150,000 Gold
    
    Effects      :  +6% Pierce Damage
                    +15 Fire Damage
                    25 Piercing Damage
                    +15 Dexterity
                    +50% Health Regeneration
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  An orange sphere with a purple banner inside.
    
                                     ----------
    
    SUNSTONE
    ========
    
    Requirements :  Essence of the Domain of the Dragon-Kings 
                    Essence of the Monkey King's Trickery 
                    Raptor Tooth 
                    75,000 Gold
    
    Effects      :  +10% Damage
                    +10% Fire Damage
                    +10% Vitality Damage
                    25% Fire Resistance
                    25% Skill Disruption Protection
                    +1 random completion bonus
    
    Required Lvl :  25
    
    Appearance   :  An orange sphere with a sun inside.
    
                                     ----------
    
    THUNDERFIST
    ===========
    
    Requirements :  Incarnation of Zeus' Thunderbolt
                    Incarnation of Yen-Lo-Wang's Bloodletting
                    Incarnation of the Rage of Ares
                    500,000 Gold
    
    Effects      :  108 Bleeding Damage over 3.0 Seconds
                    +9% Bleeding Damage
                    +15% Lightning Damage
                    90 Energy Leech over 3.0 Seconds
                    18-45 Lightning Damage
                    20.0% Chance of 5.0 second(s) of Skill Disruption
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  An orange orb with a raised, clenched fist in the centre.  The
                    fist emanates several beams of light, like it is clutching 
                    something made of light ... or maybe ... thunder !?!?!
    
                                     ----------
    
    TONGUE OF FLAME
    ===============
    
    Requirements :  Incarnation of Prometheus' Flame
                    Legendary Pristine Plumage 
                    Divine Scroll of Armageddon
                    500,000 Gold
    
    Effects      :  90 Burn Damage over 3.0 Seconds 
                    +15% Fire Damage
                    +15% Lightning Damage
                    40% Poison Resistance
                    +14% Intelligence
                    +10% Energy 
                    +1 random completion bonus
    
    Required Lvl :  45
    
                                     ----------
    
    TOME OF TRANSFIGURATION
    =======================
    
    Requirements :  Embodiment of the Udjat of Horus
                    Epic Vile Ichor
                    Greater Scroll of Vampirism
    
    Effects      :  +15% Elemental Damage
                    10 Elemental Damage
                    25 Armour
                    +35 Strength
                    +25 Intelligence
                    +10% Attack Speed
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  A book at the centre of a purple and cream vortex of energy.
    
                                     ----------
    
    TOUCH OF THE FOOL
    =================
    
    Requirements :  Essence of the Golden Fleece 
                    Boar Hide 
                    Scroll of the Breaking Wheel
                    75,000 Gold
    
    Effects      :  15 Armour
                    50% Skill Disruption Protection
                    +10% Energy
                    +30% Casting Speed
                    -5% Energy Cost
                    +1 random completion bonus
    
    Required Lvl :  15
    
    Appearance   :  A yellow orb with a hand pointing a finger inside it.  The
                    fingertip of that finger is green.
    
                                     ----------
    
    WRAITHGUARD
    ===========
    
    Requirements :  Essence of Archimedes' Mirror 
                    Bat Fang
                    Scroll of the Ice Nova
                    75,000 Gold
    
    Effects      :  18 Life Leech over 3.0 Seconds
                    7% Vitality Damage Resistance
                    12% Chance of 50% Damage Reflected 
                    +20 Offensive Ability
                    +1 random completion bonus
    
    Required Lvl :  5
    
    Appearance   :  A heraldic shield featuring a skull, emanating with green 
                    light.
                    
                                     ----------
    
    
    
    ===== =====  =====   /\   ===== ===== ===== 
    ¶   / ¶ .  ¶ ¶  _/  ¶  ¶  ¶   ¶ ¶  _/ ¶ .  ¶
    ¶ ¶   ¶  --  ¶ ¶    ¶  ¶  -. .- ¶ ¶   ¶  -- 
    ¶ ¶   ¶  \   ¶  -  ¶    ¶  ¶ ¶  ¶  -  ¶  \  
    ¶ ¶-. ¶   \  ¶ ¶_  ¶ ¶¶ ¶  ¶ ¶  ¶ ¶_  ¶   \ 
    ¶   ¶ ¶ ¶\ \ ¶   \ ¶ ¶¶ ¶  ¶ ¶  ¶   \ ¶ ¶\ \
    === ¶ ==  == ===== ==  ==  ===  ===== ==  ==
       /¶
      ===
    
    
    ARCANE MIRROR
    =============
    
    Requirements :  Silver Heart
                    Phylactery of Shadows
                    Incarnation of Archimedes' Mirror
                    750,000 Gold
    
    Effects      :  100% Life Leech Resistance
                    100% Energy Leech Resistance
                    15.0% Chance of 50% Damage Reflected
                    +22% Energy Regeneration
                    "Mirror Wall" (Activated upon taking damage)
                      A protective barrier appears around the player, reflecting
                      enemies' spells back at them for a duration.
                      12.0 Second Duration
                      150% Damage Reflected
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  A blue sphere with a silver mirror in the centre.  The mirror
                    faces towards the viewer and at an angle to the left, and has
                    a green centre to it.
    
                                     ----------
    
    BLOOD GEM
    =========
    
    Requirements :  Razor Claw
                    Emerald Quill
                    Cinderbolt
                    500,000 Gold
    
    Effects      :  +10% Pierce Damage
                    40 Piercing Damage
                    33.0% Chance of 32 Piercing Retaliation
                    +6% Attack Speed
                    +1 to all skills in Hunting Mastery
                    "Blood Boil" (Activated on Low Health)
                      Makes the blood boil within the veins of all nearby 
                      opponents, wounding them and magically replenishing
                      the player's own life at the same time.
                      6.0 Meter Radius
                      1170 Bleeding Damage over 2.0 Seconds
                      1000 - 1150 Vitality Damage
                      100% of Attack damage converted to Health
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  
    
                                     ----------
    
    BOOK OF DREAMS
    ==============
    
    Requirements :  Scroll of Oneiros
                    Shroud of Eternal Night
                    Scroll of the Sky's Rage
                    300,000 Gold
    
    Effects      :  +10% Lightning Damage
                    +10% Electrical Burn Damage
                    +20% Sleep Damage
                    10% Damage Resistance
                    100% Sleep Resistance
                    50% Stun Resistance
                    +1 to all skills in Dream Mastery
                    +1 random completion bonus
    
    Required Lvl :  25
    
    Appearance   :  
    
                                     ----------
    
    CONQUEROR'S MARK
    ================
    
    Requirements :  Ebony Globe
                    Jade Idol
                    Legendary Turtle Shell
                    750,000 Gold
    
    Effects      :  120 Bleeding Damage over 3.0 Seconds
                    16% Bleeding Resistance
                    40% Skill Disruption Protection
                    10% Chance to Dodge Attacks
                    -10% Energy Cost
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  
    
                                     ----------
    
    CRIMSON VIPER
    =============
    
    Requirements :  Shroud of Eternal Night
                    Raven's Shadow
                    Epic Peng Claw
                    500,000 Gold
    
    Effects      :  15 - 35 Damage
                    +12% Pierce Damage
                    +20% Poison Damage
                    14% Poison Resistance
                    +1 to all skills in Rogue Mastery
                    "Serpent's Fang" (Activated upon taking damage)
                      Poisoned darts fire outward from the player in all 
                      directions.
                      12 Projectile(s)
                      200 Bleeding Damage over 2.0 Seconds
                      200 Poison Damage over 2.0 Seconds
                      200 - 210 Piercing Damage
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  
    
                                     ----------
    
    DRAGONTONGUE
    ============
    
    Requirements :  Star Heart
                    Earthen Talisman
                    Greater Scroll of Vampirism
                    500,000 Gold
    
    Effects      :  60 Burn Damage over 3.0 Seconds
                    +13% Fire Damage
                    20 Armour
                    +26 Intelligence
                    +18 Defensive Ability
                    +1 to all skills in Earth Mastery
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  A blue sphere with a coiled up black dragon in the centre.  The
                    black dragon has a red tongue flicking out.
    
                                     ----------
    
    DRUIDIC WREATH
    ==============
    
    Requirements :  Leafsong
                    Crystal Tear
                    Viny Growth
                    300,000 Gold
    
    Effects      :  25% Poison Resistance
                    +50% Health Regeneration
                    +45 Energy
                    +45 Offensive Ability
                    -8% Energy Cost
                    +1 to all skills in Nature Mastery
                    +1 random completion bonus
    
    Required Lvl :  25
    
    Appearance   :  
    
                                     ----------
    
    ELEMENTAL RAGE
    ==============
    
    Requirements :  Tongue of Flame
                    Spirit Blight
                    Incarnation of Anubis' Wrath
                    750,000 Gold
    
    Effects      :  +25% Elemental Damage
                    10% of Attack damage converted to Health
                    25% Elemental Resistance
                    +30% Energy Absorption from Attacks
                    "Elemental Chaos" (Activated upon taking damage)
                      Raw elemental forces of fire and ice are invoked, colliding
                      with each other in an explosion of terrific power.
                      12.0 Meter Radius
                      3300 Burn Damage over 2.0 Seconds
                      3300 Frostburn Damage over 2.0 Seconds
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  
    
                                     ----------
    
    EYE OF THE HEAVENS
    ==================
    
    Requirements :  Skyfire Pendant 
                    Song of the Serpent 
                    Tortured Soul 
                    300,000 Gold
    
    Effects      :  +10% Cold Damage
                    +10% Lightning Damage
                    10% Cold Resistance
                    10% Lightning Resistance
                    "Tidal Wave" (Activated on attack)
                      Smites your foes with three powerful jets of freezing water.
                      3 Projectiles
                      100.0% Chance to pass through enemies
                      280-300 Damage
                      400 Frostburn Damage over 2.0 Seconds
                      440-460 Cold Damage
                      50% Chance to Fumble attacks for 3.0 Seconds
                    +15% Damage to Demons
                    +1 random completion bonus
    
    Required Lvl :  30
    
    Appearance   :  A blue sphere with an eye in the centre.  The eye has a blue
                    iris.
    
                                     ----------
    
    FINAL BREATH
    ============
    
    Requirements :  Deathrattle 
                    Phylactery of Shadows 
                    Embodiment of the Djed of Osiris 
                    500,000 Gold
    
    Effects      :  +10% Damage
                    +15% Vitality Damage
                    30% Vitality Damage Resistance
                    +9% Attack Speed
                    +1 to all skills in Spirit Mastery
                    +38 Damage to Undead
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  A blue sphere with a dark silver skull and crossbones inside.
    
                                     ----------
    
    FURY OF THE AGES
    ================
    
    Requirements :  Amber Flask
                    Cinderbolt
                    Essence of the Shade of Hector
                    300,000 Gold
    
    Effects      :  +16% Pierce Damage
                    10% Pierce Resistance
                    10% Poison Resistance
                    +5% Shield Block
                    +8% Attack Speed
                    +10% Chance to Avoid Projectiles
                    +1 random completion bonus
    
    Required Lvl :  30
    
    Appearance   :  
    
                                     ----------
    
    GLORYBRINGER
    ============
    
    Requirements :  Effigy of the Panther
                    Silver Heart
                    Nexus of Insanity
                    750,000 Gold
    
    Effects      :  8% Elemental Resistance
                    -21% Dexterity Requirement for all Weapons
                    -21% Dexterity Requirement for Armour
                    +7% Increased Experience
                    +1 to all Skills
                    +28% Less Damage from Undead
                    +28% Less Damage from Demons
                    +1 random completion bonus
    
    Required Lvl :  45
    
    Appearance   :  A blue sphere with a Greek helmet inside.  The helmet has red
                    plumage.
    
