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    Walkthrough by almostsentient

    Updated: 01/24/10 | Search Guide | Bookmark Guide

    Handbook of the Warrior
    (A Risen Quest Walkthrough)
    by amygdala  2010
    (contact: PM amygdala at Deep Silver Risen English forum)
    Risen is a wonderful role playing game where you can play one of
    3 factions, a Bandit, a Warrior of the Order or a Mage. There are
    some differences in the quests you will be given based on the
    character you chose to play, but the main differences are really
    in your ability to use magic or not. All factions including the
    Bandit can use magic scrolls, but there are few scrolls for
    offensive magic. The Warrior of the Order can use scrolls and
    will also gain the ability to cast crystal magic - fireball, ice
    and magic bullet. The mage can use scrolls, cast crystal magic
    and will acquire Rune magic where spells are memorized and no
    scrolls are required. In the game, you will get to decide which
    faction to join by the quests you chose to complete in Harbour
    Town. There is one exception to this. You can be  captured' by
    the Warriors of the Order and be forced to become one of the
    Order with no other choices. If you want to play a Warrior of the
    Order, you might think it would be good to do this right away in
    your game. But this guide advises against it. You will miss out
    on a LOT of quests and experience. If you follow the sequence
    laid out in this guide, you eventually will get the choice of
    joining the Order (or not). So be patient, my young padawan.
    Risen, while being somewhat open-ended, is really a quest-driven
    game so the guide is organized primarily into the quests you are
    given and advice on how to complete them. In the game, via your
    Journal, quests are divided into World quests, Bandit quests,
    Harbour Town quests and Volcano Keep quests, and your quest
    journal will keep track of Current quests and Completed quests.
    You will find that there is sometimes no logic as to how a quest
    is classified. You may, for example, be given a quest by someone
    in Harbour Town, but it is classified as a World quest. You will
    often find, depending on the way you play, that you may complete
    a quest before it is given to you. That's OK because once you
    eventually meet the quest giver, your dialogue choices will
    reflect this. There are often overlapping quests, where you begin
    a quest and it becomes merged with another quest from someone
    else. There are also quests that never show up in the Current
    column of your journal (that is, no one gives you the quest) ,
    but will be Completed none-the-less when you do something or find
    something. Also, I have never encountered a time limit for a
    quest. You can take as long as you like to finish it within the
    chapter it was given. Some quests can span into the next chapter.
    So even though the quest giver may say ". . . and you must
    hurry", you don't have to hurry.
    This walkthrough is intended primarily for new players who want
    documentation of the various quests and something to guide them
    through their completion. Discussions on which faction to play
    and character development can be found elsewhere on the forums.
    Like almost all role-playing games, your Main Quest is to find
    the big bad guy (in this game he is called the Titan or Titan
    Lord) and defeat him to save the world from annihilation. The
    game is divided into 4 chapters. In Chapter 1 you basically
    develop your character by gaining experience and increasing
    various skills and abilities. During Chapter 1, typically near
    the  end' of the chapter, you will need to consider which
    direction to take - whether to become a Bandit, Warrior of the
    Order or a Mage. Making this decision begins Chapter 2. The main
    goal of Chapter 2 is to find 5 crystal disks that open a portal
    into the big volcano of the island and where you learn in-game
    that you have to find and defeat the Titan. When you finally find
    and return the crystal disks to the appropriate person, you will
    open the entrance to the volcano and begin Chapter 3. The main
    goal of Chapter 3 is to fight your way through the caverns of the
    big volcano in a search for knowledge of how to find and defeat
    the Titan. The main goal of Chapter 4 is to find pieces of the
    Titan Armour which are required to defeat the Titan. Chapter 4,
    and the game, end when you defeat the Titan.
    I played through the game three times as a Warrior of the Order
    because I found (totally my opinion and not advice for you), that
    the Bandit is somewhat limited because they can't use offensive
    magic and the Mage is somewhat redundant with scrolls and Rune
    magic being essentially the same. I found the Warrior character
    to be fun because I had both weapon skills and magic ability.
    Thus this walkthrough is written from the perspective of a
    Warrior of the Order.
    The quests that I received during my play-throughs are preceded
    by a Q for quest. Read and absorb. Read and absorb.
    Prologue or Before Chapter 1
    Q Find survivors of the shipwreck
    You begin the game, after the opening movie, washed up on a beach
    with no shoes, barely any clothes and no possessions. Your first
    quest is to find out if anyone else survived the shipwreck. You
    will find one person on the beach that is still alive - Sara -
    and you will be able to talk with her and have her join you
    briefly. This guide recommends coming back to her later and
    instead first search the beach and surrounding area. Search dead
    bodies and pick up things laying about. You eventually will be
    able to sell things for gold, so pick up and keep everything.
    There is no encumbrance (weight limit) in the game. On the beach,
    you will find a club and some sturdy branches which will serve as
    your first weapon. Search the beach and shallow water for
    mussels, potions, rum and wine and whatever. If you double-click
    on the mussels in your inventory screen some of them will give
    you a pearl which you can use later to create magic scrolls.
    Don't stray too close to the deep water of the ocean. Or better
    yet, do it one time and find out what happens.
    On one of the bodies on the beach you will find a hunting knife
    that is a bit better weapon that a branch. Near another body on
    the beach you will encounter a sea vulture, your first enemy to
    fight. Ready your weapon and beat it senseless.
    If you walk along the cliff on the left side of the beach (as you
    face away from the ocean) you will eventually see a red mushroom,
    and nearby you'll find a small shield, rusty sword and a small
    healing potion. This guide recommends using the sword and shield
    as your primary weapon and defense. This is a very effective
    combination that you will use throughout the game. Of course you
    will get better swords and shields as the game progresses. A
    short distance further along the cliff wall, you will come to a
    cave that is inhabited by gnomes. While they may look like push-
    overs, don't underestimate their fighting ability at this point
    in the game (you are weak and they are not). You can return to
    this cave later. You may also want to clear the immediate
    surrounding area inland from the beach of beasts such as young
    stingrats, wolves and vultures. Take the meat from their dead
    After you have explored, return to poor Sara on the beach and
    nudge her awake. Talk a bit and she will join you to begin the
    quest Q Take Sara to safety.
    Q Take Sara to safety
    Follow Sara along the path. You will come across beasts to fight
    unless you cleared them earlier. You want to pick up every item
    and plant you come across, which is a good habit for the rest of
    the game. Explore every nook and cranny for items or plants. A
    bit further along the path you will find a cave entrance which is
    another entrance to the same cave containing gnomes that was
    mentioned earlier. Wait a bit before exploring the cave so you
    don't have to worry about Sara being hurt. When you do return,
    the cave contains, in addition to the gnomes, several unlocked
    chests for you to loot. A little further along the path you will
    come across a house and Sara will inform you that she will stay
    there for a while.
    Q Investigate the abandoned house
    When you enter the house for the first time you will complete the
    quest Q Investigate the abandoned house. There is a water barrel
    in back of the house that if you drink from it, you will
    replenish your health. Look for these barrels throughout the
    game. You can explore the house now and do the obvious things or
    you can return to Sara periodically to tell her of your
    discoveries. Eventually you will be given the following quests:
    Q Find the key in the abandoned house
    Look for a key lying next to the bed in the adjacent room and
    then talk to Sara (start Q Loot the chest in the abandoned
    Q Loot the chest in the abandoned house
    The chest is in the first room you entered. Take everything from
    inside, especially the frying pan which you will use throughout
    the game to cook food. Tell Sara what you found and she will ask
    you to fry some meat for her. 
    Q Take some fried meat to Sara
    You should have raw meat in your inventory from a dead beast, or
    you will find a piece on the ground near Sara. Left click on the
    fire and you can cook raw meat and drumsticks. Give a piece of
    fried meat to Sara. The rest you can eat to replenish some health
    after a battle. There are several quests later in the game where
    somebody wants raw meat, so you should always keep some raw meat
    in your inventory (10 pieces or so).
    Having done all this will then begin Chapter 1. Sara will decide
    to stay at the house for now. (Later you can tell someone she is
    there for some experience). You may want to explore a bit, return
    to the gnome cave or whatever. Some of the roaming monsters may
    be too tough for you now, so return later when you have increased
    your abilities.
    A dilemma most new players struggle with is what sequence to do
    things. Here's what I did in my play-through as a Warrior of the
    Order, and I had fun doing it: (1) Do the quests and exploration
    that follow in this guide, then go to the (2) Bandit camp and
    complete many of the activities there, then go to (3) Harbour
    Town. (Note: in-game, this town is given two different names -
    Harbour Town and Harbour City). In Harbour Town you have much to
    do and here you will complete the quests that decide if you will
    join the Bandit faction or the join the Order/Mage faction. If
    you are following the Warrior path, after Harbour you will go to
    the (4) Monastery to join the Order and begin Chapter 2.
    CHAPTER 1 Quests
    Q Alone and abandoned
    After you finish talking with Sara and start Chapter 1, take the
    path upwards from the house and fight any enemies you encounter.
    Shortly, you will reach a small ruined temple guarded by Grave
    Moths. The temple has a few interesting things inside, so explore
    it. Go back to the path and continue upwards until you come to
    another house. When you enter the house you will complete Q Alone
    and abandoned and you will be stopped by a bandit hunter named
    Q Get yourself a decent weapon
    During your discussion with Jan, he will tell you to search the
    house and get yourself a better weapon. You will find a good
    sword upstairs in the chest, and a crude map of the island. Talk
    to Jan again. You can tell Jan about Sara (Q Rescue Sara from the
    wilderness) if you wish. For some experience, have Jan show you
    the way to the bandit camp (start Q Follow Jan to the west) and
    to a small farm (start Q Follow Jan to the novices farm in the
    Q Rescue Sara from the wilderness
    You can tell Jan about Sara and in Chapter 2 you will find her in
    the Bandit's camp. If you do not tell Jan about Sara, a bit later
    you can tell a monk named Tristan instead (described below). In
    the latter case, in Chapter 2, Sara will be with the monks (at
    Severin's location). Neither one is better and neither one has
    any consequence to the game. You just get some experience for
    doing this.
    Q Follow Jan to the west / Q Follow Jan farther
    Ask Jan to show you to the Bandit camp and you will start Q
    Follow Jan to the west. He will stop near the path to a small
    ruined temple and cautions you about the Warriors of the Order
    that are at that temple. He will tell you not to go there. (And
    so do I, at least for now). You can then follow Jan further (Q
    Follow Jan farther) and he will take you near the entrance to the
    bandit camp.