                                     ----------
    
    HAND OF GAIA
    ============
    
    Requirements :  Leafsong
                    Jade Idol
                    Embodiment of the Shade of Hector
                    500,000 Gold 
    
    Effects      :  +13% Elemental Damage
                    +25 Defensive Ability
                    +15% Chance to Avoid Projectiles 
                    -9% Energy Cost
                    +1 to all skills in Nature Mastery
                    +1 random completion bonus
    
    Required Lvl :  40
    
                                     ----------
    
    HEART OF EARTH
    ==============
    
    Requirements :  Sunstone
                    Molten Orb
                    Earthen Talisman
                    500,000 Gold
    
    Effects      :  30 - 60 Damage
                    +14% Fire Damage
                    25 Armour
                    30% Fire Resistance
                    +28 Defensive Ability
                    "Flame Strike" (Activated on attack)
                      Calls down flaming meteorites from the sky above.
                      2.0 Meter Radius
                      100 - 120 Damage
                      180 - 220 Burn Damage over 2.0 Seconds
                      190 - 210 Fire Damage
                    +1 random completion bonus
    
    Required Lvl :  40
    
    Appearance   :  A blue sphere with a red heart in the centre.
    
                                     ----------
    
    KINGSLAYER
    ==========
    
    Requirements :  Song of the Serpent
                    Raven's Shadow
                    Embodiment of Archimedes' Mirror
                    500,000 Gold
    
    Effects      :  15 Damage
                    66 Bleeding Damage over 3.0 Seconds
                    9% Damage Resistance
                    40% Stun Resistance
                    +36 Strength
                    +1 to all skills in Warfare Mastery
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  
    
                                     ----------
    
    LIONHEART
    =========
    
    Requirements :  Molten Orb
                    Tome of Transfiguration 
                    Raven's Shadow
                    500,000 Gold
    
    Effects      :  15% Pierce Resistance
                    20% Poison Resistance
                    13.0% Chance of 50% Damage Reflected
                    +1 to all skills in Defense Mastery 
                    "Lion's Roar" (Activated upon taking melee damage)
                      Let loose a mighty roar, greatly bolstering the combat 
                      skills of the player and nearby allies for a short time. 
                      10.0 Second Duration
                      10.0 Meter Radius
                      +50% Total Damage
                      +100.0 Health Regeneration per second
                      +150 Defensive Ability 
                      +50% Attack Speed
                      50 Armor
                    +1 random completion bonus
    
    Required Lvl :  35
    
                                     ----------
    
    SHADOW VEIL
    ===========
    
    Requirements :  Deathrattle
                    Chaos Cube
                    Scroll of Frailty
                    300,000 Gold
    
    Effects      :  15 Damage
                    45 Poison Damage over 3.0 Seconds
                    +20 Dexterity
                    +30 Health
                    +18% Attack Speed
                    "Shadow Surge" (Activated upon taking melee damage)
                      A wave of pure darkness will blast outward from the player's
                      feet to wound all enemies in the vicinity.
                      5.0 Meter Radius
                      399 - 453 Damage
                      97 Vitality Damage
                      1.5 second(s) of Stun
                    +1 random completion bonus
    
    Required Lvl :  30
    
    Appearance   :  
    
                                     ----------
    
    SOUL PRISM
    ==========
    
    Requirements :  Touch of the Fool
                    Sunstone
                    Essence of Yen-Lo-Wang's Bloodletting 
                    300,000 Gold
    
    Effects      :  66 Bleeding Damage over 3.0 Seconds
                    +15% Vitality Damage
                    25% Fire Resistance
                    +100 Health
                    -8% Energy Cost
                    "Necromancy" (Activated upon taking damage)
                      Summons forth three undead warriors to defend the player.
                      6 Summon Limit
                      Skeletal Minion Attributes:
                        Life Time 30.0 Seconds
                        850 Health       
                      Skeletal Minion Abilities:
                        140-155 Damage
                    +1 random completion bonus
    
    Required Lvl :  25
    
    Appearance   :  A Blue Sphere with a light blue gemstone inside, and a ray
                    of blue light passing horizontally behind it
    
                                     ----------
    
    SPHERE OF ETERNITY
    ==================
    
    Requirements :  Chaos Cube
                    Nexus of Insanity
                    Epic Bat Fang
                    500,000 Gold
    
    Effects      :  +15% Damage
                    36 Life Leech over 3.0 Seconds
                    +20% Sleep Damage
                    30% Stun Resistance
                    +1 to all skills in Dream Mastery
                    +50 Damage to Undead
                    +1 random completion bonus
    
    Required Lvl :  35
    
    Appearance   :  
    
                                     ----------
    
    
    ===   === === === === ==   == =====
    ¶  \  ¶ ¶ \ ¶ ¶ / ¶ ¶ ¶  \¶ ¶ ¶  _/
    ¶ \ \ ¶ ¶ \ ¶ ¶ / ¶ ¶ ¶     ¶ ¶ ¶  
    ¶  , ¶¶ ¶  \\ //  ¶ ¶ ¶ ¶\  ¶ ¶  - 
    ¶ / / ¶ ¶  \ . /  ¶ ¶ ¶ ¶ ¶ ¶ ¶ ¶_ 
    ¶  /  ¶ ¶   \ /   ¶ ¶ ¶ ¶ ¶ ¶ ¶   \
    ===   ===    =    === ==   == =====
    
    
    BLOOD OF ARES
    =============
    
    Requirements :  Lionheart
                    Fury of the Ages
                    Embodiment of the Valor of Achilles
                    1,000,000 Gold
    
    Effects      :  25 Damage
                    +20% Damage
                    +40% Bleeding Damage
                    +40 Offensive Ability
                    +15% Attack Speed
                    "Tears of Blood" (Activated upon taking damage)
                      Bloodfire tears of the god Ares rain down upon the Earth,
                      causing bleeding and fire damage on all who are struck.
                      8.0 Second Duration
                      8.0 Meter Radius
                      975 Bleeding Damage per Second
                      176 - 198 Burn Damage over 2.0 Seconds
                    +1 random completion bonus
    
    Required Lvl :  50
    
    Appearance   :  
    
                                     ----------
    
    CROSIER OF OSIRIS
    =================
    
    Requirements :  Soul Prism 
                    Final Breath 
                    Epic Spectral Matter 
                    1,000,000 Gold
    
    Effects      :  50 Energy Leech over 2.0 Seconds
                    100% Vitality Damage Resistance
                    25% Energy Leech Resistance
                    "Soul Drain" (Activated on attack)
                      Attempts to drain the soul of an enemy, doing enough damage
                      to kill all but the strongest foes, and delivering their 
                      health to the player.
                      100% Reduction to Enemy's Health
                      1000 Vitality Damage
                      500% of Attack damage converted to Health
                    +30% Damage to Undead
                    +50 Less Damage from Undead
                    +1 random completion bonus
    
    Required Lvl :  50
    
    Appearance   :   A purple sphere with a crosier in it.  The crosier emits a 
                     green glow.
    
                                     ----------
    
    DEMETER'S BOUNTY
    ================
    
    Requirements :  Druidic Wreath
                    Hand of Gaia
                    Epic Viny Growth
                    1,000,000 Gold
    
    Effects      :  35% Poison Resistance
                    +85% Health Regeneration
                    -16% Energy Cost
                    "Demeter's Bounty" (Activated upon taking damage)
                      Quickly restores the player to full health and energy.
                      15.0 Second Duration
                      +50.0 Health Regeneration per second
                      +400% Health Regeneration
                      +50.0 Energy Regeneration per second
                      +400% Energy Regeneration
                    +50 Less Damage from Beasts
                    +50 Less Damage from Beastmen
                    +1 random completion bonus
    
    Required Lvl :  50
    
    Appearance   :  
    
                                     ----------
    
    EYE OF RA
    =========
    
    Requirements :  Dragontongue
                    Heart of Earth
                    Elemental Rage
                    2,000,000 Gold
    
    Effects      :  +15% Damage
                    +60% Fire Damage
                    60% Fire Resistance
                    "Eye of Ra" (Activated on low health)
                      Blankets the area around you with scorching flames that hurt
                      only enemies.
                      15.0 Second Duration
                      6.0 Meter Radius
                      800 Fire Damage
                    +35% Damage to Insectoids
                    +35% Less Damage from Insectoids
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    GOLDEN EYE OF SUN WUKONG
    ========================
    
    Requirements :  Crimson Viper
                    Shadow Veil
                    Symbol of the Polymath
                    2,000,000 Gold
    
    Effects      :  +25% Pierce Damage
                    +10% Elemental Damage
                    +40% Poison Damage
                    +50% Stun Damage
                    +15% Total Speed
                    "Spirit Thief" (Activated upon taking damage)
                      Steals the energy of all enemies in the vicinity, harming
                      them for every bit of energy stolen.
                      10.0 Meter Radius
                      8000% Energy Drained (200% Energy Drained causes Damage)
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    KNOT OF ISIS
    ============
    
    Requirements :  Druidic Wreath
                    Hand of Gaia
                    Embodiment of the Ankh of Isis
                    1,000,000 Gold
    
    Effects      :  +30% Poison Damage
                    40% Poison Resistance
                    +150% Health Regeneration
                    +20% Chance to Avoid Projectiles
                    -10% Energy Cost
                    "Healing Cascade" (Activated on low health)
                      Restores the player and all nearby allies to full health.
                      1.0 Second Duration
                      15.0 Meter Radius
                      +10000.0 Health Restored
                    +1 random completion bonus
    
    Required Lvl :  50
    
    Appearance   :  
    
                                     ----------
    
    IKON OF ZEUS
    ============
    
    Requirements :  Eye of the Heavens
                    Effigy of Skyfire
                    Elemental Rage
                    2,000,000 Gold
    
    Effects      :  +30% Cold Damage
                    +60% Lightning Damage
                    +40% Stun Damage
                    60% Lightning Resistance
                    100% Stun Resistance
                    "Thunderstorm" (Activated upon taking damage)
                      Invokes a storm cloud above the player--even indoors--which
                      will rain down bolts of Zeus' lightning upon all enemies.
                      Affects up to 10 targets
                      6300 - 7700 Lightning Damage
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    MARDUK'S TABLET OF DESTINY
    ==========================
    
    Requirements :  Final Breath
                    Soul Prism
                    Symbol of the Polymath
                    2,000,000 Gold
    
    Effects      :  +40% Vitality Damage
                    +30% Life Leech
                    15% Elemental Resistance
                    +20% Intelligence
                    "Shield of Destiny" (Activated on low health)
                      Makes the player completely invulnerable to all forms of 
                      damage for a short duration
                      10.0 Second Duration
                      300% Damage Absorption
                      300% Sleep Resistance
                      300% Stun Resistance
                      300% Reduced Entrapment Duration
                      300% Reduced Freeze Duration
                      300% Reduced Petrify Duration
                      300% Slow Resistance
                    +45 Damage to Magical
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    POSEIDON'S NET
    ==============
    
    Requirements :  Eye of the Heavens
                    Effigy of Skyfire
                    Embodiment of Zeus' Thunderbolt
                    1,000,000 Gold
    
    Effects      :  +15% Cold Damage
                    +15% Lightning Damage
                    25% Cold Resistance
                    25% Lightning Resistance 
                    "Poseidon's Net" (Activated on low health)
                      Trap a large group of monsters with the power of
                      the sea god.
                      4.0 Second Duration
                      5.0 Meter Radius
                      800 - 900 Frostburn Damage per Second 
                      -33$ Defensive Ability
                    +1 random completion bonus
    
    Required Lvl :  50
    
                                     ----------
    
    SIGIL OF BAST
    =============
    
    Requirements :  Crimson Viper
                    Hand of Gaia
                    Incarnation of Li-Nezha's Guile
                    2,000,000 Gold
    
    Effects      :  +18% Elemental Damage
                    +20% Strength
                    +20% Dexterity
                    "Avatar of Bast" (Activated on low health)
                      Summons the Avatar of Bast--a spectral Sabre Lion--to ravage
                      your enemies.
                      Avatar of Bast Attributes:
                        Life Time 30.0 Seconds
                        5000 Health
                      Avatar of Bast Abilities:
                        350 - 371 Damage
                    +40% Damage to Beasts
                    +40% Damage to Beastmen
                    +100 Less Damage from Beasts
                    +100 Less Damage from Beastmen
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    STAR OF ISHTAR
    ==============
    
    Requirements :  Tyrant's Fist
                    Lionheart
                    Conqueror's Mark
                    2,000,000 Gold
    
    Effects      :  5.0% Chance of 70% Slowed for 3.0 Seconds
                    15% Damage Resistance
                    25% Elemental Resistance
                    +20% Strength
                    +20% Dexterity
                    "Scimitar Spirits" (Activated on low health)
                      Summons an invisible spirit armed with scimitars to fight
                      for the player.
                      Scimitar Spirit Attributes:
                        Life Time 30.0 Seconds
                        1183 Health
                        551 Energy
                      Scimitar Spirit Abilities:
                        406 - 431 Damage
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    TALISMAN OF THE JADE EMPEROR
    ============================
    
    Requirements :  Kingslayer
                    Conqueror's Mark
                    Incarnation of the Jade Emperor's Serenity
                    2,000,000 Gold
    
    Effects      :  50% Elemental Resistance
                    +15% Strength
                    +50 Defensive Ability
                    -25% Recharge
                    "Jade Emperor's Mau-D'uyhn" (Activated on Attack)
                      Makes the player and all allies immune to elemental damage
                      and ranged weaponry for a duration.
                      10.0 Second Duration
                      15.0 Meter Radius
                      +100% Chance to Avoid Projectiles
                      300% Elemental Resistance
                    +1 random completion bonus
    
    Required Lvl :  55
    
    Appearance   :  
    
                                     ----------
    
    ==============================================================================
    C H A P T E R   T E N                                               CHAPTER 10
    ==============================================================================
    S H R I N E S
    ==============================================================================
    
    There are a fair few Shrines that you will encounter in the wilderness in
    Titan Quest and Immortal Throne - some of them have one-off benefits, such as
    immediately recharging your health - some of them give you time-based bonuses,
    such as increased experience from enemy kills for a given period of time, or
    increased combat effectiveness for a given time window.
    
    Here is a list of shrines and descriptions of their effects :-
    
    Battle Marker (Orange Glow)
       Attack speed and damage are increased.  This is arguably the greatest 
       of the shrines in Titan Quest, as it LITERALLY transforms your character 
       into a Juggernaut.  ALL your combat skills go through the roof and you will
       DECIMATE large groups of enemies with relative ease.  Rate of Fire, chance
       of striking accurately, inflicting criticals, the WORKS.  It's all good !!
    
    Energizing Shrine (White Glow - there is only one - on the Olympus Summit)
       Infuses the player with arcane power, dramatically increasing energy 
       regeneration.
    
    Frostbite Shrine (Light Blue Glow)
       The player's weapon is infused with the essence of frost, slowing enemies
       greatly and causing small amounts of damage.  This is one of the best 
       shrines in the game as it DRAMATICALLY slows down your enemies, giving you
       HUGE amounts of time to inflict MASSIVE amounts of damage upon them.  It is
       particularly good for ranged-attackers, and spellcasters.  Once frosted up,
       your enemies will continue to sustain small amounts of damage until the 
       effects of the frostbite wear off, or they die.
    
    Regeneration Shrine (Purple Glow)
       Creates a regenerative circle around the shrine that lasts for approx. 45
       seconds.  Standing within the radius of this circle causes your health and
       energy bars to refill constantly for the duration of the shrine's effect,
       making it a VERY good place to stage a combat-session, if you are able to.
    
    Shrine of Experience (White Glow)
       You have been granted great wisdom and acuity of mind, significantly
       increasing how quickly you can gain experience.
    
    Shrine of Healing (Red Glow)
       Grants full restoration of a player's health
    
    Shrine of Mastery (Yellow Glow)
       Grants the player improved proficiency with all skills.
    
    Shrine of Thorns (Green Glow)
       Jagged thorns sprout from the player's body, damaging any enemies foolish
       enough to attack.
    
    
    
    ==============================================================================
    C H A P T E R   E L E V E N                                         CHAPTER 11
    ==============================================================================
    H E R O   M O N S T E R S
    ==============================================================================
    
    Hero Monsters are what I would call Captains, if the game didn't already have
    a dedicated term for them.  They lead their lesser-ranking allies into combat,
    but ALWAYS have powers that set them above and beyond their counterparts.
    
    Very often Hero Monsters can prove tough opponents - tougher in some cases 
    even than the bosses, as you are never expecting to bump into a Hero Monster -
    they just hang around and you meet up with them, pretty much by chance.
    
    Where possible I have attempted to give a description of the Hero Monsters I 
    have encountered whilst playing, including what type of monster they are, 
    where I bumped into them, and what special powers they exhibited whilst I was
    fighting them.
    
    ACT ONE - GREECE
    ================
    
    Blastfang
       Type of Monster  : Flaming Orange Cave Bat
       Can be found in  : Athens Catacombs - Level One
       Attacks :-
          Swooping Bite
       Comments :-
          VERY noticeable, and probably quite safe when flying around dark 
          country lanes at night, you will be under NO illusions when you are 
          facing THIS guy.
    
    Bonelord, the
       Type of Monster  : Giant Skeletal Warrior
       Can be found in  : Athens
       Attacks :-
          Sword Swipe, Earthquake
       Comments :-
          This dude is MASSIVE !!  He stands at least 2 if not 3 times the height
          of your character ... WOW !!
    
    Cadmus the Golem King
       Type of Monster  : Automatoi
       Can be found in  : Knossos Palace, Minoan Labyrinth
       Attacks :-
          Electrify Sword, Giant Swing (rotates upper torso), Sword Strike
       Comments :-
          Cadmus is a bit faster than his normal Automatoi counterparts, and has
          GREAT range with his Giant Swing attack.
    
    Fernos Charskin
       Type of Monster  : Fire Clan Satyr
       Can be found in  : Lower Delphi
       Attacks :-
          
       Comments :-
          
    
    Hesperos the Flameforged
       Type of Monster  : Automatoi
       Can be found in  : Knossos Palace, Minoan Labyrinth
       Attacks :-
          Sword Strike, Spinning Strike (upper torso spins 360)
       Comments :-
          Hesperos isn't that tough a captain really.  The first time you see his
          spinning strike attack you are likely to think WOAH !!  But aside from
          that he should fall pretty quickly to your powers.  Don't stand too close
          to him when you deliver the final stroke, however, as he explodes in a
          ball of flame that scatters to the surrounding area.
    
    Kaj Notchblade
       Type of Monster  : Minotaur
       Can be found in  : Minoan Labyrinth
       Attacks :-
          
       Comments :-
          
    Keleos the Forktongued
       Type of Monster  : Gorgon Archer
       Can be found in  : Minoan Labyrinth
       Attacks :-
          
       Comments :-
    
    Roughneck
       Type of Monster  : Snapping Turtle
       Can be found in  : Phocian Swamp
       Attacks :-
          Bite
       Comments :-
    
    Thrydos Darksoul
       Type of Monster  : Wraith Spellcaster
       Can be found in  : The Ancient Tomb of Leucus
       Attacks :-
          Lightning Blast, Ternion Attack
       Comments :-
          This guy can RAPIDLY fire blasts of lightning from his staff, and is a 
          low-ranking Spirit Master, as he has access to the Ternion Attack and 
          Deathchill Aura Skills.
    
    Warchief Otos
       Type of Monster  : Dark Satyr Brute
       Can be found in  : Boetia
       Attacks :-
          Onslaught
       Comments :-
          Warchief Otos has a degree of Warfare Mastery, and uses the Onslaught
          skill to great effect in close-quarters combat.  He is quite slow to
          move, however, and falls afoul of archers and mages rather easily.
    
    Xerkos the Betrayer
       Type of Monster  : Noxious Zombie
       Can be found in  : Knossos Palace
       Attacks :-
          Traps (can create up to 2 Rogue Traps simultaneously), War Wind, Sword
          Strike, Mace Strike
       Comments :-
          Although INSANELY slow to move, Xerkos is adept at both Rogue and Warfare
          Masteries, meaning he is able to attack (by traps) at range, and up close
          with some nasty twin-weapon attacks.  He is armed with a sword and a 
          mace, and can use both with good accuracy.  Attack him at range to make
          this fight MUCH easier.
    
    ACT TWO - EGYPT
    ===============
    
    Faceless One, the
       Type of Monster  : Dune Raider (Mounted Marauder)
       Can be found in  : Wadjet Canyons
       Attacks :-
          Spear Strike, Ring of Flame, Meteor Strike, Charge
       Comments :-
          The Faceless One is a master of the Earth School.  Being mounted on the
          back of a Hyena Beast gives him great speed meaning he can close the gap 
          between you, himself, and his cronies rapidly.  Add to this his ability
          to call down meteor strikes AND use a ring of flame, and you have a 
          decent fight on your hands.  Strike him from afar if you are able, or 
          look to finish him quickly if you prefer up-close-and-personal.  Just
          watch out for the meteor strikes !!  First one rock, then a PILE of
          them ;)
    
    Najja the Parched
       Type of Monster  : Dune Hero
       Can be found in  : Fayum Desert
       Attacks :-
          
       Comments :-
    
    Nathifa the Unblemished
       Type of Monster  : Sandwing
       Can be found in  : Nile Floodplain
       Attacks :-
          
       Comments :-
    
    Reshelf, Undying King of Nubia
       Type of Monster  : Zombie
       Can be found in  : Tomb of Ramses
       Attacks :-
          
       Comments :-
          
    
    ACT THREE - THE ORIENT (AND MOUNT OLYMPUS)
    ==========================================
    
    Cenon Stormborn
       Type of Monster  : Coastal Ichthian
       Can be found in  : Babylon Outskirts
       Attacks :-
          Fast Thunderball Attack, Mace Strike, Aura (either lightning or frost -
          I cannot be certain, but it swirls around his feet).
       Comments :-
          Cenon Stormborn is not a particularly dangerous adversary.  His 
          projectile attacks are fast, no doubt about that, but he himself is not
          overly dangerous.  Just keep light on your toes and he should fall 
          quickly.
    
    Jun Shan, Warrior-Monk
       Type of Monster  : Tigerman
       Can be found in  : Chang'an Farmland
       Attacks :-
          
       Comments :-
    
    Sargoth Manbane
       Type of Monster  : Dragonian Wrym-Mage
       Can be found in  : Jinghe River Valley
       Attacks :-
          Lightning, Thunderball (with 3 Concussive Blasts), Lightning Aura
          around his feet, Mini-ball of Lightning
       Comments :-
          This guys rate of fire is EXTREMELY fast, making him difficult to 
          take on alone, let alone with his entourage.  Best advice I can give
          you is to slay his lesser minions and then take him on from a distance.
          Avoid a strike, send one back, rinse, repeat, and he will fall to your
          superior tactics.
    
    Tarthon Na'Arak
       Type of Monster  : Dragonian
       Can be found in  : Shaanxi Province
       Attacks :-
          
       Comments :-
          
    
    
    
    ACT FOUR - HADES
    ================
    
    Aberkios of the Ashes
       Type of Monster  : Lost Soul
       Can be found in  : Ossuary of the Thesproti
       Attacks :-
          Summon 2 Albino Spiders (but doesn't have to wait for the last 2 to die
          before he summons 2 more), Lightning Blast from Staff, Thunderball
       Comments :-
          
    
    
    Akhlys
       Type of Monster  : Keres
       Can be found in  : Upper City of Lost Souls, Dread Halls
       Attacks :-
          Ice Storm (rains HUGE hailstones down from the sky to crush you)
       Comments :-
          Akhlys is a Master of the Storm School, however her (for I assume it
          is female) prefers to rely upon the ice-side of the school rather than
          the lightning side.  Her Ice Storm power is VERY dangerous so you should
          keep moving at all times to avoid getting swatted ;)
    
    Anaplekte
       Type of Monster  : Keres
       Can be found in  : Hades - Dark Grove, Lower City of Lost Souls, 
                          City of Lost Souls
       Attacks :-
          Teleportation (Phantom Strike), Throw multiple Traps in VERY quick
          succession
       Comments :-
          Anaplekte ROCKS - wherever you find her, she is always sure to give you
          a satisfyingly difficult fight.  She can use Phantom Strike to teleport
          up to you, making her difficult to predict, and she can throw LOADS 
          of traps which fire massive amounts of bolts at you very, very quickly.
          She is very dangerous - beware !!
    