    Q Follow Jan to the novices farm in the east
    When Jan begins to walk back to his house, ask him to show you to
    the farm. You can then follow him to the path that leads to the
    novice's farm (Tristan's farm). After you say goodbye to Jan, go
    to this farm and complete some more World quests for xp and gold.
    Q Help the novice's farm
    Talk to Tristan who is sweeping the dirt just in front of the
    house. When you ask him about helping you find Harbour Town he
    will tell you to help his men on the farm in return (Q Help the
    novice's farm). You should finish the farm quests - Q Kill the
    hungry wolves and Q Help Thomas in the fields, and then talk to
    Tellur who is working in the nearby grain field. Afterwards,
    return to Tristan and he will allow Tellur to lead you to the
    east gate of Harbour if you want.
    Q Help Thomas in the fields
    Thomas needs help in harvesting the plants (grain) in his field.
    Walk through his grain field and look for the screen labels
    indicating you have found some grain. While grain is a little
    greener than the other plants, they are hard to see. Once you
    have found 10 plants talk to Thomas.
    Q Kill the hungry wolves 
    Henson, who is standing outside of the barn, asks you to kill
    hungry wolves that are eating his pigs. The wolf cave is just to
    the east of Tristan's house. Kill one wolf outside and 4 inside
    the cave to complete the quest. Normally, wolves in this game can
    be pretty tough. The name  hungry' wolves makes them sound tough,
    but they are actually a bit easier to kill than normal wolves.
    (They probably should be labeled  starving' wolves to indicate
    they have been weakened by lack of food). In the cave you will
    find a gold vein which you cannot interact with until you get the
    prospecting skill later in the game. There is a back exit to the
    cave but I would recommend not venturing out that way just yet.
    Once you've killed the 5 wolves, go back to Henson who is
    standing just outside of the cave. He will tell you that a
    Warrior of the Order from the mage camp has come to the farm. You
    should not let the warrior see you or he'll attack and take you
    to the Monastery. Letting him capture you will limit your choices
    for joining a faction and for learning rune magic. Do what Henson
    says and avoid him.
    Henson will tell you to walk to the barn and sleep in the bed.
    When you wake up, the warrior will be gone. Talk to Henson and
    get your reward for killing the wolves. Talk to Tristan to get
    even more xp. Now you can inquire again about having someone show
    you the way to Harbour Town. This is good for some xp, so do it.
    Q Follow Tellur / Q Follow Tellur across the dangerous lake / Q
    Keep following Tellur / and Q Follow Tellur one more time
    Talk to Tellur and ask him to show you the way to Harbour Town.
    You need permission from Tristan, so go back to Tristan who will
    then allow you to ask Tellur to show you the way to Harbour. (On
    your way to Harbour, you will see animals to fight but you don't
    have to right now). Tellur will make 4 stops and complete 4
    quests for some good xp. Follow Tellur (Q), he stops at the lake;
    Follow Tellur across the dangerous lake (Q); he stops. Tell him
    to go on so Keep following Tellur (Q); he stops; say go on and
    Follow Tellur one more time (Q). He stops and the quests are
    complete. On this grand tour he shows you the path to the
    Monastery (don't go there yet) and the road to Harbour (don't go
    there yet). 
    Q Rescue Sara from the wilderness
    This is the same quest listed above when you are talking to Jan.
    You can tell either Jan or Tristan about Sara to  rescue her'. If
    you told Jan before, you won't get the option to tell Tristan. If
    you did not tell Jan about Sara, you can tell Tristan now
    instead. In this case, in Chapter 2, Sara will be at Severin's
    location. Neither one is better and neither one has any
    consequence to the game. You just get some experience for doing
    Note: At this point I spent some time exploring and killing the
    monsters that I could handle. There are two quests for the
    Warriors of the Order you can complete now without being captured
    by them. So you may want to do these for some experience.
    Q Fluttering grave moths
    If you take the path toward the Monastery, you can talk to some
    of the monks without fear of being captured by the Order. Avoid
    most of the monks you see. You can talk to Derry who is at a
    campfire near some crates. He tells you about some grave moths
    nearby. Kill them and return to him for xp.
    Q Bryn's dangerous monsters
    Bryn is almost at the entrance to the Monastery and is quaking in
    his boots about some scary monsters nearby. These turn out to be
    only some gnomes (3 sly gnomes). Kill them for Bryn and return
    for a reward. You can also give him a beer for some xp and gold
    (Q A beer for Bryn). Don't talk to any other monk now or you will
    be captured.
    Note: I would recommend that at this point, go to the Bandit camp
    and do most of the quests there. Doing quests in the bandit camp
    now DOES NOT commit you to being a bandit at this time. You will
    be allowed to make this choice when you do quests in Harbour Town
    later. In the bandit camp, you will gain lots of xp and gold and
    be able to train in various weapon and other skills.
    Chapter 1 Bandit Camp Quests
    You're ultimate goal here is to obtain an audience with the Don
    (Don Esteban), the leader of the bandits. No one will let you in
    to see the Don until you have fulfilled one particular quest for
    the 5 pieces of the sword. Do lots of other quests first.
    Q Go hunting with Doug / Q Dangerous Prey
    Doug is the first bandit you meet as you enter from across the
    bridge. He will stop you as you try to enter the camp and force a
    conversation. Talk to him to get some background information. You
    will receive a map of the immediate area from Doug and learn that
    he needs help in slaying a big rotworm. Agree to help and follow
    him into the swamp and help him kill the rotworm. In return
    you'll receive some gold and 5 pieces of raw meat for Rachel who
    you will meet in just a bit. Do not cook and eat this meat.
    Helping Doug is part of the quest Q Hunter's need to return to
    hunting. When you kill the rotworm with Doug, you will complete
    the Q Dangerous Prey quest. Doug will sell you stuff and
    particularly pay attention to the fact that he can teach the Gut
    Animals skill and will sell tools to remove parts from animals.
    These may be too expensive to buy right now, but you may wish to
    when you have the gold. Your journal will keep track of Traders
    and Trainers for you.
    You'll see a few weed plants near where you kill the rotworm.
    Start collecting weed for a later quest and xp but don't venture
    too far into the swamp yet if you are not ready; i.e., weapon
    skill, etc.
    Enter the camp. You can talk to anybody and start any quest you
    like. Here is a sequence that works. Talk to Rachel, who is the
    camp cook (and the Don's wife) and ask a lot of questions. When
    you first talk to her, she gives you a piece of fried meat. Don't
    eat that. You will need it for a later quest (to give to Brogar).
    Rachel will eventually give you the Q Gold Fever quest; it will
    take a while to complete this one. As you complete many of the
    camp quests, you can come back and talk to Rachel and tell her
    things and get a bit of xp for each one.
    Q Gold fever
    Apparently there is some dissent in the camp amongst the leader,
    the Don, and some of the subordinates. Rachel will ask you to
    check out the situation at the camp. To finish Gold Fever, you
    need to finish three other quest lines: Q The workers are to work
    again, Q The hunters are to go hunt and Q Power struggle. When
    you finish these, report back to her that the camp is peaceful
    again, and the quest will be completed. I found it a good idea
    that whenever you finish a quest or several quests, go back and
    talk to everybody and anybody. Often you get some more experience
    even though you thought that person had nothing to do with the
    While talking with Rachel, if you ask "about your camp" and she
    will tell you to get more meat for the gang (Q Meat for the
    Q Meat for the gang
    When you went hunting with Doug you got 5 pieces of meat from
    him, and when you get 5 more pieces of raw meat, go back to
    Rachel to complete this quest. You can get some meat from Sam,
    hunt some of the animals in the area surrounding the camp or you
    may already have some in inventory.
    Q Brogar's lackey
    Go talk to Brogar who is a surly SOB. He will immediately ask you
    to bring him meat from Rachel. You have to give him the meat she
    gave you; giving him any meat but her's won't work. If you tell
    the jerk to get his own meat, his men will attack you and you're
    likely to die. If you have already met Rachel, you got the meat
    Brogar wants, if not, go back to her.
    Q Lazy dog
    After you give Brogar his meat, he will talk to you and tell you
    to get Clay to go back to work. Clay, who is sleeping by a
    campfire nearby will argue with you. You can either pay him 20
    coins or beat him in a fight. Clay is supposed to replace a guy
    named Phil who is near the upper swamp. When you tell Phil about
    motivating Clay, you will get a reward. Next to where Clay was
    sleeping is an area of ground that is a lighter brown color. You
    can dig here to find a buried chest. A shovel is needed and one
    just happens to be right there.
    Q A bottle of beer for the drunkard
    Out on one of the small islands of the swamp you will find Luis
    who is drunk and won't tell you much unless you give him beer.
    You may already have a bottle of beer, but if not, you can find
    several bottles scattered around the camp - sitting on top of
    crates not far from Beppo, in the house next to Lorenzo, and one
    in Brogar's house. Be careful when you pick things up, especially
    in someone's house as you might be attacked. You can also buy
    beer from Obel for 20 coins each. Once Luis is happy with his
    beer, it turns out that he has a lot of information and can teach
    hunting skills.
    Q The workers are to work again / Q Dwight is to get back to work
    Find a guy named Hawkins who is having some problems getting his
    men to work. Look around for Dwight (near where you found Clay)
    and tell him that you're the man who is ordering him back to work
    and he will go meekly. Find Branon sitting near a campfire (just
    above the fighting arena) and discover that he won't work because
    of some frightening monsters from the ruins (these are actually
    moths called Disgusting Insects). Find the moths hovering over
    one of the small islands near the camp and kill them. Go back to
    Branon and tell him and he will return to work (Q Get Branon to
    go back to digging). Also tell Ricardo standing near the bridge
    and you will get some additional gold for getting rid of the
    monsters (Q Disgusting insects). After your discussion with
    Ricardo, go back to Branon to sooth things with him (Q Branon
    needs help).
    Enrico is sitting near a campfire on the other side of the swamp
    from the bandit camp. He will tell you that a ghost haunts him
    during work. You can tell this to Dwight and he'll suggest
    fooling his crazy friend. In a chest on the island where you
    fought the disgusting insects you will find a  useless amulet'.
    Go back to Enrico and use the amulet to convince him to return to
    work (Q Protection against the ghosts of the ancestors).
    Eventually report all of this to Hawkins and get your reward.
    Hawkins will now sell you a worker's suit for 500 gold which will
    provide some protection for you.
    Q Rhobart needs weed (this will be classified as a World quest in
    your Journal)
    You will find Rhobart at the upper swamp, up the hill from the
    main camp. While talking with him you will find that he wants
    Weed. Offer to locate some and he will pay you 70 coins and give
    50 xp for every 10 weeds that you bring him. Not a bad way to
    make some easy money and gain experience. You will find Weed
    scattered throughout the island; some near Rhobart and in many
    other locations. Collect Weed throughout most of the game and
    return to Rhobart for your gold and experience.
    Q Beer for the gang
    When talking with Rhobart he will ask you to deliver 10 bottles
    of beer to Rachel for 50 coins. Do that. You can play some
    shenanigans with the amount of gold you get from Rachel or give
    to back to Rhobart, but that's up to you. I found no consequence
    from lying to either one about the payment amounts.
    Q Artifact delivery
    You will find Beppo standing near the temple entrance and he
    needs help in moving some artifact crates. This is really part of
    the quest Q The workers are to work again, and when this quest is
    done, return to Beppo for a small reward.
    Q The hunters are to go hunt
    Sam is the master camp hunter but has been forced to do menial
    tasks (sawing firewood) for Brogar. He is one of three hunters
    that you need to find (Luis and Doug are the others.) This quest
    can get a bit confusing because you sometimes get dialogue
    choices that don't make sense at the time you get them. Sam,
    Luis, Brogar and Rachel are involved somehow in this quest.
    After your first conversation with Brogar, talk to Brogar again
    and mention Sam. and tell him you think Sam should return to
    hunting for the camp. Afterwards you will receive this quest when
    you talk with Sam. To complete the quest, you also have to
    encourage Luis and Doug to hunt again. You likely have already
    helped Doug hunt for a rotworm at the entrance to the camp (Q Go
    hunting with Doug). When you talk with Luis, the drunkard on the
    island, he will ask you to kill Scurrying Stingrats nearby (Q
    Scurrying rats). Return to Luis and convince him to return to
    work. In order to complete the Hunters are to go hunt quest, you
    first need to finish the Power struggle which involves Rachel.
    After the Power struggle quest, return to Brogar and tell him to
    leave Sam alone. Finally return to Sam.
    Q Gone with the gold
    After completing the Brogar's Lackey quest, you can ask Brogar
    about some of his fighters. It turns out that one of them -
    Dorgan - has not returned. Talk to drunk Luis and for a beer, he
    will tell you where to find Dorgan. Dorgan is inside a cave a
    short distance away from Luis. Fight some grave moths to get into
    the cave and locate the dead body of Dorgan. His loot includes a
    list of names that is of interest to both Brogar and Rachel. It
    likely doesn't matter if you tell Brogar about the list, but I
    ended up giving the list to Rachel, mostly because I liked Rachel
    and did not like Brogar.
    Q The best fighter in the bandit camp
    If you talk with Craig, you discover that you can bet on fights
    in the arena to win some gold - that is, you bet that YOU will
    win the fight in the arena. If you win, you get double your bet
    back. Here are the fighters you can challenge in the arena and
    the amount of the bet required. The list is in order of the
     easiest' to the  hardest' (this of course, depends on your
    fighting skill). You also don't have to do all of these right
    away. Do a couple of fights and come back for the others when you
    are stronger.
    1) Ricardo is the easiest (10 gold), but it will take a long
    conversation to get him to fight (Q Defeat Ricardo in the arena);
    2) Lorenzo (20 gold). You can fight Lorenzo twice in the game. He
    won't fight with you in the Best Fighter quest if you have beaten
    him before in the Q To the temple ruins with Lorenzo quest. So
    fight him in the arena first (Q Defeat Lorenzo in the arena), and
    then challenge him again later (Q To the ruins with Lorenzo). 3)
    Craig (50 gold) will fight you next and he carries an important
    item you need. Take it and his other stuff when you defeat him in
    the arena (Q Defeat Craig in the arena). He won't pay you for
    your bet and he says that the stuff you took will more than
    compensate you, but that's OK, you got the important item (piece
    of a sword). 4) Domingo (100 gold) will fight with you if you
    give him a beer (Q Defeat Domingo in the arena). 5) The last
    fighter you can challenge is Brogar. You need to defeat the
    others above first and then tell Craig that no one will fight
    with you. Then go to Brogar, challenge him and defeat him in the
    arena (Q Defeat Brogar in the arena). He also carries a piece of
    the sword you need for another quest, so take it now. You can
    actually kill him after the fight (I mean REALLY kill him) and no
    one will mind. I recommend that you wait. You will meet him again
    later in the game and get your chance to kill him for good.
    Q To the temple ruins with Lorenzo
    After you defeat Lorenzo in the arena in the previous quest, go
    back to him and he offers to help you steal stuff from one of the
    temples. This is a trick, but follow him anyway and he will lead
    you to an area where you can fight him (or pay 50 gold). I say
    beat the stuffing out of him, again.
    Q Forbidden games
    It seems that the guys in the camp aren't really supposed to be
    fighting in the arena. You can tell Rachel that Craig is
    organizing these fights (The best fighter in the bandit camp
    quests above), and she will ask you to put a stop to it. You can
    go back to Craig and tell him to stop the fights and the fights
    in the arena will stop (the best fighter quest will be
    cancelled). You can also lie to Rachel that you have stopped the
    fights. Actually, you don't have to tell her anything. When you
    complete The best fighter in the bandit camp and report to Craig
    that no one else wants to fight you, you will end the Forbidden
    games quest.
    Q Protection money in the bandit camp
    After you've found Dorgan and completed the Gone with the gold
    quest, Brogar will want you to collects debts (protection money)
    from certain people in the bandit camp. You can get money from
    the following people: Oscar, Hawkins, Dwight, Obel, Rhobart,
    (Rhobart will give you a quest to do before he will pay - Q
    Rhobart's bog bodies quest), Luis, Branon, Doug, and Enrico. You
    can give the 200 coins you collect back to Brogar or keep the
    gold for yourself (why give it to that jerk). You don't have to
    give him the money, just tell him that you collected it and you
    are keeping it and he threatens to get even at some later time.
    When doing these collections, the people you get gold from may
    appear to get angry, but I have found no consequence to this.
    They still will trade, etc.
    Q Rhobart's bog bodies
    In order to get protection money from Rhobart, he will ask you to
    defeat three tough bog bodies by the waterfall near his house.
    These guys may be too difficult at this stage of your game, so be
    careful. Return to Rhobart and he will reluctantly pay his money.
    Q Power struggle
    You receive this quest after talking to Sam about Brogar. This
    quest also gets a bit confusing in exactly who to talk to, and
    when. When you have completed the Protection money in the bandit
    camp quest for Brogar, go tell Rachel that Brogar had ordered you
    to collect the debts and that you have already gotten the money.
    She will suggest that you threaten Brogar, (you need to have
    completed The best fighter in the bandit camp quest to get the
    dialogue line to threaten him). Brogar will capitulate (give up)
    and you can then go back and tell Rachel that Brogar gave up. You
    will be able to ask her about a place to sleep and she will give
    you Brogar's old house. Go back and tell Brogar to leave, that
    the house is yours now. Also during this conversation with
    Brogar, tell him to let Sam go hunting. Then go see Sam which
    will complete the Q Hunters are to go hunting quest. Whew! Got
    all that? What's up with these convoluted quests?
    Q Golden fragments for Oscar
    When you talk to Oscar the blacksmith, ask him if he knows how
    you can get to see the Don. He will tell you that you should give
    something to the Don and he mentions a sword that has been broken
    into 5 fragments (pieces). Oscar, of course, can repair this
    sword if you bring him the fragments. The people who have
    fragments are Luis, Craig, and Brogar and you find two fragments
    in chests. 1) One is in a chest on the little island where you
    killed the disgusting insects. 2) You will find a fragment in the
    cave where you find Dorgan's body (Gone with the gold). 3) Craig
    has one that you can buy for 100 coins, or better yet, defeat him
    in the arena and take it from his inventory. 4) Ask Luis about
    the fragments and he will give you his in exchange for 2 beers.
    5) Brogar is in possession of one fragment which you can take
    from him when you defeat him in the arena. If you invest
    sufficiently in the pickpocket skill you can simply steal the
    fragments from Luis, Craig and Brogar.
    Give the 5 fragments to Oscar and he will re-forge the sword for
    you. You can just keep the sword, but Oscar won't talk, trade or
    train anymore. Give the sword back to Oscar and then offer to buy
    it back for 200 coins. This will allow you to take it to the Don
    Q An audience with Don Esteban
    The only way to get to see the Don is to complete the
    reconstruction of the golden sword, from the fragments. After
    Oscar has made the sword and you have bought it back from him,
    you next have to tell Rachel that you have the sword. She will
    give you permission to see the Don and the guard at the entrance
    to the Don's hangout will let you in.
    Bandit Camp after gaining access to The Don
    Q Take the golden sword to Don Esteban
    When you talk to the Don, you can give him the sword for a
    whopping 1000 xp. You have a lot of conversation choices with the
    Don and you should pick them all.
    Q Situation report for the Don
    During your conversation with the Don, he will ask you to check
    on the situation in Harbour Town. If you eventually become a
    Bandit yourself, this quest will be completed. If you complete
    the Harbour Town quests and decide to become a Warrior of the
    Order or Mage, this quest will automatically be cancelled.
    The Don's right hand man is Fincher and you should talk to him as
    he is involved with several quests. Fincher is also the only
    person in the game who can train you to sword level 10. [Note: I
    wanted to be a Warrior of the Order to use magic, but also I
    wanted to train in swords to a high level (10 is max). Once you
    commit to being with the Order, you can only train in swords up
    to level 7. To get around this, I did all of my sword training,
    BEFORE I committed to the Order in Harbour Town. So before I went
    to Harbour, I did all of the quests I could and roamed around the
    countryside and killed as many beasts as I could to gain enough
    experience and learning points to train in swords to level 10.]
    Q Conquest of the artifact camp
    After talking with the Don and giving him the sword, talk to
    Fincher. He suggests that you attack the Order forces gathered at
    some ruins near the bandit camp. (You don't have to do this and
    there is no consequence whether you do or not except for gain or
    loss of experience). You can let Fincher lead the attack, or you
    can lead it yourself. Fincher tells you to recruit some people in
    the camp to assist you. You can recruit Phil, Domingo, Ricardo,
    Craig and Lorenzo. Leave with your small army by going across the
    bridge and up the path a ways. You should have seen this ruin
    when you were given a tour by Jan. Walk close to an Order member
    and they will attack you. You need to kill everyone in the camp,
    including the leader named Rupert (Rudolf). Search the bodies and
    the area thoroughly after the battle and then return to tell both
    Fincher and the Don (Q Tell the Don about the success at the
    artifact camp) that you were successful in the attack on the
    artifact camp.