    General Yrrt'ik
       Type of Monster  : Formicid
       Can be found in  : Ampelian Caves
       Attacks :-
          
       Comments :-
          
    Hekaline the Outcast
       Type of Monster  : Melinoe
       Can be found in  : Fourth Domain, Eronian Highlands
       Attacks :-
          
       Comments :-
          
    Helike, Dark Temptress
       Type of Monster  : Empusa
       Can be found in  : Hecatean Agora
       Attacks :-
          
       Comments :-
    
    Hilaera Stonerunner
       Type of Monster  : Lamia
       Can be found in  : Soronis
       Attacks :-
          Flaming Arrow, Throw Flaming Boulder, Meteor Shower, Claw strikes
       Comments :-
          A powerful archer who can attack at range or up-close and personal.
          Hilaera Stonerunner is an Earth Mistress, but fortunately she does
          not have a huge amount of health.
    
    Ironskin
       Type of Monster  : Hydradon Scorcher
       Can be found in  : Tsakonian Ruins
       Attacks :-
          Throw 4 Flaming Boulders, Breathe Flame, Single-Claw Strike, Bite
       Comments :-
          
                
    Mehrdad Coralskin
       Type of Monster  : Ichthian
       Can be found in  : Jingyang Woods
       Attacks :-
          
       Comments :-
    
    Minkah
       Type of Monster  : Nightstalker
       Can be found in  : Den of the Anteok
       Attacks :-
          Phantom Strike, Dual Wield, Earthquake-strike
       Comments :-
          A giant, red-faced Nightstalker, Minkah is a very quick and powerful
          character to do battle against, not in the least because he has the
          ability to use the Dream School's Phantom Strike power to GREAT effect
          during combat.  He is a master of both Dream and Warfare Schools, 
          making him a Harbinger.
    
    Nikias, Betrayer of Sparta
       Type of Monster  : Lost Soul
       Can be found in  : Ossuary of the Thesproti, Great Hall of Propontis
       Attacks :-
          EXTREMELY powerful Flurry of Knives, Ward of Crippling, Onslaught, 
          Sword Strike
       Comments :-
          Since we know Nikias has the Flurry of Knives Power (which is by far
          his most deadly attack), we know he is a Level 32 Rogue.  He is also
          a Master of the Warfare School, making him an Assassin, which is in 
          keeping with his name after all.  He is VERY slow to move, but do NOT
          underestimate his power, as he can fell even tough heroes at range with
          those knives of his.  Just keep him at a distance and wear him down.
          
    Nosos
       Type of Monster  : Keres
       Can be found in  : Upper Daemon Camp
       Attacks :-
          
       Comments :-
          
    Queen K'kiitr
       Type of Monster  : Pale Formicid
       Can be found in  : The River Styx
       Attacks :-
          
       Comments :-
          
    Queen Ycht'ssk'l
       Type of Monster  : Formicid
       Can be found in  : Ampelian Caves
       Attacks :-
          
       Comments :-
          
    Sentinel Nok-hai, Guardian of the Necklace
       Type of Monster  : Machae
       Can be found in  : Second Domain, Fourth Domain
       Attacks :-
          Triple Poison Arrow, Spirit Nova (Shoots blasts of Spirit Energy (or 
          it COULD be poison, but I believe it is spirit) out in multiple 
          directions).
       Comments :-
          Sentinel Nok-hai is like greased lightning.  His bow-and-arrow attacks
          are VERY quick, and the additional poison damage he does can have you
          on your knees in short order.  Take out his allies first, and duck and
          weave to avoid the mainstay of his attacks.  Once he is on his own,
          he is considerably easier to defeat.
    
    Spinebreaker
       Type of Monster  : Pale Karkinos
       Can be found in  : Stygian Marsh
       Attacks :-
          Throw two sets of four flaming boulders (one far, one near), claw-snap
       Comments :-
          Spinebreaker is quite a quick, large, orange Pale Karkinos with blue 
          eyes and a SERIOUS chip on his shoulder.  His primary attack is to 
          hurl two sets of four flaming boulders at you in quick succession - the
          first set goes far, the second close.  For a time I thought he was able
          to summon a Pale Karkinos Sand Runner to aid him, but I think that was
          just a random wandering enemy that sauntered by as it only happened 
          once.  He is NOT insanely difficult, and cannot go further than a 
          certain distance from his starting position, so it should be quite 
          reasonable to take him out.
    
    Thane Kaorak
       Type of Monster  : Troglodyte
       Can be found in  : Cave of Whispers, Erebus
       Attacks :-
          
       Comments :-
          
    Theophrastos the Plump
       Type of Monster  : Shadow Skeleton
       Can be found in  : Epirus
       Attacks :-
          
       Comments :-
          
    Tisiphone the Avenger
       Type of Monster  : Fury
       Can be found in  : Erebus, Delian Meadows
       Attacks :-
          Claw-strike, Dream Projectile (straight line), Dream Nova (reasonable
          radius attack around Tisiphone)
       Comments :-
          Tisiphone is a Dream Master, but beyond that he is NOT that much more
          powerful than his kin - he does not seem to use the standard wall of 
          sound attack that the Matriarchs use - instead he relies on his dream
          powers, which are considerable but not really sufficient for you to
          risk losing sleep over ;)
          
    Tribal Shaman Schlilsh Toadskin
       Type of Monster  : Pale Anouran
       Can be found in  : Stygian Marsh
       Attacks :-
          
       Comments :-
          
    Tribal Shaman Wood-Ear
       Type of Monster  : Anouran
       Can be found in  : Tsakonian Ruins
       Attacks :-
          
       Comments :-
          
    Warrag Hammerfist
       Type of Monster  : Troglodyte
       Can be found in  : Cave of Whispers, Dread Halls
       Attacks :-
          
       Comments :-
          
    
    
    ==============================================================================
    C H A P T E R   T W E L V E                                         CHAPTER 12
    ==============================================================================
    S I D E   Q U E S T S
    ==============================================================================
    
    Whilst we have gone through each of the side quests in the game as a part of
    my main walkthrough, in an attempt to be helpful so that you don't have to go
    trawling through the whole guide just to find what you're looking for, I have
    made a brief summary of each one here, together with confirmation of what 
    rewards I got for completing each mission.
    
    I hope you find them useful.
    
    ==============================================================================
    I M P O R T A N T   N O T E   B E F O R E   W E   B E G I N . . .
    ==============================================================================
    
    I have been contacted by Jokerfiend, who has suggested I point out to all
    you lovely peeples out there that the rewards you receive (in terms of the 
    ITEMS you get) are not fixed - a couple of times he has found legendary items
    on Epic Difficulty where I have not, so please keep this in mind when you 
    are adventuring.  Just because I found something plop, that isn't to say you
    won't find something AMAZING ;)  Thanks Jokerfiend !!
    ==============================================================================
    
    SIDE QUESTS
    
    ACT ONE - GREECE
    ================
    
    HELOS
       Monstrous Brigands
          Speak with Nicostratus in the Village of Helos, and then find and free
          his friend Tellis from the cave just off the main road leading out of 
          Helos, where you will find him a prisoner of a gang of Satyr.
          - Normal    = Random Yellow Ring,   300 XP
          - Epic      = Random Yellow Ring, 25000 XP
          - Legendary = Random Yellow Ring, 55000 XP
       The Cornered Man
          Rescue Lycus, the cornered man, from his assailants in the log camp just
          off the roadside in the Laconia Woods.
          - Normal    =   300 XP,   1500 GP
          - Epic      = 27500 XP,  60000 GP
          - Legendary = 60000 XP, 600000 GP
       Medicines Waylaid
          Speak with Euphadimus on the main road leading to Tegea, and then clear
          the route leading to Tegea so that he may pass with the precious 
          medicines he carries in his cart.
          - Normal    =   350 XP,   Lesser Health Potion x 3, Health and Energy 
                        Restored
          - Epic      = 27500 XP, Superior Health Potion x 3, Health and Energy 
                        Restored
          - Legendary = 60000 XP,   Divine Health Potion x 3, Health and Energy 
                        Restored
    
    SPARTA
       The Lost Dowry
          Retrieve Theages' daughter's dowry necklace from a group of monsters in
          the cave nearby ... the SWINE !!
          - Normal    = Random Essence,       400 XP
          - Epic      = Random Embodiment,  30000 XP
          - Legendary = Random Incarnation, 65000 XP
       The Ancient of War
          Find Hippias on his rock to the east of the Spartan War-Camp, and deliver
          news of his safety to Euthycles in the Spartan War-Camp.
          - Normal    =   2000 GP,   500 XP
          - Epic      =  70000 GP, 25000 XP
          - Legendary = 650000 GP, 60000 XP
       The Poisoned Spring
          Purge the Fetid Lair behind the Naiad to the west of Tegea, in order to
          restore the town's water supply to a consumable state.
          - Normal    =  +75 HP,  1500 XP, Health and Energy Restored
          - Epic      = +150 HP, 30000 XP, Health and Energy Restored
          - Legendary = +200 HP, 70000 XP, Health and Energy Restored
    
    MEGARA
       Skeleton Raiders
          Kill the three Prince-brothers Polypas (Prince of the Blade), Aristeus
          (Prince of the Storm), and Menon (Prince of the Bow) at Old Eleusis, to
          liberate the City of Megara from their constant assaults.  Old Eleusis
          lies to the north of Megara.
          - Normal    =  2500 XP
          - Epic      = 35000 XP
          - Legendary = 75000 XP
       News of a Shipwreck
          At the south-western edge of the Halcyon Coast, the treasure cargo of a
          ship bound for Athens has washed ashore, and is RIPE for the taking ...
          - Normal    =  1000 XP
          - Epic      = 18000 XP
          - Legendary = 40000 XP
    
    DELPHI
       A Proper Offering
          A long quest which you pick up from General Leonidas at the Spartan War-
          Camp, and which sees you travel all the way to the top of the Sacred 
          Olive Grove high atop the Helicos Pass north-west of the Village of 
          Ambrossos.
          - Normal    = +5% Permanent Lightning Resistance
          - Epic      = +7% Permanent Cold Resistance
          - Legendary = +5% Permanent Elemental Resistance
       A Master Blacksmith
          The Master Blacksmith Termerus has set up shop away from prying eyes
          at the bridge that leads to the Crisaeos Falls.  Find him, and take full
          advantage of his skills, as they may benefit you in the DARK times ahead.
          - Normal    =  1500 XP
          - Epic      = 20000 XP
          - Legendary = 55000 XP
       Goods Abandoned
          Asimides the Merchant has had to abandon his goods outside Ambrossos, as 
          he foolishly set up his camp for the night right beside a Skeletal 
          hidey-hole !!  Fortunately the dullard isn't concerned with who picks
          up his loot (it's to the south-west of the Olive Grove).
          - Normal    =  1000 XP
          - Epic      = 18000 XP
          - Legendary = 40000 XP
       The Good Centaur
          The Centaur Chiron stands in a field of wheat at the northern border of
          the Ambrossos Farmlands, SERIOUSLY unhappy about the theft of his bow 
          by the Maenad Priestess Ino.  Ino has fled into the nearby cave, and
          should be taught a SERIOUS lesson in manners.
          - Normal    = 2 Attribute Points,  3000 XP
          - Epic      = 2 Attribute Points, 35000 XP
          - Legendary = 2 Attribute Points, 80000 XP
       The Grieving Widow
          Iodame mourns the loss of her husband as he fell defending Delphi from
          the first batch of its assailants, at the hands of Cepharis, Master of 
          the Flame - a Boarman that lives in the Parnassus Caves, to the north-
          east of Delphi, up a biiiiiiiiiiiiiiiig hill.  The boarman is in the 
          second (back) section of the cave, in the north-western corner.
          - Normal    =  3000 XP
          - Epic      = 35000 XP
          - Legendary = 85000 XP
    
    ATHENS
       Spartans Lost
          Isarchus needs help in finding a set of Spartan Scouts that are late in
          delivering their report to the rest of the war party.  They are lost in
          the Athens Marsh.  Find them and then report back to Isarchus.
          - Normal    =  4000 XP
          - Epic      = 37500 XP
          - Legendary = 85000 XP
       Trapped in the Ruins
          Pausanias and his Spartan contingent have trapped a Giant Limos in a ruin
          and require some aid in despatching the beast to Hades.
          - Normal    =  3000 XP, Random Yellow Magic Weapon
          - Epic      = 35000 XP, Random Yellow Magic Weapon
          - Legendary = 85000 XP, Random Yellow Magic Weapon
    
    KNOSSOS
       Xanthippus the Healer
          Xanthippus the Healer has been up in the hills above the Village of 
          Herakleion since the Telkine passed through, and they villagers really
          need him to return so that he can tend to those of them that fell to a
          virulent plague fog that followed the Telkine as he passed through.
          Find Xanthippus in the hills on Tritons Ridge by heading due south-east
          of the rebirth fountain that marks the entrance to Tritons Ridge, and 
          then recover his staff from the cave nearby.
          - Normal    = Greater Energy Potion x 5, Greater Health Potion x 5, 
                        Health and Energy Restored,  5000 XP
          - Epic      = Superior Energy Potion x 5, Superior Energy Potion x 5, 
                        Health and Energy Restored, 40000 XP
          - Legendary = Divine Energy Potion x 5, Divine Health Potion x 5, 
                        Health and Energy Restored, 90000 XP
       The Undead Tyrant
          Leucus I was a tyrant who took the Throne of Knossos by power MANY many
          years ago.  His reign of tyranny came to an abrupt end when he was 
          poisoned by one of his servants, and now it seems his souls has come 
          back from the dead and taken up residence in some ancient ruins due 
          north of Xanthippus (south-east and then north of the rebirth fountain
          that marks the entrance to Tritons Ridge).  Find him and DESTROY him to
          avoid history repeating itself ;)
          - Normal    =  6000 XP
          - Epic      = 40000 XP
          - Legendary = 95000 XP
    
    ACT TWO - EGYPT
    ===============
    
    RHAKOTIS
       The Family Heirloom
          Explore the City of Rhakotis to find a Jackalman Elite Berzerker with
          a glow around his feet.  Bring the Family Sword of Anherru which he 
          drops when you slay him to Anherru, the warrior adjacent to the rebirth
          fountain in Rhakotis.
          - Normal    = Random Essence,      6000 XP
          - Epic      = Random Embodiment,  40000 XP
          - Legendary = Random Incarnation, 95000 XP
    
    LOWER NILE
       The Beast of Legend
          Slay the Beast of Legend - an Ancient Scorpos - in a cave to the north-
          east of the Wadjet Canyon.
          - Normal    = 2 Skill Points,  7500 XP
          - Epic      = 2 Skill Points, 40000 XP
          - Legendary = 2 Skill Points, 95000 XP
       Plight of the Nile Farmers
          Kill all the Reptilian Warriors that are marching through the marshes
          to the south-east of the Village of Sais on their way to eat the kids
          and steal the livestock (or maybe the other way around !!) in the 
          village proper.
          - Normal    =   8000 XP, Random Monster Charm
          - Epic      =  40000 XP, Random Monster Charm
          - Legendary = 100000 XP, Random Green Magic Ring
       A Promethean Surrounded
          In an encampment further to the north of the Old Kingdom Ruins, Inen
          of the Order of Prometheus is pinned down by enemies, and needs a bit
          of a helping hand.
          - Normal    =  7500 XP, Random Green Magic Necklace
          - Epic      = 38000 XP, Random Yellow Magic Amulet
          - Legendary = 95000 XP, Random Yellow Magic Charm
    
    MEMPHIS
       Lowest of the Low
          The slums around Memphis have been taken over by Shadowstalker demons,
          and the poor inhabitants of this ramshackle area are too afraid to go
          back to their low-grade homes.  Purge their homes of this infestation
          that they may go back.
          - Normal    = Random Yellow Magic Ring,   8500 XP
          - Epic      = Random Yellow Magic Ring,  40000 XP
          - Legendary = Random Yellow Magic Ring, 100000 XP
       The Missing Brother
          Tathari in Memphis is searching for her brother Unas, who has gone off
          on some fool's errand to try and get their family's ancestral guardian
          to defend them against the hordes of the Telkine.  Find Unas in a crypt
          to the east of the Portal Shrine in Giza, and put an end to his FOOLISH
          plan.
          - Normal    =  10000 XP, Random Green Magic Ring
          - Epic      =  42000 XP, Random Yellow Magic Ring
          - Legendary = 100000 XP, Random Yellow Magic Ring
       The High Priest's Request
          Zazamankh is afraid that the people are losing their faith in the ruling
          classes ability to lead them in these times of turmoil and, to that end,
          he wants you to find and bring him the Staff of Khufu from the Tomb of 
          Khufu, as a gesture of their ongoing power and stability in these dark
          times.
          - Normal    = Random Essence,       9000 XP
          - Epic      = Random Embodiment,   42000 XP
          - Legendary = Random Incarnation, 100000 XP
    
    GIZA
       Khufu's Curse
          Slay Sadiki, Champion of Anubis in the Tomb of Khufu before he and his
          minions can defile the Sarcophagus of the Pharaoh.
          - Normal    =  12500 XP
          - Epic      =  50000 XP
          - Legendary = 125000 XP
    
    FAYUM OASIS
       A Hidden Treasure
          Find the treasure of which Asri spoke, in the tomb to the north-west of
          where you fight Iznu in the Caravan Woes quest (just outside the Fayum
          Oasis).
          - Normal    = 65000 XP
          - Epic      = 30000 XP
          - Legendary = 65000 XP
       Caravan Woes
          Just north-west of the Fayum Oasis is Iznu and his band of Dune Raider
          SCUMS.  They have been attacking caravans going to and from the Fayum
          Oasis, and it is having a devastating effect on trade in the area.  
          They must be stopped ... the little sh!ts ...
          - Normal    =  12000 XP
          - Epic      =  45000 XP
          - Legendary = 100000 XP
    
    THEBES
       The Corrupted Priest
          Neb-kemi, the Head Priest of the Order that resides in the City of 
          Thebes in Egypt, lost BADLY in his battle with Aktaios, the Egyptian
          Telkine.  For his defiance, Aktaios turned Neb-kemi into a deformed
          undead monster, and his soul now needs to be laid to rest.  Look for
          Neb-kemi in the Meretseger Ridge.
          - Normal    = Random Green Magic Staff,  15000 XP
          - Epic      = Random Green Magic Staff,  50000 XP
          - Legendary = Random Green Magic Staff, 125000 XP
    
    ACT THREE - THE ORIENT
    ======================
    
    BABYLON
       The Seeds of Destruction
          Slay the Ichthian Invaders that have taken over Immeru's Farmlands, and
          he will be MOST grateful.
          - Normal    =  18000 XP
          - Epic      =  50000 XP
          - Legendary = 145000 XP
    
    SILK ROAD
       Mystery in the Mountains
          Find Da-wa Phu-ti, son of Kilu Tem-ba in Shangshung Village, and make 
          amends for his foolishly having lost the cache of weapons his Village
          might have been able to use to battle the monsters, by slaying three
          Sub-Bosses (Yurg Rattlebone, Tor Skullcrusher and Korat Bearkin), PLUS
          Barmanu, the Neanderthal High Warlord, by travelling through the cave
          to the north-west of Da-wa Phu-ti.
          - Normal    =  22000 XP
          - Epic      =  55000 XP
          - Legendary = 160000 XP
       A Gargantuan Yeti
          Find and slay the Gargantuan Yeti that is currently living in the 
          Tsongmo Ice Caverns.
          - Normal    =  20000 XP
          - Epic      =  55000 XP
          - Legendary = 160000 XP
       Caravan in Trouble
          Defend Gong Li from the Rime Sprites that assail him, and he will be
          EXTREMELY happy.
          - Normal    = Random Green Magic Amulet,    18000 XP
          - Epic      = Random Yellow Magic Ring,     50000 XP
          - Legendary = Random Green Magic Talisman, 145000 XP
    
    GREAT WALL
       The Child and the Raptor
          Save the daughter of Chang Er from being gobbled up by a powerful 
          Raptor that has entered their village.
          - Normal    = Random Yellow Magic Amulet, 23000 XP
          - Epic      = Random Yellow Magic Amulet, 55000 XP
          - Legendary = Random Yellow Magic Seal,  170000 XP
       Peng Problems
          Clear all the Peng from the Great Wall of China, ESPECIALLY Xiao the
          Colossal Peng, as he is making a nuisance of himself.
          - Normal    =  23000 XP, Random Yellow Magic Weapon
          - Epic      =  55000 XP, Random Yellow Magic Weapon
          - Legendary = 175000 XP, Random Yellow Magic Weapon
       Stalker in the Woods
          Destroy Bloodfang, the Tropical Arachnos Warlord, where he lurks east 
          and then south-west of the Village of Zhidan.
          - Normal    =  27000 XP
          - Epic      =  70000 XP
          - Legendary = 190000 XP
       A Lesson in Despair
          Find Yao Li, and speak repeatedly to him after slaying the monsters 
          were just about to turn him to mincemeat, to get him to acknowledge
          that a pointless death would do little to help his loved ones.
          - Normal    =  25000 XP
          - Epic      =  60000 XP
          - Legendary = 180000 XP
       The Wealthy Collector
          Find the jade statuette that Lu Buwei in the Village of Zhidan is
          GAGGING to get his mitts on, in the cave to the east and south-east of
          the Village.
          - Normal    =  25000 XP, Random Yellow Magic Ring
          - Epic      =  55000 XP, Random Yellow Magic Ring
          - Legendary = 175000 XP, Random Purple Magic Ring
    
    CHANG'AN
       The Emperor's Clay Soldiers
          Find and kill Bandari - the Terra Cotta Sorcerer - in the Chang'an 
          Palace to the north-west of the main Chang'an Plaza, and then report
          back to Ma Feibai - Captain of the Chang'an Guard.
          - Normal    = Random Yellow Magic Talisman, 30000 XP
          - Epic      = 2 Attribute Points, Random Yellow Magic Pendant, 80000 XP
          - Legendary = 2 Attribute Points, Random Green Magic Talisman, 200000 XP
       Terra Cotta's At Large
          Find and wipe out all the clusters of Terra Cotta Warriors dotted about
          Chang'an to enable the City Guard to resume control over the City.
          - Normal    =  26000 XP, Random Blue Magic Weapon
          - Epic      =  60000 XP, Random Green Magic Weapon
          - Legendary = 180000 XP
       Behind the Waterfall
          Clear the cave adjacent to the waterfall to the west of Liu Xu's farm,
          so that he may once again pay his respects to his ancestors.
          - Normal    = Random Green Magic Talisman,  28000 XP
          - Epic      = Random Yellow Magic Pendant,  70000 XP
          - Legendary = Random Green Magic Talisman, 190000 XP
    QIYUN
       A General in Repose
          Find the cave to the east-south-east of Rang Ju the Pensive General, 
          and raid the contents of his Mahogany Chests to adorn yourself in 
          some of his finery.
          - Normal    =  26000 XP
          - Epic      =  65000 XP
          - Legendary = 180000 XP
       The Hermit Mage
          Check out the now derelict home of the once present Taoist Mage to the
          east of the Qiyun Ascent.
          - Normal    =  28000 XP
          - Epic      =  70000 XP
          - Legendary = 190000 XP
       Three Sisters
          Save Ru Zhao from being slain by an entire encampment of Tigermen to 
          the east of her sister Li Hua, who herself is located to the east of
          the Jade Palace.
          - Normal    =  30000 XP, Random Blue Magic Talisman
          - Epic      =  75000 XP, Random Yellow Magic Ring
          - Legendary = 200000 XP, Random Yellow Magic Talisman
    