    Q Salvage work
    After you have returned from attacking the artifact camp, Fincher
    will tell you that the crates from the ruins need to be moved to
    the bandit camp. Go talk to Dwight, Hawkins, (he may require a
    bit of persuasion), Branon and Enrico. After they have left to
    get crates, return to Fincher to end the quest.
    Q Tell Fincher about the strange temple entrance in the east
    Next Fincher will send you to investigate the entrance to a
    strange temple in the east. Before you end the conversation, be
    sure to ask him for a decent map of the island. The location of
    the Temple in the east will be shown on your quest map. It's a
    long, arduous journey and will be fraught with peril. But by now
    you should have been building up your skills and won't be so
    fraught, even if there is peril. Exactly how to get to the temple
    is difficult to describe in words. It is probably better that you
    keep checking your quest map to see if you are getting close. You
    will want to be exploring everything and everywhere anyway. Once
    you have found the temple (you can't enter it yet), return to
    Fincher to get your reward and another quest.
    Q Treasure hunter wanted
    This quest overlaps with several others. Fincher will tell you
    that they need some treasure hunters (which you will find in
    Harbour Town) to help with the excavation of the eastern temple.
    The quest will be part of the quest you do in Harbour in freeing
    a treasure hunter named Olf and his two brothers. The quest will
    end when you talk to Olf.
    Q A job for the triplets
    This is a quest that overlaps with some quests you do in Harbour.
    You will talk with three brothers (the triplets) and help them
    escape Harbour Town (Q Treasure hunter wanted quest). You can
    then ask them to unlock the temple entrance in the east (if
    you've completed Tell Fincher about the strange temple entrance
    in the east). Afterwards report to Fincher about your dealings
    with the triplets. If you join the Order, you won't complete this
    quest, but the triplets will go to the eastern temple anyway.
    (They are required for some quests at the temple).
    The next two quests are really only for those who will follow the
    bandit path. If you later decide to follow the Order path you
    will be given the quest to talk to Master Illumar, but will never
    complete it and you will not be given the Negotiating with the
    Volcano keep quest.
    Q Talk to Master Illumar
    You will be given this quest if you talk to Cormac, the alchemist
    in the Don's hideout. You will not meet Illumar until you enter
    the Monastery. You do not want to approach the Order warriors or
    the Monastery just yet. If you end up working for the bandits you
    will get a quest to negotiate with the Volcano keep where you can
    then enter the Monastery and talk with Illumar.
    On the other hand, after you get this quest during you initial
    time in the bandit camp, and then you join the Order, the quest
    will never be completed (nor will it be cancelled from you
    Journal). It will remain there in your journal until the end of
    Q Negotiating with the volcano keep
    If you are dead set on becoming a bandit and not the much cooler
    Warrior of the Order, then after you become one of the Don's men
    (A package for the Don quest in Harbour Town), Don Esteban will
    order you to lead in the negotiations with the Inquisitor at the
    Monastery. Once given this quest, the mages will no longer attack
    you on block your way to the Monastery. At the entrance to the
    Monastery, inform Santiago that you've been sent by the Don and
    he will let you enter. You will meet Master Pallas who will give
    you a map of the place.
    As you walk around the Monastery, you will meet Master Ignatius
    who you can ask about opening the gate. Talk to Pallas at the
    front door and he will now let you out of the Monastery. When you
    finally talk with the Inquisitor the Negotiating quest will end.
    You will then be instructed to follow the Inquisitor to the
    volcano entrance, where another chapter will begin. You will also
    receive your first teleport stone (Volcano Keep).
    After you're a done in the Bandit Camp
    Getting into Harbour Town
    When you visit Tristan and the others at the farm, they will tell
    you that the best way to get into Harbour Town is to use the
    eastern entrance where you will need to pay 100 coins to Leto,
    the gate guard, to let you into the town. Leto will also give you
    a town map. At the western entrance you will be captured by the
    Order, so don't go to that entrance.
    Q In Harbour Town
    When you enter Harbour Town for the first time, you will
    automatically complete this quest. [you quest log will say the
    quest was given by Stan. There was no Stan in my game. Maybe
    Escaping from and returning to Harbour Town
    This is not a quest, but something you may wish, or even need to
    do. Once you enter Harbour Town, you are not allowed to leave
    until you've made your faction decision. But there is a way you
    can escape if you want to continue or finish some of your other
    outside activities. Climb the wall by the main west gate, jump
    down to the rocks and continue jumping until you reach the
    ground. The gate guards will attack if they see you, but you can
    outrun them easily. If you're lucky they won't see you.
    Returning to the town using this method is a bit harder. Stand on
    the hill, looking toward at the town gate and jump into the
    nearby palm tree. You should reach the ledge you used during the
    escape. Carefully try to jump onto the rocks above. It may take a
    few tries but you should be able to reach the town wall. If the
    outside guards did see you when you escaped, when you return to
    town the guards in the upper district will remember that you
    escaped and attack you. I let them hit me a few times and ran far
    away (down to the lighthouse). They should return to their normal
    behavior of ignoring you and not attack again. 
    Harbor Town Quests
    The goal In Harbour Town is to do several significant quests to
    either join the Don (bandits) or join the mages/order. There are
    7 main decisive quests within Harbour Town, each of which you can
    do for the Order or for the Don. Completing 4 of the 7 quests for
    either the Don or the Order commits you to joining that faction.
    It is recommended that you can do 6 of the quests, 3 for the Don
    and 3 for the Order for the xp and gold, then for the 7th quest,
    you must make the choice to become a bandit or a warrior of the
    order/mage. All of the quests will have two alternative ways to
    complete them and two main people to deal with. I advise you to
    accept the quests from everybody, do as much as you can and then
    decide how you want to end the quest, either for the Don or for
    the Order. The game will keep track of how many you have done for
    each faction. You usually see in one of your dialogue choice "for
    the Order" or "for the Don". Once you chose the option, a popup
    on the screen will report that you have done 1/4 quests for the
    Order or 2/4 for the Don or some such.
    The 7 critical quest pairs, the person to whom you should report
    and the faction to which they belong is listed below. D = For the
    Don; O = For the Order [these are not in any particular order of
    how they should be completed. You can do them in any order].
    Also, keep in mind that there are non-critical quests that are
    part of the critical quest and may need to be solved first to
    1) Protection money from Costa (Delgado - D) / Pretending to work
    for Delgado (Sebastian - O)
    2) Lukor wants the five armour plates (Lukor - D) / Carasco wants
    the five armour plates (Carasco - O)
    3) What is Rodriguez planning? (Cid - D) / Find the burglar's
    spy! (Rodriguez - O)
    4) Bring the packages back to Weasel (Weasel - D) / Evidence for
    Marcelo (Marcelo - O)
    5) The family heirloom (Toni - D) / Get rid of Toni (Hernandez -
    6) Find the three golden bowls (Scordo - D) / Good things come in
    threes (Carasco - O)
    7) Romanov's seaman's chest (Romanov - D) / Sergio wants
    Romanov's gold (Sergio - O)
    Exploring the Town and getting quests.
    In addition to the critical quests above, there are lots of
    things to do and other quests to undertake. Like everywhere in
    the game, explore everything, talk to everybody, steal anything
    that you can and buy what you need.
    When you first enter town from the eastern gate, there is a
    farmer and some cows (one named Berta) to your right. They will
    play a role in a later quest. The guards here are real touchy
    about you entering the rooms above the stairs on either side, so
    be careful if you want to steal things here.
     Just down the incline is Arno and his sick wife, Martha. Talk to
    Arno. You can give him some gold for xp. He tells you about his
    sick wife and the only person who can help is Master Belschwur.
    You will give Arno and Martha medicine in a quest from Belschwur
    (Q Medicine for everyone).
    Critical faction quest
    Q Protection money from Costa (D) / Q Pretend to work for Delgado
    A little further along is Delgado, one of the Don's men. When you
    talk with him he warns you about the Order and especially
    Sebastian. Doing this quest pair is one of the 7 critical quests
    and completing it for Delgado is For the Don. Alternatively you
    can complete this quest pair for Sebastian (For the Order).
    Delgado needs to collect debt money from the merchant Costa, and
    he asks for your help. Agree to help to begin the quest (Q
    Protection money from Costa). Take a few steps toward town and
    Sebastian will stop you as you attempt to walk by. He will say
    that he knows you were talking to Delgado and he warns you about
    the Don's men, etc. Agree to help him, and you start (Q Sebastian
    wants to know what Delgado is planning). If you tell him right
    away what Delgado is planning, you end that quest and he gives
    you another quest (Q Pretend to work for Delgado) where you are
    to collect the money from Costa, but give it to Sebastian (O)
    instead of Delgado (D).
    [Note: this essentially is the way to do all the critical quests;
    agree to help both sides, do as much as you can and then chose
    which side to report back to, keeping track of how many For the
    Don or For the Order quests you have completed]
    Costa and his bodyguard are just a few steps away but you don't
    need to be too quick to complete the Costa quest or any of the
    critical quests for that matter. You may want to take your time
    to explore the whole town and accept as many quests as you can
    and then finish them when you are ready to make your decision
    about a faction. You can trade with Costa if you want and later
    you may be able to get Costa to agree to let Arno and Martha (the
    sick wife) sleep in his rooms.
    If you want to finish this quest pair now, then follow the advice
    that Delgado gave you. Costa will not want to pay and you will
    have to fight him. You will fight both he and his bodyguard
    (Fuller) at the same time unless you provoke the bodyguard to
    fight first. Talk to Fuller and get him to fight you. Defeat him
    and then go talk to Costa. When Costa refuses to pay, beat the
    crap out of him. Take the money back to Delgado (For the Don) or
    give it to Sebastian (For the Order).
    Elias, has a vegetable market just across from Costa. He sells
    potatoes and onions which you need for some good recipes, but
    these are expensive. Later you will give him medicine in a quest
    from Belschwur (Q Medicine for everyone).
    Q Philus wants to sell his fish shop
    Philus, the fishmonger, sells fish and also wants to sell his
    business. He offers plaice in a 2-for-1 sale. [note: plaice is a
    type of flatfish like sole or flounder. I did not know this until
    I played this game. See, computer games can be educational].