    
    ACT FOUR - HADES
    ================
    
    RHODES
       An Impossible Task
          A very long side quest to save the life of a little boy, which sees you
          venturing as far as the Ixian Wood to speak with Procne - Acolyte of 
          Medea's Grove, to find out that you need to obtain the Tome of the Liche
          Queen Kallixenia (who can be summoned from an altar in the Tsakonian 
          Ruins).
          - Normal    =  35000 XP, Random Blue Arcane Formula (Shadow Veil)
          - Epic      =  80000 XP, Random Purple Arcane Formula (Crosier of Osiris)
          - Legendary = 220000 XP, Random Purple Arcane Formula (Sigil of Bast)
       A Crab Story
          Find and destroy the Gargantuan Karkinos in Damatria (you must travel
          from the Coastal Asomata through the Cave of Orthea to get there).
          This will enable the fishermen to once again ply their trade.
          - Normal    =  30000 XP, Random Essence
          - Epic      =  75000 XP, Random Embodiment
          - Legendary = 200000 XP, Random Incarnation
       The Torch-Lighter's Gauntlet
          Take the strapping lad from Abderus on the shoreline of the Coastal 
          Asomata, and defend him in the Camirus Bluff as he re-lights the 
          Torch that will signal to passing ships that it is safe to dock in
          Rhodes again.
          - Normal    =  30000 XP, Random Red Arcane Formula (Molten Orb)
          - Epic      =  75000 XP, Random Red Arcane Formula (Ebony Globe)
          - Legendary = 200000 XP, Random Red Arcane Formula (Maiden's Kiss)
       Outpost in the Woods
          Defend the Outpost in the Ixian Woods from Nightstalker attackers, and
          then find and slay their leader Surryln the Belligerent (an Anteok) in
          the Den of the Anteok just beside the waterfall to the east of the 
          Outpost.
          - Normal    =  30000 XP, Random Green Magic Bracers
          - Epic      =  75000 XP, Random Yellow Magic Bracers
          - Legendary = 200000 XP, Random Green Magic Helmet
    
    IXIAN WOODS
       The Stolen Sigil
          Travel into the Ampelian Caves and slay Queen Ycht'ssk'l, who has 
          stolen the Sigil of the First Apoktisis from Semele in Medea's Grove.
          - Normal    = Random Green Magic Staff,  30000 XP
          - Epic      = Random Yellow Magic Staff, 75000 XP
          - Legendary = Random Green Magic Staff, 205000 XP
       Lampido's Potion
          Recover three ingredients - the Petal of a Nightshade Plant, a piece
          of Cybe Mushroom, and some Aestivus Tree Root, and bring them to Lampido
          in Medea's Grove for her to make you a potion of considerable power.
          - Normal    =  30000 XP,  +6 Str,  +80 HP
          - Epic      =  75000 XP,  +8 Str, +150 HP
          - Legendary = 205000 XP, +10 Str, +200 HP
       The Wealth of Ancient Kings
          Recover the Ancient Moon Key from Queen Alkiste in the Tomb of Tsakonian
          Queens, and the Ancient Sun Key from King Aegimius in the Great Tomb 
          of Aegimius, and use them to move through the obstacles that await you
          in the Great Tomb of Dorus in the Tsakonian Ruins.
          - Normal    =  40000 XP
          - Epic      = 100000 XP
          - Legendary = 270000 XP
       The Treasure Hunters
          Find Nysa in the Great Tomb of Aegimius, and her brother Herodion in 
          the Tsakonian Ruins.
          - Normal    =  25000 XP
          - Epic      =  60000 XP
          - Legendary = 175000 XP
    
    EPIRUS
       Among the Ruins
          Slay the monsters that have pinned down several groups of survivors in
          the City of Paseron, to enable them to make it back to Epirus, and the 
          Refugee Camp there.
          - Normal    =  32000 XP, Random Yellow Magic Medallion
          - Epic      =  77000 XP, Random Yellow Magic Medallion
          - Legendary = 208000 XP, Random Yellow Jewel
       A Dangerous Mission
          Find Admetus - the young lad who had undertaken to venture back into
          the City of Paseron to obtain food and medicines that Pisistratus needs
          to tend to the wounded at the Refugee Camp of Epirus.
          - Normal    =  32000 XP,   65000 GP
          - Epic      =  77000 XP,  550000 GP
          - Legendary = 208000 XP, 1100000 GP
       The Enemy's Captain
          Destroy the Daemon Captain Proseia, who is leading the assault on the 
          City of Paseron.  She is at the exit to the City of Paseron, on the far
          side.
          - Normal    = Random Yellow Magic Weapon,  32000 XP
          - Epic      = Random Yellow Magic Weapon,  77000 XP
          - Legendary = Random Yellow Magic Weapon, 208000 XP
    
    STYX
       The Stygian Lurker
          Find and slay the Giant Stygian Hydradon Hero "Shade Feaster" in the 
          Stygian Marshes - quite a way from the River Styx, and stop him from
          gobbling up poor little shades on the sly.
          - Normal    =  35000 XP, +4 Points to Str/Int/Dex
          - Epic      =  80000 XP, +6 Points to Str/Int/Dex
          - Legendary = 210000 XP, +8 Points to Str/Int/Dex
       One Who Would Lead
          Liberate Hipparchus from his imprisonment in the Monster Encampment to
          the south-east of the River Styx.  Beware Orok Skullcracker though, as
          he lies in ambush awaiting your arrival ;)
          - Normal    =  40000 XP, Random Essence
          - Epic      =  80000 XP, Random Embodiment
          - Legendary = 250000 XP, Random Incarnation
    
    PLAINS OF JUDGMENT
       Hades' Treasury
          Find and despatch Thyia of the Stygian Frosts (in the Lower Daemon Camp),
          Canace the Serpent Queen (on the Fourth Domain of the Tower of Judgement),
          Metriche (in the Fields of the Diadochi), and the Night's Mistress (in 
          the Polis Daemonai).  Retrieve the four stones they hold, and use them
          as keys to open the door to Hades' Treasure Vault, in the Upper City of 
          Lost Souls (just south-west of the Portal Shrine there).
          - Normal    = 100000 XP
          - Epic      = 225000 XP
          - Legendary = 600000 XP
       The Dust of a Titan
          Find the Deep Caverns in the Far Plains, and descend to the second level
          to do battle with Krog the Toothless - the Guardian of the Urn which 
          holds the ashes of the Titan that Zeus obliterated with his Thunderbolt.
          - Normal    = 2 Skill Points,  34000 XP
          - Epic      = 2 Skill Points,  78000 XP
          - Legendary = 2 Skill Points, 210000 XP
       Eurydice and Orpheus
          Recover the Mirror of Psyche from the Bloated One (a BIGASS Albino Spider)
          in the Cave of Whispers, which is north of the Troglodyte Jailers, who 
          themselves are north-west of Kondor the Mighty.  Bring the Mirror to 
          Eurydice, and she will direct you through a nearby mirror to find and 
          rescue Orpheus from the clutches of two Cyclops'.
          - Normal    =  34000 XP, Scroll of Elemental Shielding x 3
          - Epic      =  78000 XP, Greater Scroll of the Crushing Vortex x 3
          - Legendary = 210000 XP, Divine Scroll of Magebane x 3
       An Invitation
          Find and destroy the three supply caravans in the Salt Flats, to hamper
          the Daemon offensive but BEWARE the Machae that lie in ambush, awaiting
          the destruction of the FIRST caravan ;)
          - Normal    =  25000 XP, Random Yellow Magic Medallion
          - Epic      =  50000 XP, Random Yellow Magic Weapon
          - Legendary = 140000 XP, Random Yellow Magic Ring
       The Necromanteion
          In Erebus you will find a path on the western wall just over halfway 
          through which will lead you to the Necromanteion.  In the Necromanteion
          you should find and waporise the Bonescourge Soul-Feeder that is busy
          on the prowl for shades to nosh on.
          - Normal    =  34000 XP, Scroll of the Sky's Rage x 3
          - Epic      =  78000 XP, Greater Scroll of Elemental Shielding x 3
          - Legendary = 210000 XP, Divine Scroll of the Arrow Dancer x 3
       An Inside Source
          Callicrates in the Upper City of Lost Souls will direct you to Pylades,
          who stands just around the corner from him.  Pylades will tell you to go
          and visit Keuthonymos in the Lower Daemon Camp for your orders, and 
          Keuthonymos will tell you that in order to complete this quest you must
          find and stop (i.e. kill) Envoy Kor-Lhrut who is en route to the 
          Overworld with a message for Proseia (whom we have already slain, but 
          nevermind that).  Envoy Kor-Lhrut is stalking around a monster camp in 
          the Upper Daemon Camp.  Kill him and return to Keuthonymos for your 
          reward.
          - Normal    =  34000 XP, Random Essence
          - Epic      =  78000 XP, Random Embodiment
          - Legendary = 210000 XP, Random Incarnation
       Admetus Among the Dead
          A long quest which starts with you finding Admetus (the lad who perished
          during his quest to the City of Paseron to bring supplies and medicines
          back to Pisistratus in Epirus), trapped in the Lower Daemon Camp.  It 
          updates when you find him in the First Domain of the Tower of Judgment.
          From there you will bump into him in Elysium (after speaking with 
          Agamemnon), and this will complete the quest.
          - Normal    =  34000 XP
          - Epic      =  78000 XP
          - Legendary = 210000 XP
    
    ELYSIUM
       The Siege Striders
          Find and destroy the five VERY well signposted Siege Striders in 
          Aneslasia.
          - Normal    =  35000 XP, Scroll of Frailty x 5
          - Epic      =  80000 XP, Greater Scroll of Frenzy x 5
          - Legendary = 215000 XP, Divine Scroll of the Crushing Vortex x 5
       Flight of the Messenger
          Safely escort Nestor's Messenger (an Elysian Archer) to Ajax in the 
          Delian Meadows.
          - Normal   =   35000 XP, Random Yellow Magic Weapon
          - Epic      =  80000 XP, Random Green Magic Weapon
          - Legendary = 215000 XP, Random Yellow Magic Medallion
       The Achaean Pass
          Help Menelaus defend the Achaean Pass Camp, with the aid of a small group
          of Elysian Warriors that Idomeneus gives you (he's in Ajax' camp).
          - Normal    =  35000 XP, Random Yellow Magic Weapon
          - Epic      =  80000 XP, Random Green Magic Weapon
          - Legendary = 215000 XP, Random Yellow Magic Weapon
       A Noisy Diversion
          Guide the forces of Menestheus in the destruction of Blood Queen 
          Leucothea - a Melinoe Heroine who is orchestrating the battle in the 
          Argolis Battlefield.  This should enable Odysseus' Platoon to move into
          their position with minimum hassle.
          - Normal    =  35000 XP
          - Epic      =  80000 XP
          - Legendary = 215000 XP
    
    PALACE OF HADES
       The Shards of Erebus
          Find and destroy the five Shards of Erebus - gemstones which enable 
          Hades to retain control over his forces as they ascend to the world 
          above.  With their destruction, he will lose his hold over them and 
          they will be as lambs to the slaughter.
          - Normal    =  35000 XP, Completed Shard of Erebus (5/5)
          - Epic      =  80000 XP, Completed Shard of Erebus (5/5)
          - Legendary = 215000 XP, Completed Shard of Erebus (5/5)
       Hades' Generals
          In Hades' Palace, find and end the daemonic lives of his three new 
          Generals - Dysnomion - General of Nightmares, Makaria - General of 
          Wretched Death, and Trophonios - General of Darkness.
          - Normal    =  45000 XP, +5% Total Damage
          - Epic      =  90000 XP, +5% Total Damage
          - Legendary = 230000 XP, +5% Total Damage
    
    
    ==============================================================================
    C H A P T E R   T H I R T E E N                                     CHAPTER 13
    ==============================================================================
    T I P S   A N D   T R I C K S
    ==============================================================================
    
    Ah yes, the Master Class.  What lesson would be complete without a few tips 
    and tricks to help you get through the more irritating aspects of the game ??
    
    These are things that I have observed whilst playing, that I think may be of
    some help to you :-
    
    DIZZYING BOSSES
    ---------------
       When fighting bosses it is possible to almost dizzy them, as they can only
       venture a certain distance from their respective starting points, and when
       the player they are chasing strays beyond the upper-limit of their leash,
       so-to-speak ?  They turn around and head back towards their starting point.
    