    Plaice can be used to make a stew (plaice melt) that permanently
    increases mana +2 so you might want to buy some before he sells
    the stall. (You can find the plaice melt recipe in Baxter's
    slaughterhouse in Harbour). To help him sell his fishmonger
    stall, you need to talk with Nico who is hanging out in the
    tavern nearby (Patty's tavern). You first have to give Nico a
    bottle of rum for him to talk to you. Give him one (buy it from
    Patty if needs be), but then you'll find out that Nico has no
    money (300 gold is needed to buy the stall). He will sell you a
    magic ring (strength +3) for 300 coins and then he'll agree to
    take over Philus' fish stall. Go back to Philus and he will give
    you two pearls.
    Q Medicine for everyone
    Talk to Master Belschwur who is stirring the pot in the
    courtyard. He will give you some stew if you ask. Follow all
    dialogue options. He will then ask you to help him distribute
    medicine. This will start the quest Q Medicine for everyone. He
    will also give you a list of people to give the medicine to. Do
    this. You have to deliver medicine to Cole, Josh, Finn, Elias,
    and Martha (give the potion to her husband   Arno). Return to
    Belschwur for your reward. If you ask him about becoming a mage,
    at the end of the Harbour Town quests, and if you chose to become
    a member of the Order, you will use Belschwur as a recommendation
    to the commandant of Harbour.
    When you go to Arno with the healing potion for his wife Martha,
    he will tell you that medicine alone is not enough, his sick wife
    needs a place to sleep (Q The farmer's sick wife).
    Q The farmer's sick wife
    Arno pleads with you to find a place for his sick wife to sleep.
    Go talk to Belschwur with this sad news and he suggests that you
    talk to Costa who might rent a room. [I've found that while Costa
    will rent YOU a room for 30 gold, he doesn't always give you the
    choice of getting a room for Martha]. If this is the case for
    you, go to Flavio instead and ask him to let Martha stay in his
    warehouse, which he will do. In either case, go back and talk
    with Arno and then Martha. You should then tell Belschwur that
    the happy couple now has a room and in return you'll get 2 strong
    healing potions.
    Q Skins for meat
    Flavio is the merchant just beyond Belschwur. If you ask about
    jobs, he will ask you to get meat for Belschwur from Baxter at
    the slaughterhouse (Q Skins for meat). Baxter will require 5 wolf
    skins and 5 boar skins in exchange for the meat. You probably
    have those in your inventory, but if not, you can find wolf and
    boar skins scattered around town. Sometimes the skins are just
    lying around, other times they are hidden in chests or cabinets.
    When you talk to Cole he will just give you one wolf skin. One of
    the skins can be found on the roof above Finn and Mo will give
    you two boar skins and one wolf skin. The sneak ability can aid
    you greatly in acquiring other skins in town and in acquiring
    other items throughout the game.
    Once you've found 5 of each, head to Baxter who will give you
    some meat which you then have to take to Belschwur. Afterwards,
    return to Flavio and he will give you two healing potions.
    Q Mental arithmetic!
    When you talk with Baxter about getting the raw meat for Flavio
    and Belschwur, he will give you a math test. The correct answer
    is 238.
    Q Cole's hunting bow returned
    If you talk to Cole while you are looking for the skins during
    the Q Skins for meat quest, he laments about the fact that he had
    to sell his bow to Costa. You can go back to Costa, buy the bow
    and then give it back to Cole for a small reward.
    Q Talk to the commandant of Harbour Town
    After you complete the Medicine for everyone quest, you will be
    summoned to speak with Commandant Carlos, the leader of the Order
    in Harbour Town. One of the Warriors of the Order guards will
    approach you as you walk about and tell you to go to Carlos
    straight-away. Talk to Carlos about the situation in the town and
    he will drop some not too subtle hints that you will have to
    choose one of the two factions, bandits or mages. If you tell him
    the Don will take the town and free the people, he gets angry and
    stalks off. If you tell him you want to join the Order, the
    conversation will continue with you offering to help him. If you
    tell him you haven't yet taken sides, the conversation choices
    will be the same. Ask him how you can help and you will get the Q
    Peace and order quest which you will undertake and complete much
    [note: In the Commandant's area, you will find swords and shields
    lying around and hanging on the walls. You can steal these
    without consequence and sell them for a some gold. Felipe in the
    Commandant's quarters, can train you in strength and staff
    Q Walter needs a break
    When you talk to Walter, the blacksmith working at the forge, he
    complains that he has no time to rest. Afterward, talk to his
    boss, Alvaro, and who says he will give Walter a break if you
    find two smith's helpers for Walter. He gives you some money to
    pay them (starts Q Send the servants home quest). The first
    helper is on the wall up the nearby steps, the second near the
    west gate. Now you can inform Walter that he can take a break.
    Walter will also tell you that he needs supplies. You are to find
    old metal for him (tool bags) which starts the Q Everything that
    isn't nailed down quest.
    Q Send the servants home
    Talk to a smith's helper near the western gate and a smith's
    helper sitting on the ground just up the stairs from the smithy.
    They will agree to do some of Walter's work and this completes Q
    Send the servants home. Go back and tell Alvaro you found them.
    Then go back and talk to Walter and he gets his much needed
    break. During the conversation there will be mention of Marcelo's
    blade (part of another quest). For 100 gold Walter will tell
    about Marcelo's blade and how to get it (but don't spend the
    money because this guide is telling you for free).
    Q Everything that isn't nailed down
    In your conversations with Walter he will mention that he is
    short of supplies and could use anything you might find in your
    adventuring. What he wants are 15 tool bags. You may have found
    some already, but if not, you find them held by groups of gnomes
    throughout the island. Kill the gnomes and collect tool bags. You
    will find more that 15, but Walter only needs the 15 to end this
    quest. The rest just sit in your inventory and can't be sold.
    Critical Faction Quest:
    Q Bring the packages back to Weasel (Weasel - D) / Q Evidence for
    Marcelo (Marcelo - O)
    Marcelo is standing in the street outside of the Don's old
    mansion. You will talk about work with him and he will finally
    ask you to gather evidence on Weasel. You will automatically
    agree to do this. 
    Weasel is the guy who's resting on a bench near Marcelo. He will
    tell you about his shady dealings and then instruct you to follow
    Garth (starts Q Follow Garth inconspicuously) who is hoeing weeds
    outside of Leonardo's shop (starts Q Bring the packages back to
    Weasel). While you are following Garth, you may be stopped by
    Lilly, one of Sonya's prostitutes. Lilly will offer you a quickie
    for 100 coins but if you agree to dally with Lilly, the follow
    Garth quest will be aborted and you'll have to start it over from
    the beginning. After your tryst with Lilly, you can tell Sonya
    (in the brothel) that one of her girls is working on the side for
    some extra xp (you get the xp, not Lilly).
    In either case, follow Garth to his meeting with Cutter.
    Interrupt the conversation between Garth and Cutter and you will
    expose them. They both will begin to fight you (Q Get your hands
    on Cutter!). After you defeat them, retrieve the package from
    Cutter and you choose between returning it to Weasel (For the
    Don) or to Marcelo (For the Order). 
    If you give the package to Marcelo he will then ask you to get
    rid of Weasel who you can tell to leave town and/or kill him. I
    chose to give the package to Weasel because it opened up two
    additional quests for gold and experience - Q Collect from Konrad
    and Q Collect from Alvaro.
    Q Collect from Alvaro
    If you've completed Bring the package to Weasel (you've given the
    package to Weasel and haven't yet been to the Monastery) you can
    talk to Weasel about other activities. To get this quest, you
    also need to have finished Q Walter needs a break. Talk to
    Walter, ask for his help and ask about Marcelo's weapon. When you
    talk to Weasel again, he will suggest you steal the weapon from
    Alvaro's cellar and then sell it back to him. Sneak into Alvaro's
    cellar during the night, or wait until he moves away from the
    cellar door (level 1 open lock), go downstairs, and take
    Marcelo's weapon from the chest (level 2 open lock). Sell the
    weapon to Alvaro but only accept 100 coins.
    Q Collect from Konrad
    After you've completed Weasel's package quest, he will suggest
    you talk to Konrad about a job and to mention security. Konrad
    won't discuss the matter, but when you leave Konrad's shop, Tilda
    will stop you and tell you about the farmer and cow near the east
    entrance to town. [The conversation text calls the cow Elsa, but
    the name tag on the cow is Berta in the English game version]. At
    night time, go to the farmer and kill Berta and take her skull
    from her poor dead body. The farmer will attack you when you kill
    Berta, but just knock him out and loot him and Berta. Make sure
    no guards see you do this.
    Go back to Konrad's house (again at night time) and sneak into
    his bedroom (jump down from the roof). Place Berta's skull on
    Konrad's bed. The house guards may see you and attack, but you
    can just jump over the balcony to escape. When you go back to
    Weasel for your reward, he will suggest you spend some time at
    Sonya's brothel (or just wait until dawn). Now go back to Konrad,
    who will be angry and not want to talk. You can use a Tell Joke
    scroll to get him talking again. Eventually, report to Weasel.
    When you talk to Konrad, be sure to buy bags of spice. You can
    use these to make a permanent mana +2 food (plaice melt) or other
    good things to eat. The bags of spice in his inventory are
    replenished in each chapter.
    Critical Faction Quest:
    Q The family heirloom (D) / Q Get rid of Toni (O)
    [This critical pair of quests is a good example of quests within
    quests within quests in this game. Complicated, but hey, we're
    all bright enough to handle it.]
    Hernandez is guarding the door to the mansion previously occupied
    by the Don. He won't let you in just yet, but he will tell you to
    check out the guy, Toni, sitting on the bench across from the
    house. (Starts Q Get rid of Toni quest).
    When you walk over to check out Toni, he will tell you about Don
    Esteban's amulet which has been left in his house. Agree to help
    Toni retrieve this amulet (start Q The family heirloom). Go back
    to Hernandez and tell him you think you can find an amulet that
    the Don left in the house (start Q Take the Don's heirloom to
    Hernandez). Once in the house, go to the right wing of the house
    and find a painting of a tree on the wall. Press the switch
    behind it (stand in front of the picture and left click) and the
    adjacent cupboard will move. In the newly exposed room, you will
    find the amulet of the Don's family. Depending on which side you
    want to choose, give it to Toni (For the Don) or to Hernandez
    (For the Order). If you finish the quest for the Order, Hernandez
    will tell you to get rid of Toni (Q Get rid of Toni).
    While you're in the Don's house doing the previous quests, go
    upstairs and talk to Olf, a treasure hunter. Have him teach you
    prospecting if you want. If you ask him why he is locked up, he
    will tell you about the artifacts he stole (3 golden bowls) which
    will start the Q Find the three golden bowls quest. He will offer
    to tell you where his bowl is for 200 coins. [Save your money
    because this guide will tell you how to find it for free].