       You can dizzy them by retreating from where you first start to draw the 
       boss to you, to back outside their circle of movement and then, when they
       turn and start to head back to their starting point ?  Set foot back inside
       their circle of movement and they will turn and charge back toward you 
       until they get to within striking distance of you.  If you set foot back
       OUTSIDE their sphere of movement, they will turn around and go back again.
    
       Simply rinse and repeat until they have fallen !!  It's biff, yes, but it
       WORKS !! ;0)
    
    PERSONAL TELEPORTATION LIMITATIONS
    ----------------------------------
       Unlike certain other games *cough cough Diablo 2: Lord of Destruction 
       *cough* *cough*, if you think you can rapidly get back to where you were 
       before you died (which, let's face it, is GONNA happen) by creating a little
       portal to a town, and then using the portal shrine there to get home ?
    
       THINK AGAIN !!
    
       Unfortunately in Titan Quest, when YOU die ?  Any portal you have open is
       shut too.  Which sucks ... but just so's you know.
    
    HIGHEST LEVEL
    -------------
       Your character cannot level beyond level 75 in the game, so keep that in
       mind if you think you can just keep levelling-up and spending points like
       they are going outta fashion.  75 = God-like Power ;)
    
    ENTICE BOSSES
    -------------
       Fortunately whenever you are in a boss-fight, you generally do NOT have to
       run up to the boss and punch them in the face to start the fight.
    
       If you check your list of skills, you may well find you have something in
       there that can aid you in drawing a boss to you - like the Lightning (and
       Chain Lightning) skill from the Storm School, for example.
    
       The REASON for using skills like this to draw the boss to you rather than
       running up to THEM to start the fight, is because ordinarily boss fights
       take place in ROOMS, and when you ENTER a room that a boss fight is going
       to take place in ?  The door shuts behind you, locking you in.  This means
       that you are immediately restrained insofar as the amount of space you have
       to manoeuvre in is concerned.  Drawing the boss OUTSIDE the rooms 
       immediately places THEM at a disadvantage, and can help swing the tide of 
       battle in your favour.
    
    REGENERATION SHRINES
    --------------------
       Regeneration Shrines are, in my opinion, one of THE most useful shrines in
       the entire game.  Since they offer you approximately 45 seconds of health 
       AND ENERGY regeneration, if you see a horde of monsters and a regeneration
       shrine buried somewhere in the thick of them, you can quite often survive
       the battle (especially on the lower difficulty settings) by standing within
       the effect radius of the regeneration shrine and battling your enemies from
       there.
    
    CANNOT CARRY ANY MORE
    ---------------------
       If you cannot carry any more items, and want to try and squeeze that extra
       one into your inventory before heading to the nearest town or merchant to
       sell them all off, you can use the auto-sort buttons atop each of your 
       inventory bags or your main inventory to ... wait for iiiiiiit ... yes 
       that's right !!  TO AUTOMATICALLY SORT YOUR INVENTORY TO MAXIMISE ITS 
       SPACE !!  This is only available in Immortal Throne, but I do encourage 
       you to use it.  ALSO, don't forget you have TWO weapon sets available to
       you, so you might be able to fit, say, a shield onto your free arm on your
       second weapon set if you've not considered that ?
    
    DISBANDING PETS
    ---------------
       If you find that your pet is becoming a liability (as they do sometimes),
       then you can always right-click on its portrait and select the "disband pet"
       option, which will remove them from play.  If you want me to give you an
       example of WHEN a pet might become a liability ?  A pet on aggressive mode
       will seek out and attack enemies in the distance if it feels able to, and
       this means those enemies will become aware of YOUR presence, which can be
       a real pain in the butt if you are trying to heal up or prepare spells or
       equip a new weapon or what have you ... hence, disbanding the pet ;)
    
    OPERATION: HUMAN SHIELD
    -----------------------
       There are times in the game when you have the luxury of backing up a set, 
       or sets, of warriors who go on ahead of you to do battle.  Examples are 
       the Spartans -v- Polyphemus, and the Armies of Elysium -v- the forces 
       of Hades.  In SOME of these instances you will find the warriors that you
       are either backing up, or coming to the aid of, are really quite tough - 
       tougher than you even !  So make full use of the fact that (for a change)
       it isn't JUST you that the monsters are attacking, and you will find that
       you can win these battles a little easier ;)
    
    RE-MAPPING KEYS
    ---------------
       By default in Immortal Throne there is no key to switch between your first
       and second set of skills.  W will change your weapons from set 1 to set 2,
       but as I say by DEFAULT there isn't one to change from skill set 1 to skill
       set 2.  I suggest you map the "`" key (the one underneath the escape key
       on your keyboard), as this will enable you to rapidly switch between the
       two sets of skills.
    
       Whilst we are on the subject, I would suggest making keys 1 and 2 on your
       second set of skills the health and energy restore potions, as that way
       you can use ` to switch from primary to secondary, 1 (for say health) to
       heal up during combat, and then ` to switch back to your skills.
    
       That's what I do at any road.
    
    SKIRMISHING FOR DUMMIES
    -----------------------
       If, like me, you have opted to play as either an archer or mage-style 
       character (i.e. somebody that attacks best at RANGE), then you will no 
       doubt get used to the skirmishing attack very, very quickly.  For those
       of you that do not know how to skirmish shame on you - it's very simple - 
       you just shoot, fall back, shoot, fall back, shoot, fall back and keep on
       doing so until your enemy falls.
       
       However, common sense dictates that you should NEVER skirmish and fall back
       into an area you have not yet explored, as this is a sure-fire recipe for
       disaster as you will wind up having MORE monsters on your tail than LESS.
       
       Therefore only EVER fall back into areas that you have already explored ;)
    
    SPROUTING FOUNTAINS
    -------------------
       Fountains will actually not just recharge over time (some of them will), 
       but actually pop up on the compass without warning !  This seems to happen
       more often on the higher difficulties - perhaps as a way of trying to 
       balance the game out a little bit, but it can really prove advantageous
       in certain situations - just pot luck really ;)
       
    WATCH THE BIRDIE
    ----------------
       ALWAYS keen at least a cursory eye on your compass.  It will alert you to
       the presence of the most important (and powerful) monsters, lairs and other
       bits and bobs usually WELL in advance of your bumping into them, and can
       seriously reduce the likelihood of your getting lost.  It is even more 
       useful than your map !!
    
    DUPING ITEMS
    ------------
       Again, thanks to Michael Kier for this one !
       This is apparently very tricky to get to come off, but this is how to do
       it (and bear in mind this works with any item except the Overlord Key).  I
       am going to quote Michael verbatim as, again, I've not been able to get this
       to work but I think it's worth sharing with you in case you can :-
       
          1) If I have a sword that you want a copy of I open the trade window, 
             put the sword in and click on the trade tab. 
          2) I then type the number 1 and press enter in the chat window, then I 
             press 2, and when I type 3 I immediately close the chat window and 
             click on cancel in the trade window. 
          3) When you see the number 3 you immediately click on the trade button 
             in your trade window.  If we both clicked on the buttons at the same 
             time we will both have the item. 
    
    ALTERNATIVE METHOD OF DUPING ITEMS
    ----------------------------------
    
       I have been contacted by Viro Melchior with an alternative suggestion for
       item duping, which works whether you are playing alone, or with somebody
       else.  Here we go :-
       
       IF YOU ARE ALONE
       
       Put any/all items you want duplicated onto a single character.  Go to
       My Documents/Documents/My Games/Titan Quest/SaveData/ and copy the 
       character (after saving).  Put the copy in any directory of your choice.  
       For example I'll use c:\charcopy\.  Start the game, put the items in the 
       caravan, and then pick them up with a different character.  Close the game, 
       copy the "extra" copy of the character (out of C:\charchopy\) back into 
       the /SaveData/ folder.  Start the game, and he'll have the items, as well 
       as your other character.
       
       IF YOU ARE PLAYING WITH SOMEBODY ELSE
       
       Instead of using the caravan, just join their multiplayer game, drop the 
       items, close out, and do the copy over as above.
    
    CHANCE-ON-HIT ATTACKS ADDING CHARGES TO CHARGE-UP ATTACKS ??
    ------------------------------------------------------------
       Thomas Graham has been in touch with the following comment :-
       "It seems that whenever skills like the shield attacks and dual wield 
       attacks activate (The chance-on-hit ones) they seem to add an extra charge 
       when it comes to skills like Calculated Strike and Psionic Touch. Just 
       something I noticed. It makes sense really, since you're attacking with 
       two weapons, or your shield and weapon. Doesn't work for things like 
       Batter, War Wind and such of course as they're activated skills."
    
    THE OVERLORD KEY
    ----------------
       I am reliably informed that when you kill Hades there is a chance that he
       will drop an item called the Overlord Key.  It doesn't happen every time, 
       but apparently it does happen (I've just never had it happen to me), and 
       that key unlocks the gate on the Coastal Asomata - the one leading north
       BEFORE the one that leads ultimately to Medea's Grove ?  The one that's 
       locked by a guardian ;)
       
       Apparently once through the gate you will face MANY enemies, including a 
       large eyeball which has the power to regenerate its fallen comrades.
    
       I have heard from Redvirus who confirms that, in his experience, the 
       Overlord key has only ever been dropped on Normal Difficulty ... although
       there seems to be the possibility of also getting it on Epic and Legendary
       as this has later been confirmed by Phayreon.
       
       I had originally said that I would be very interested in hearing from 
       anybody that got it to work, and I did !!  Andrew has made contact with
       me to confirm Michael's understanding is correct AND (very very kindly) to
       provide me with a mini-faq which I can tack onto my guide, detailing what
       you can expect to find in this new area !!
    
       So ... without further ado, here is Andrew's mini-faq as to the contents 
       of the Secret Passage ...
       
       Phayreon (who has added further insight into the Secret Passage)'s comments
       follow after ...
       
    =======================================================================
      T H E   S E C R E T   P A S S A G E   -   F A Q   B Y   A N D R E W
    =======================================================================
       
    (The following below has only been documented to normal difficulty)
       
    Things to note before entering this area:
    1) You need the overlord key (a quest item) rare drop from Hades.
    2) Monsters here are all mini-bosses/bosses, so be prepared.
    3) At normal difficulty, they are all level 40. (which is around where you 
       should be after you beat normal difficulty in Immortal Throne)
    4) Monsters here do drop items, but they immediately disappear. Hence, no 
       item drops. 
    5) You must kill every enemy in the prison cages in order to open the 
       Majestic Chest at the end. 
    6) Enemies here take the name of creators/developers of the game. The 
       background music is the same music being played at the ending when the 
       credits are rolling. 
       
    WalkThrough:
    The entrance to this area is at in Coastal Asomata. To the left of the passage 
    that leads you to Ixian Woods.
    Head there with the overlord key item in your inventory and the gate will 
    automatically open. Run through some narrow cliffs and enter the "Secret 
    Passage".  You will encounter a lvl 1 eyeball monster named ~V~. Don't let his 
    level fool you! He is invincible! You can try to kill him, but good luck. (I 
    think I stood there for 3 minutes hacking away and he just keeps coming back.) 
       
    (These 2 enemies are optional. You can run past them if they are too hard.)
    After you run past him down the stairs you will encounter your first enemy, a 
    turtle beast named Dave. Take him down and the gate opens. Proceed down the 
    stairs and keep walking. You will encounter a bat named Parnell. Watch out for 
    his cyclop like attack as it might kill you in one hit. (I was a lvl 53 champion
    and it took 3-4k life off of me). Walk some more then up a flight of stairs and
    you will find a beastman centaur archer named Dave. Take him out. He usually 
    casts study prey on you so wait for that to wear out before moving forward. Open
    the 
    ornate door. 
       
    After some descending steps you will come across 4 prison cages similar to the 
    ones found in Hades Palace. The left cage will have an antler dude (beastman) 
    named Ben and a (demon) named Scott. Ben has an attack that slows you down. The 
    right cage will have Frazier (demon), 3 small flame dudes all named Shawn, a 
    centaur (beastman) named Arthur, and a skeleton named Nate. Try to lure them out
    one by one to prevent them from attacking you all at once. After Arthur dies, he
    spawns into Toxeus the Murderer (skeleton) where he is a bit deadlier so be
    careful. In addition, Cory (a device) with relatively strong ranged fire attacks
    will be patrolling so take heed not to draw his aggression. Nate the skeleton 
    has a ton of life, but he's a pushover that won't even retaliate when you are 
    hitting him. 
       