    Olf will also tell you about his two brothers, Dytar and Dirk
    (Olf, Dytar and Dirk are the triplets, in a later quest). Pursue
    that line of questions and you can ask for his help. This will
    complete Q Find the treasure hunters quest given to you by
    Fincher in the bandit camp.
    Also agree to help Olf and his brothers get out of town which
    will start the Q The Imprisoned treasure hunter quest. To get
    Hernandez to finally release Olf, you will need to find the three
    bowls (complete the Q Find the three golden bowls).
    Also chose the line about the three brothers need to know where
    to go and you will start the Q A gathering of triplets quest.
    Q Anything that heals
    Leonardo is the local alchemist and has a shop next to Alvaro's
    smithy. When talking with Leonardo, you will learn that he is
    searching for healing plants. If you bring him 10 healing herbs,
    5 healing plants and 2 healing roots he will give you a potion
    that will increase your maximum HP by 10 points.
    Q The sons of Tilda
    Tilda is standing outside of Konrad's shop. If you ask her what
    happened, she will tell you about her three sons and ask if you
    have met them. Her three sons are Beppo, William and Leon. You
    likely have already met Beppo who is in the Don's camp. William
    is at the Monastery and if you are following this guide, you have
    not been to the Monastery yet. Return to Tilda at a later time to
    tell her about William and complete this quest. Leon is hiding in
    a small house in the forest, half-way between the Monastery at
    Harbor Town. Leon is the one who is involved in the Cursed Lords
    and vassal ring quests. If you have met any of them before, tell
    the mother that he's fine for some xp. Tilda's husband is Ingvar.
    Tilda and her cow will play a role in another quest Q Collect
    from Konrad.
    If you ask about a reward for meeting her sons, she will tell you
    about a chest behind the farm house near the Monastery. The house
    where you find Severin is Tilda's farm. The chest is buried and
    if you dig it up you get a few items to sell.
    Critical Faction Quests
    Q Lukor wants the five armour plates (D) / Q Carasco wants the
    five armour plates (O)
    Q Find the three golden bowls (Lukor - D) / Q Good things come in
    threes (Carasco - O)
    Both of Lukor and Carasco want you to find 5 missing armour
    plates (pieces of armor, not dinner plates) and three golden
    bowls. Talk to Lukor about the plates: Lukor tells you that
    Duram, Vasili and Ingvar are responsible for the thefts of the 5
    armour plates. Agree to help him and you start Q Lukor want the 5
    armour plates. You return the plates or bowls to Lukor (For the
    Don) or to Carasco (For the Order).
    The five armour plates quest: Vasili, who is usually in or near
    Patty's tavern, has two of the plates (Q Vasili's armour plates).
    You can also ask him questions about the town and about Patty's
    father, Captain Gregorius Steelbeard. You can pay 200 gold for
    the plates, or beat him up and take them (he will fight if you
    tell him that 200 is too much).
    Ingvar, who hangs out at Patty's tavern, will also sell you his
    plate (Q Ingvar's armour plate). If you want to fight for the
    plates instead, simply insist he give you the plates for free and
    he foolishly agrees to fight with you (Q Duel with Ingvar).
    Duram, who is carrying barrels into the warehouse down at the
    harbor, also has two plates, but locked in a chest and not on his
    person. Talk to him (Q Duram's armour plates) and you can pay him
    200 coins for the key, or you can beat him up and take his key
    (do this discreetly in the building to which he's taking the
    barrels). Another way is to threaten him during the conversation
    and he will refuse to tell you anything. After you've threatened
    him, go to Ukkos (the  friendly' ogre sitting nearby) and offer
    him some fried meat (Q Meat for Ukkos) and he will tell you about
    Duram's room up the stairs. Go up the stairs and enter Duram's
    room where you can take the plates from the locked chest (level 2
    open lock required). Return the plates to Carasco (For the Order)
    or to Lukor (For the Don). If you choose to give the plates to
    Carasco, he will suggest you get rid of Lukor (start Q Get rid of
    Lukor). Talk to Lukor and he stomps away.
    The three golden bowls quest: Both Lukor and Carasco are
    interested in 3 lost bowls as well as the 5 lost armour plates.
    When you talk to Carasco standing outside of the warehouse in the
    harbor area, ask what's wrong and he tells you he needs help to
    find the three golden bowls (Q Good things come in threes).
    Lukor, who is standing nearby, also wants these bowls (Q Find the
    three golden bowls).
    The 3 brothers (triplets Olf, Dytar and Dirk) have the three
    bowls. You may have already found out that Olf, who is held
    prisoner in the Don's mansion, knows the whereabouts of one bowl
    (It's in the lighthouse). Dytar, who is in Patty's tavern will
    sell you his for 150 coins. Buy it or use your pickpocket skill.
    The other brother Dirk, also in Patty's tavern, has one and you
    can, again, buy it or use pickpocket. The third brother, Olf, is
    being guarded by Hernandez at the Don's mansion (sneak in to see
    him or complete the Don's amulet quest). Instead of paying him
    for how to find the artifact, just head to Jack's lighthouse.
    At the lighthouse, enter the door on the ground floor and if you
    look up, you will see the golden bowl up in the rafters. You
    might be able to climb to get it, or you can find a telekinesis
    scroll lying behind the barrel and use that. Give the bowls to
    Lukor (For the Don) or to Carasco (For the Order). After turning
    the bowls over to Carasco, go back to Hernandez at the Don's
    mansion and ask him to set Olf free.
    As Olf is leaving, talk to him and tell him you will find the
    secret exit from town and you will inform his brothers, Dytar and
    Dirk (Q A gathering of triplets). When you have completed most
    things in town, you will be able to help the three brothers
    escape from Harbour. 
    Q A gathering of triplets
    Olf wants you to tell his 2 brothers, Dytar and Dirk, to join him
    at the meeting spot. You will eventually be able to tell all
    three to meet somewhere and they will assemble right outside of
    the lighthouse and wait for further instructions from you.
    Q Jack is in need of rum
    While you are at the lighthouse in the previous quest, talk to
    Jack, the lighthouse keeper, and he asks for a bottle of rum.
    Give him one (you can buy one from Patty).
    Critical Faction Quest
    Q What is Rodriguez planning? (Cid - D) / Q Find the burglar's
    spy! (Rodriguez - O)
    When you talk to Rodriguez who is outside of the slaughter house,
    he mentions there has been burglaries in three houses and he asks
    you to investigate. He thinks Cid is responsible for the thefts.
    Rodriguez suggests you talk to Flavio, Nelson and Baxter, the
    three who had something stolen. Question each of those guys and
    you will learn that the one person who has appeared in each place
    was Doyle (Q Doyle must disappear). Doyle is found on the upper
    floor of Costa's hotel. Have a chat with Doyle and you will
    eventually be given the choice to let him live or to kill him.
    After you talk to each of the burgled fellows, you can then
    decide to tell Rodriguez about Doyle (For the Order), or to let
    Doyle escape (which will be For the Don). Tell Cid about your
    decision concerning Doyle.
    When you talk to Nelson during the burglar spy quest, he says he
    lost a ring (starts Q Nelson's ring quest). Kayleigh, Cid's wife
    has this ring.
    Q What is Rodriguez planning
    If you happen to talk to Cid before you talk to Rodriguez, he
    asks you to find out Q What is Rodriguez planning?. After talking
    to Rodriguez and agreeing to help find the burglar's spy, go back
    and talk to Cid and tell him what Rodriguez is planning to end
    that quest and get some xp.
    If you talk to Kayleigh, Cid's wife, she tells you that she likes
    beautiful things and has a ring that her Ciddy gave her. This is
    Nelson's ring and you can retrieve it in Q Nelson's ring.
    Q Nelson's ring
    You learn of Nelson's lost ring during the burglar's spy quest.
    Cid's wife - Keyleigh - has Nelson's ring. You can either
    pickpocket the ring from her, or bring her something  better'.
    She hints that she likes beautiful things and if you offer her a
    pearl necklace she will give you the ring in exchange (Q Pearls
    for a lady). You can get a pearl necklace from a number of
    locations throughout the island (you likely already have one in
    inventory; you didn't sell it did you?). You can also just kill
    her for the ring, but Cid won't be too happy about that. Return
    to Nelson, and for being an honest person, he will let you keep
    the ring (Nelson's ring of acrobatics).
    Q Fleecing the butcher
    If you helped Cid during the Q The burglar's spy quest, you can
    then get this quest (Q Fleecing the butcher). Talk to Dargel, the
    butcher, about protection money and he will start a fight (Q
    Dances with Butchers). Kick his butt. After the fight, the
    butcher will still not want to cooperate. Go back and report to
    Q Clean out Dargel's chest
    When you inform Cid that Dargel isn't going to cooperate, Cid
    will tell you to take everything from the butcher's chest. The
    chest is on the upper floor in the building where Dargel resides.
    You will have to sneak in at night and pick the lock (level 1
    open lock). Go back to Cid for your reward.
    Q The map of the Island
    You likely got a nice map of the island from Fincher in the
    bandit camp. But if not, you can ask Nelson to make you one. He
    will give you the map when you find a way to get out of the town
    (finish either the Q Where are the artifacts disappearing to? or
    Q Talk to the bandit chief of Harbour Town quests).
    Q Protection money from Josh
    You can get this quest from Delgado if you haven't visited the
    Monastery yet, and you have completed the Q Protection money from
    Costa quest. Go to Josh's tavern and ask for the money. Josh will
    tell you a long story about him and Delgado. Return with the
    money to Delgado for your reward.
    Q Jack's chest
    When talking with Josh in the previous quest, (Q Protection money
    from Josh) and listening to Josh's story, you will learn about
    Jack's chest which is on the upper floor of the lighthouse. The
    key for this chest is on the ground floor of the lighthouse
    behind some barrels. [you can do this quest without ever talking
    to Josh about it].
    Q Woman beater
    When you talk with Gwen, the prostitute in the bathtub at Sonya's
    brothel, she tells you she is having problems with a jerk named
    Erikson (he's sitting in the main lobby of the brothel). After
    talking with Erikson, invite him outside, beat the stuffing out
    of him, and then ask him to leave (he sits down nearby to sulk).
    Take his stuff when he is unconscious and you will find a key.
    Ask him about it. Return to both Gwen and Sonya for a reward.
     Q A night with Olga
    When you talk with Sonya, the madam of the brothel, you can
    arrange to spend the night with Olga. Not as satisfying as the
    real thing, but hey, it's just a game.