    Walk further down. The 3rd cage on the left is empty. The last cage will contain
    Josh (jackal), a patch of grass (plant) named Tom, and Morgan, a mini 3 headed
    hydra (magical). After taking them out, proceed to the final boss Chooch 
    (undead) guarding the majestic chest. This majestic chest seem to have the 
    highest probability of good items compared to all other majestic chests/
    essences in the game. In normal difficulty, I usually get at least one blue 
    item drop and/or partial relics. More to add for epic/legendary difficulties.
      
    Credits:
    Thanks to Mister Sinister for his wonderful FAQ. 
    Thanks to Michael Kier for contributing about the overlord key. 
    
    ========================================================
    Thanks Andrew for that very comprehensive mini-faq !! :)
    ========================================================
    
    As I mentioned above, I have also been contacted by Phayreon, who has the 
    following comments on the secret passage :-
    
    "I wanted to share my experience with The Overlord key item (the little 
    turtle) and the secret passage section.  I've now run the entire game up to 
    Rhodes in Act 4 on legendary, and have run the Secret Passage on all 3 
    difficulties (all solo, mind you).  The Overlord item originally dropped on 
    normal difficulty for me, so I of course ran back to the gate to use it.  
    Subsequently, in Epic and Legendary, the first things I did as soon as I 
    reached Act 4 in each difficulty I ran the secret passage to see if it 
    changes or got any harder. My findings with the passage are as such:
    
    "*All tests were run with a level Harbinger class (Warfare/Dream) with dual 
    wield, onslaught, phantom strike, trance of convalescence, war wind, and 
    battle standard being the skills typically used.
    
    "Legendary difficulty tested as a level 59 Harbinger, so not max level yet.*
    
    "Firstly, The Overlord item does NOT only drop in normal, I've personally had
    it drop in both normal and epic difficulties, and have yet to test legendary.
    Boss levels inside the passage are static, based on difficulty: 41 in normal, 
    61 in epic, and 78 in legendary(or around there).  The behaviour of each 
    seems to vary slightly, but that may also be simply a time based factor, as 
    they live MUCH MUCH longer in legendary.
    
    "In normal, each boss typically sticks to straight-up melee, using special 
    abilities rarely.  In epic, this changes slightly with a couple of the 
    bosses: the Anteok boss uses his rejuvination more often and his stun wave 
    more often; at range the hydra boss will use breath attacks, fire cold and 
    poison; Tyreus the murderer (I think his name is, he spawns after Arthur the 
    satyr is killed) uses a full range of dream skills, including phantom strike, 
    distortion wave, and distort reality.  In legendary, each boss' strength is 
    SIGNIFICANTLY ramped up, including their health and damage, and one boss 
    takes a major turn in attitude: Nate, the long-living but seemingly passive 
    boss, suddenly decides that, after around a solid minute of beating on him, 
    he should fight back, and each hit seems to deal right around 4000 damage.  
    He doesn't attack quickly, but fast enough to where just spamming potions is 
    often not enough to keep you alive (or me I should say).  Otherwise it's just 
    a difficulty hike: each boss hits harder, lives longer, and is just generally 
    harder to kill.
    
    "Now, the loot.  Yes, the treasure chest at the end has great drop rates, but 
    there are a few things that are typically very consistent.  Firstly, though 
    the chest does drop blue(epic) items, most of the blue items it drops are 
    part of what I call the "joke sets," which is a santa suit, a sherlocke 
    holmes suit, a pair of cowboy boots with hat, and a pirate suit.  The santa 
    suit has 6 pieces, sherlocke has 5, the cowboy boots and hat are a 2 piece
    (obviously...), and the pirate suit is a 3-piece set.  Each is level 35 with 
    no strength/dex/int requirements, and have great stats, but your character 
    will never look less epic, trust me.  In both epic and legendary, the chest 
    has a better-than-average chance for legendary gear, working at around the 
    same monster level loot basis as the bosses around it (with ramped up magic% 
    drop chance), however most epics and legendaries that drop seem to be between 
    35 and 50, with the latter being very rare indeed.
    
    "Quick Note: Though the chest does have some great potential loot, in my 
    experience, you *will* have better luck running Hades himself in the same 
    difficulty you're running the treasure chest, unless you really want those 
    joke sets (GREAT twink items to gain some levels though).  It may be a 
    GINORMOUS box of loot, but it's still a box, and not an end boss.  That being 
    said, you may prefer the treasure chest run to Typhon, as a lot of Typhon 
    running involves dodging instant kill moves and attempting to wade through 
    20-25 minotaurs and ~10 cyclopes.
    
    "In my experience, pretty much every boss but Tyreus and Nate(in legendary) 
    are laughably easy, and a very straightforward "I'm gonna hack'n'slash your 
    face" approach works well.  Tyreus hits WAY too hard to usually be able to do 
    this, and you may need to employ some hit and run tactics to take him down.  
    Be careful, as his distortion wave and distort reality moves stack a hefty 
    electrical burn DoT which has every chance to kill you even after you've 
    killed him.  Nate, once he finally decides to hit you, will also probably 
    require some hit-and-run tactics, but it's still nothing terrible.
    
    "That should really cover it I think.  Overall a fun and typically rewarding 
    alternative to boss running, but in my experience, you will still have better 
    overall luck with a real boss, and not a box.  However, the metal remix of 
    the TQ song is very entertaining. =D"
    
    Thanks Phayreon !! :)
    
    So between the very helpful souls that have contributed that section of my
    guide (as I STILL can't get it to work for me, so I'm going to go off in a 
    big old grump), you should be able to not only find your way around, but also
    pick up some really handy hints to beat the bosses DOOOOOOOOOOOWN =)
          
    ==============================================================================
    C H A P T E R   F O U R T E E N                                     CHAPTER 14
    ==============================================================================
    P L A Y I N G   O N   E P I C   A N D / O R   L E G E N D A R Y
    ==============================================================================
    
    As you would expect, the game on its higher difficulty settings is NOT just
    a simple repeat of the normal game.  OH no.  The designers have thrown in a 
    fair few little odd's and sod's to keep you on your toes, the most noteable
    of which are as follows :-
    
    ON EPIC DIFFICULTY
    ==================
    
       - Essences are replaced with Embodiments, and give greater bonuses;
       - Monster Charms are replaced with Epic Monster Charms, and give greater 
         bonuses
    
    
    ON BOTH EPIC AND LEGENDARY DIFFICULTY
    =====================================
    
       - Monsters are OBVIOUSLY considerably stronger and harder to kill;
       - In Knossos Palace, the entrance to the Court of King Minos is defended by 
         an EXTREMELY powerful character called "Talos".  Talos is a heauuuuuuuuuge
         gigantic massively powerful automaton, who can be heard quite a way off 
         in the distance by the squeaking noise he makes ... poor lad needs oil !!
         His powers include the obvious swipes you would expect from a creature of
         his size, plus the ability to create a flamethrower-like blast of fire 
         that does (shock, horror) burn damage in addition to the damage you will
         sustain from standing in its path.
       - In the Sandswept Cave (on the lowest level), you can do battle with the
         FEARSOME Manticore - a beast with the body of a lion, wings of a dragon,
         head of a human male, and tail replete with spikes.  The Manticore will
         have you for breakfast REPEATEDLY, trust me, but the satisfaction you get
         from slaying him DOES have a certain appeal.  He is VERY very quick, as 
         he can fly to wherever you are.  He can attack by striking you with his
         tail, biting you with his maw of justice, pouncing on you like a cat 
         with his two front paws, throwing spiked barbs at you from his tail, or
         using lightning breath on you.  BE FOREWARNED he is VERY very very very
         V-E-R-Y powerful.
       - You will find both blue and purple items on both Epic and Legendary
         difficulties, such as the following (random and rather WEIRD item, which
         the stats on which have been contributed to me by Robin Kjellberg) :-
         
              "The Imperator"
    
              134-139 damage
              10% Piercing
              Speed:Fast
    
              8% Attack damage converted to health
              +8% Strength
              +8% Dexterity
              480 HP
              +2.0 HP Regeneration per second
              +50% HP Regeneration
              +15% Attack speed
     
              Grant Skill: Song of the Carrot
              'Cries of impending doom possess enemies with terror'
              (Activated on low health)
     
              75 Energy cost
              12m radius 
              2.0 - 4.0 sec of fear
              30% Slower movment for 4.0 sec.
    
    
    ON LEGENDARY DIFFICULTY
    =======================
    
       - Embodiments are replaced with Incarnations, and give greater bonuses;
       - Epic Monster Charms are replaced with Legendary Monster Charms, and 
         give greater bonuses
       - In the Athens Marsh (on the eastern side) lurks the Lernean Hydra, who 
         has made its nest there.  A seven-headed Hydra is never a walk in the 
         park, and you're about to find out why.  Armed with fire, frost and poison
         breath attacks not to mention a whole HOST of biting attacks, you may 
         rest assured you are in for a SERIOUS fight when you reach it.
    
    
    ==============================================================================
    C H A P T E R   F I F T E E N                                       CHAPTER 15
    ==============================================================================
    A C K N O W L E D G M E N T S
    ==============================================================================
    
    Thanks to Michael Kier for pointing out the existance of the Lernean Hydra, 
    the Shrine of Zhong Kui, and the Dragon Liche to me, and also for his hints
    and tips contributions.
    
    Thanks also to Jokerfiend to pointing out that the items you receive as 
    quest rewards ARE random, and it wasn't just me having crappy crap luck !!
    
    Thanks go to Andrew for very kindly not only validating Michael's information
    about the Secret Passage, but also composing his mini-faq on the same area !!
    
    Cheers to Viro Melchior for contributing not only an alternative dupe method
    that suits both single- and multi-player modes, but also for his critique and
    suggestions on some of the skills.  Much obliged :)
    
    Thanks to Thomas Graham for his input into the Conqueror Character Class, his
    comments on the Defence School, and his hint about chance-on-hit and charge-up
    attacks.
    
    Many, MANY thanks to DaDennis for having contributed MASSIVELY to my section
    on Arcane Formulae (he provided the information for the Chaos Cube, Cinderbolt,
    the Crystal Tear, Pale Moon and the Shroud of Eternal Night, together with 
    confirming which Arcane Formulae you should be able to pick up on which 
    difficulty settings - he ROCKS !! :)
    
    Thanks also to Matt Richardson for helping to further flesh-out my guide, and
    fill in yet more of the blanks (being the Lionheart, Wraithguard, Spirit 
    Blight, Emerald Quill, Amber Flask, Raven's Shadow, Tongue of Flame, Hand of
    Gaia and Poseidon's Net).  Cheers mate !! =D
    
    Thanks to Azkadellia for confirming the Shroud of Eternal Night as well.
    
    Thanks to Don Korrecta (aka draktrax) for his input into a possible way of
    getting Charon's Wall of Water to fall.
    
    Cheers to Robin Kjellberg for bringing me details of the Carrotsword (the 
    Imperator) =).
    
    Many thanks to Athena for providing insight into the Dragonians' Melee Iron-
    Maiden Curse Ripoff Attack *spits on the Dragonians* :)
    
    Thanks to Redvirus for his insight into the difficulties on which the Overlord
    key appears to be dropped.
    
    Big thanks to Phayreon for his insight and comments into the Secret Passage
    as well !
    
    Thanks to Gintare for confirming that Shades, as well as Sandwraiths, drop 
    Spectral Matter.
    
    Thanks to John Jackson for his insight into the Master Mind Skill of the Dream
    School.
    
    Thanks to Dragon Peter for his insight into defeating Megalesios as well !! =)
    
    As I mentioned right at the start of this guide, I have chosen to dedicate it
    as a piece of work to my wonderful partner Shelfy, without whom I would be a
    considerably lesser man.  Baby you mean the world to me, and I love you xxxxx
    
    ==============================================================================
                                                   Copyright Mister Sinister, 2007
    ==============================================================================

    FAQ Display Options: Printable Version