    Q The lost father
    Talk to cute Patty in her tavern near the harbor area. She will
    be important for several major quests, so be nice to her. If you
    talk about leaving town, she tells you about a secret exit and to
    talk to Dytar (who has one of the golden plates you need). If you
    tell her you will help find her father, she tells you about
    Romanov (start Q The lost father). You should have a key you took
    from Erikson (the creep you beat up at Sonya's brothel), so show
    it to her and she will ask you to find out what the key opens.
    (It opens the shack of Gregorius Steelbeard, her father). If you
    tell her you will help her leave town, you start the Q Patty
    wants to leave town quest.
    To help lovely Patty, it seems you need to talk to Romanov, a
    pirate who is being held prisoner at the far end of the quay
    (harbor). Talk to Marek who is standing outside of the prison,
    guarding Romanov. He won't let you near Romanov which starts Q
    Get Marek's cell key. To get the key you can find him a girl,
    provoke a fight with him or rob him if you have pickpocket
     Let's find the poor guy a girl, so agree to bring him one (start
    Q Distraction for the prison guard). First go talk to Sonya in
    the brothel and she will direct you to Anika on the docks. Tell
    Anika that you have a job for her and she will go to Marek. The
    two go discreetly behind the prison. Follow them (you voyeur) and
    when you talk with Marek he will give you the prison key. Go into
    the prison and talk with Romanov.
    Talk to Romanov at length, but ask him especially about the key
    you took from Erikson during the Woman beater guest. You will
    learn about Steelbeard (a pirate who is Patty's father) and that
    Steelbeard has a secret hideout in town. Steelbeard's shack is
    located near Costa's hotel (a locked door you couldn't open
    without Erikson's key). Search the chest found inside and you
    will find a document. Take the document to Patty.
    Q Patty wants to leave town
    After finishing The lost father quest, Patty will be searching
    for a way to get out of town. When you have completed one of the
    two final quests in Harbour Town (either Q Where are the
    artifacts disappearing to?, if you are choosing the Order faction
    or Q Talk to the bandit chief of Harbour Town, if you are
    choosing the Bandit faction) you will discover a secret passage
    out of town. Finding this passage will allow you to help Patty
    escape, as well as the triplets, Olf, Dytar and Dirk. After she
    leaves town, Patty will stay on the beach near Harbour and you
    won't be able to talk with her until chapter 2.
    Critical Faction Quest
    Q Romanov's seaman's chest (Romanov - D) / Q Sergio wants
    Romanov's gold (Sergio - O)
    Sergio is patrolling the docks near the warehouse and the prison
    holding Romanov. If you talk to Sergio before Romanov, he will
    tell you about Romanov and that you should try to get Romanov to
    tell you where he has hidden his booty (starts Q Sergio wants
    Romanov's gold). If you return Romanov's treasure to Sergio, you
    do so For the Order.
    If you talk to Romanov first, (see Q The lost father), be sure to
    talk about everything to get some good information and some xp.
    Talk about Patty, mention Erikson's key and learn about
    Steelbeard's shack. This guide suggests that you return the
    contents of Steelbeard's shack and chest to Patty and not to
    While you are conversing with Romanov, you will learn that he
    wants you to get his casket which is locked in a chest in the
    warehouse. [A casket in this game is a small box, not a box
    holding a dead body]. The warehouse where you find Romanov's
    chest is in the docks near Ukkos and Carasco. You need to get to
    the upper floor of the warehouse, either by sneaking or jumping
    down from the roof. You will find three chests - the one in the
    middle is Romanov's and contains the casket. You should loot the
    others as well. If you return the casket to Romanov you end this
    quest For the Don. If you give the casket to Sergio instead, you
    end the quest For the Order.
    Q Peace and order
    After you complete four of the seven critical Harbour quests for
    the Order, you will receive the message that you have decided to
    join the Order and you should report to Commandant Carlos. Talk
    to him at length and tell him everything you have done for the
    Order for some experience points. Tell Carlos that you will stop
    the artifact smugglers to start the Q Where are the artifacts
    disappearing to?. When you tell Carlos that the town is now free
    of the Don's men you'll complete the Q Peace and order quest.
    Carlos will then instruct you to get rid of the Don's top man,
    Scordo (Q Get rid of Scordo).
    Q Where are the artifacts disappearing to?
    After completing four critical quests for the Order and reporting
    to Carlos that the city should now be safe with Esteban's men
    gone, he'll instruct you to investigate the artifact smuggling
    problem. He suggests you talk to Sonya in the brothel. You will
    need to pay Sonya for her information, but you need to only ask
    about 3 things; 1) the inquisition, 2) artifacts and 3) the man
    responsible for the smuggling. The other information is just
    background filler information, so save your money. She will tell
    you how to find Scordo. You need to press the switch behind the
    tree painting in the room to her left to open the way to the
    secret passage and Scordo.
    In the tunnel you will find Scordo (completes Q Talk to the
    bandit chief of Harbour Town). After a long conversation, Scordo
    will attack. Kill the bandit (Q Knock down Scordo) which
    completes the Q Get Rid of Scordo quest. Take the sewer key (Q
    Scordo's key) and follow the passage to the end of the tunnel. At
    the end you will find a door that opens to the beach area west of
    town (complete Q Find the secret access to the town). Return to
    Carlos and tell him you got rid of Scordo. Since you have now
    committed to joining the Order, ask Carlos for help in beginning
    your training in the Monastery. Mention that you helped Belschwur
    and you'll receive a recommendation letter to allow you entrance
    into the Monastery.
    After completing the quests in the sequence outlined above and
    after Scordo is dead, when you walk around Harbour Town, you may
    find some of the bandits lying dead in the streets. I found
    Weasel, Delgado and Cid dead. I took their stuff. 
    You will receive the following quests if you decide to follow the
    Don and not the Order.
    Q All power to the Don
    This is the quest you will complete if you complete the critical
    quests for the Don and report to Scordo that the whole town is
    now theirs.
    Q Talk to the bandit chief of Harbour Town
    If you complete four quests  For the Don, then you will be able
    to ask one of them for their boss' whereabouts (Scordo). Head to
    Sonya's brothel and pay her for giving you the information about
    Scordo. She tells you to press the button behind the painting on
    the left side of the brothel to for access to the area where the
    bandit is hiding. Scordo will give you a package for Don Esteban
    and a key to the door at the end of the corridor   a secret
    passage out of the town.
    Q A package for the Don
    If you are following the Bandit path, Scordo (Q Talk to the
    bandit chief of Harbour Town quest) will give you a package to
    give to the Don. After delivering the package to Esteban, the Don
    will make you one of his men. You can now buy a hunter outfit for
    1000 coins from him.
    Q The cursed lords
    If you are one to freely explore the country-side and kill
    monsters for fun and profit (and you should), then you may run
    across the Cursed Lords quest during chapter 1. [Note: the roads
    leading to the ruins in this quest are very hazardous with some
    tough enemies to fight. Be forewarned and come prepared]. This
    quest can be put off until later, or begun in chapter 1 and span
    into chapter 2. You get the quest either by talking to Leon or
    finding one of the quest items.
    When you talk to a fellow named Leon at a house in wilderness,
    you will discover that he is being haunted by a Cursed Lord
    (called undead lord in-game) and he has a vassal ring in his
    possession. Leon is located in a beautiful wooded area northeast
    of Harbour and east of the Monastery. Agree to help him find the
    other 5 vassal rings and get rid of the cursed Lords (undead
    lords). You may have found one or more of these rings before you
    meet Leon. Each lord is protected by a number of skeletons and
    tough skeleton warriors and are found in 5 ruins spread
    throughout the island. The rings can be found in any order. The
    main undead skeleton lord is Lord Patroscon and he is the one
    haunting the thoughts of poor Leon. He himself does not have a
    vassal ring - his ring is the one you obtain from Leon. He does
    have a nice shield, though, for you warrior types. To help Leon,
    you must find all of the vassal rings and make the undead Lord
    Patroscon dead, again.
    One Undead Lord resides in the ruins directly across the bay from
    the small island east of Harbour. Skeletons and skeleton warriors
    eagerly await your arrival outside of the small ruin. The undead
    lord is just inside the doorway, or more likely he will come out
    to attack you as you fight his minions. Take the vassal ring from
    his cold dead bony fingers. At the top of the ruin you will find
    a +5 max mana potion and a small amber in the locked chest.
    Another undead lord holds dominion over a small ruin south of the
    monastery. If you look at your world map, there is a tiny lake
    immediately south of the monastery and you can see the ruins
    indicated. Make your way to these ruins, eliminating any beasts
    you encounter. Defeat the lord and his minions and take his ring.
    Two ruins with undead lords are along the west coast of the
    island. Follow the road southwesterly from the bandit camp. On
    your map, the road will look tortuous (curvy). You will soon come
    to a complex of ruins. Explore these ruins carefully as there are
    several chests and other things to find. There are a lot of
    skeletons and skeleton warriors to fight milling about the ruins.
    Descend the steps to the underground catacombs to find the undead
    lord and his minions. Take his ring and other items. This area
    contains the recipe for a potion that permanently increases
    strength. Nice. When you go outside again, notice the set of
    stairs leading downward toward the ocean. Here you will find a
    locked door that will play a role in the quest for Patty and
    Romanov. Remember this door.
    Continue along the road leading toward the coastline and you will
    eventually come upon another set of ruins. As you might expect,
    there are a lot of skeletons and skeleton warriors to fight as
    well as the undead lord himself. Climb to the top of the tower
    and find a rune of magic protection spell in the chest (open lock
    spell or level 3 open lock required).
    Another undead lord resides in the ruins at the northern end of
    the peninsula on the east coast of the island. The journey to
    these ruins is long and arduous and you will actually pass
    through a cave that contains the ruins where mighty Lord
    Patroscon resides.
     Follow the tangle of roads northeast of Harbour, continually
    making your way to the east. Eventually you will come to a cave
    and must fight some enemies to gain entrance. Explore the first
    chamber of the cave and then continue deeper into the cave
    through the doorway. In the next chamber you will have to fight
    some skeletons and skeleton warriors. You will see an entrance to
    a dungeon on your left. This is the lair of Lord Patroscon. You
    can enter here now and fight him and his minions if you wish.
    Let's assume you will fight Lord Patroscon last.
    Otherwise, continue up the ramp and fight some ghouls, and then
    even more ghouls until you reach the exit of the cave. Continue
    along the road until you reach a fork in the road and take the
    path to the right. You will soon come upon a hunter, Henrik,
    sitting at his fire. You can chat with him a bit. He plays a role
    in the quest to kill the Gyrger. Cross the long bridge near
    Henrik and continue along the road. There will be lots of gnomes
    who try to stop your progress. They're ugly, so kill them. You
    likely have been collecting tool bags from dead gnomes which are
    part of a quest for Walter the blacksmith in Harbour. There are
    also some side passages which lead to areas with tough enemies
    (ashbeast, ogres and thunder lizards). You may wish to tackle
    these areas later when you are more advanced.
    You will eventually come upon the ruins where you will have to
    fight a LOT of gnomes. Don't stay to chat, kill them. Explore the
    outside area for chests and things. There are two underground
    areas in this set of ruins. One is a large doorway that leads to
    the Gyrger and is part of the crystal disk quests in chapter 2.
    Consult that part of the guide for this area. 
    The stairs leading downward take you to the catacombs of the
    undead lord. When you reach the bottom of the stairs, pull the
    ring on the wall to open a secret passage. Go through the passage
    created and fight the skeletons and warriors. The undead lord is
    on the lowest level of the catacombs. He has a very nice sword,
    the Traitor's blade, and a vassal ring. Search the area
    thoroughly for chests and search the bones for items. Things you
    should find here include a small sapphire, a ring of archery, and
    a Sword Tip (part of the sword Stormwind). Finding this piece
    will begin the Q Reforging Stormwind quest. The second part of
    Stormwind (Broken Bastard Sword) is in a chest in the ruins under
    the small island east of Harbour.
    If you have now found all of the rings, you can return to Leon,
    give him some of the rings and then ask about Lord Patroscon. Or
    you can go back to the cave with the ruins and Lord Patroscon.
    Enter Patroscon's lair and kill all the skeletons, warriors and
    the great Lord himself. The Lord has a very nice shield, the Rune
    Shield, and a conjure skeleton scroll Rune.
    Return to Leon, give him the rings and tell him Lord Patroscon is
    dead, again. In return you will receive 300 coins and three
    scrolls (tell joke, transformation into an ashbeast, and open
    Volcano Keep (Monastery) Quests 
    After you complete 4 of the critical Harbour Town quests "For the
    Order", Commandant Carlos will give you a letter of introduction
    to the Monastery. Santiago, at the entrance to the Monastery,
    will take you straight to Master Pallas. You then talk to Pallas
    and make the decision to become either a Mage or a Warrior of the
    Order. If you were captured outside and did not come here
    voluntarily, then you will only be able to become a Warrior of
    the Order.
    When talking with Pallas, if you chose to become a Warrior, you
    will be sent to Kalib in one adjoining room, or if you chose to
    become a Mage, you will be sent to Taylor in another adjoining
    From here, the walkthrough assumes you've chosen to become a
    Warrior of the Order. (Begin Q The tests of the Masters). If you
    ask Pallas if he has a test for you he says you have already done
    a great deal for the Order and he does not need to test you.
    [Note: Make sure you do these conversation choices with Pallas
    now, because there apparently is a bug in the game that prevents
    you from completing this quest if you do not].
    Q Follow Kalib
    When you choose to become a Warrior, Master Pallas tells you to
    talk to Kalib who give you a novice's robe and a map of the
    Monastery. Ask about leaving the Monastery and you will start Q
    The Gate to the keep. Ask where you can get some sleep and Kalib
    will tell you to follow him to your room in the Monastery (starts
    Q Follow Kalib). Or you will follow Taylor if you came to the
    Monastery out of your own will and chose the mage path.
    Kalib will take you through the courtyard, where you will be met
    by Aric, the trainer of the fighters. Aric will instruct you to
    get yourself a fighting staff (start Q Get yourself a fighting
    staff). You need to finish your tour with Kalib, so get your
    staff later.
    You will continue to follow Kalib until you reach your quarters.
    Here you will find that The Inquisitor, Mendoza, is waiting for
    you. Have a final word with Kalib and the Q Follow Kalib quest
    will end.
    It turns out that Hemlar, one of the novices in the Monastery,
    has been murdered and lies dead in the very room you were
    assigned. Inquisitor Mendoza will question you and all but accuse
    you of the murder (starts Q Find Hemlar's murderer). Talk to
    Mendoza at length and he will ask you to lead the investigation
    into the murder. He will direct you to Master Vitus to begin your
    investigation. Head into your room and search and pick up
    everything. You will find a knife (the murder weapon) on Hemlar's
    body, a package of weed and Hemlar's purse. This will complete
    the Q Investigate the crime scene.
    The murder investigation is a long, involved quest and you can
    continue it later. In order to get access to restricted parts of
    the Monastery, you need to complete Basic Training, so your next
    task should be to get yourself a fighting staff. Go back to the
    courtyard where you met Aric and talk with him again.
    Q Get yourself a fighting staff
    To get your fighting staff for Aric you will need to see Karlsen,
    the blacksmith whose forge is at one end of the courtyard. After
    you get a staff, return to Aric. If you are rude and
    condescending to Aric, you will get another small quest (Q Sweep
    out the chambers)
    Q Sweep out the chambers
    If, during your conversations with Aric, you were disrespectful
    (calling him by his first name instead of using Master, and
    asking him to repeat things), he will order you to sweep up his
    rooms. There are 10 piles of dust to sweep in several different
    rooms. A broom can be found in the room to the right of the
    Monastery entrance (near Pallas) if you don't have one yet. Look
    around for dust piles in the rooms on the two levels you have
    access to. Left click on a pile of dust and you will sweep it up.
    After cleaning up 10 rooms, report to Aric.
    Q Basic Training
    When you have gotten your staff from the blacksmith, report back
    to Aric who will tell you that you need further staff training,
    which will involve fighting three of the novices and then Aric
    himself. Even though you're told to train in staff fighting, you
    don't have to fight with a staff. Use any weapon you choose.
    First talk to Tucker (Q Fight against Tucker) who is sweeping up
    near the Smithy. (After you fight with Tucker, he will be a
    trainer for strength).
    Your second opponent is William, who is in the main courtyard (Q
    Fight against William). (After you fight with him, he will be a
    trainer for staff fighting). If you've talked with Tilda in
    Harbour Town, mention this to William for some xp.
    Your next opponent is Kato who is also in the main courtyard.
    Tucker and William are pretty easy foes, but you'll have to fight
    the arrogant Kato twice. When you first talk to him, he will
    attack you right there in the courtyard (Q Kato's lesson).
    Challenge him again and he will move to the arena for the fight
    (Q Fight against Kato). After you beat these three, Aric will
    challenge you (Q Fight against Aric). If you find it difficult to
    win against Aric, you can trick him to make it easier (see the
    next quest).
    When you've beaten Tucker, William, Kato and then Aric, you have
    completed your Basic Training and you can go to Master Vitus.
    Tell him you have finished your training (completes the Q Basic
    training quest) and he says you are now allowed into the upper
    part of the Monastery to continue your training.
    Q Trick Aric
    Aric is a tough fighter and it is easy to lose against him. Try
    this trick. Deliberately lose to Aric and then go talk with
    William. William will send you to Caspar who suggests that you
    get Aric drunk and make him give you his charmed sword. Go talk
    to Dalman (the guy tending the pigs) and after a long
    conversation you'll receive a special wine called Fireflush
    (starts Q Dalman trusts you). Dalman wants you to find someone to
    replace him shoveling pig shit, but he trusts you enough to give
    you the wine now.
    Take the Fireflush wine (and be sure you also have two regular
    wine bottles; buy them from Dalman for 20 coins each if you
    don't). Now head to Karlsen the blacksmith and ask him to give
    you the  worst sword in the world'.
    Go back to Aric and during the conversation, offer the wine by
    choosing the 1st dialogue lines. Aric will trade swords with you
    (his sword for the "worst sword") and you can now beat him with
    his own sword.
    [In order to be initiated as a Warrior of the Order, you have to
    pass various tests given by each of the Master's. When you have
    finished your Basic Training, you will be granted access to the
    upper Monastery and you will be ready to begin the Q The Tests of
    the Masters. You need to pass a test for Ignatius, Vitus, Abrax,
    Illumar, Cyrus and Pallas. If you have come from Harbour Town,
    you have already done enough for Pallas and he will not give you
    another test - that is, you have already passed his test]
    Q The test of Master Ignatius
    Once Master Vitus grants you access to the upper levels of the
    monastery (after you've completed basic training), you should
    talk with Master Ignatius. He will show you where the library is
    and he will ask you to read the books you find there. [This is a
    long quest and you don't have to do it all at once].
    The basic gist of Ignatius' test is to read the books in the
    library. [Throughout the game, you will want to read everything
    you come across]. Talk to Rufus standing nearby and ask him to
    move away from the book so you can read it. If you ask him what
    he is doing, he will say he is looking for a book called Wisdom
    in Combat (start Q Rufus is seeking Wisdom in Combat). Be sure to
    read the other books in this room. Near Rufus, you will see a
    metal ring hanging on the wall. Pull the ring (stand it front of
    it and left click). You will open a secret passage and see a
    stairway leading downward.
    At the bottom of the stairs, the first room on your left (you
    need to pick the lock) contains the key to the library, a book
    stand to read and a switch high up on one wall. The room also has
    a large anti-magic crystal that prevents the use of magic. Shoot
    the switch with your ranged weapon to open the door to a small
    room with two chests. Head back to the room with the large
    crystal and go through the door into a large area. Read the book
    on the stand. [you need to read every book you see, so I won't
    point this out again]. Pick up the book called On Rune Magic. The
    locked door cannot be opened yet.
    The next area past the archway has another book stand to read.
    The door near the book stand opens into a room that contains a
    book stand on the Art of Levitation, a levitation crystal ball
    that will grant you levitation magic each time you touch it, and
    a hole in the floor. The adjacent area through the open doorway
    contains an alchemy table.
    Go back to the large area and enter the room straight across from
    the room with the levitation crystal. In this room you will find
    a book stand describing Telekinesis, a telekinesis crystal ball,
    a switch high up on one wall, and a chest. Touch the telekinesis
    crystal and telekinetically push the switch. This opens the room
    that contains the large anti-magic crystal.
    Go back to the large area and go down the steps. A little further
    along you will see a door on the left that is blocked by a red
    force field (you will be able to open the force field later in
    the game) and another door on the right that cannot be opened
    yet. Continue straight ahead. This last area has two book stands
    to read and rings attached to the walls. Pull the ring on your
    left as you face north. This will open a secret door that
    contains a skeleton you have to fight. The small room that had
    the skeleton contains two book stands to read and a level 2
    locked chest that contains a Magic Crystal. Take everything.
    Go back to the room with the hole in the floor. Drop through the
    hole and enter a room with a book stand and chest. Through the
    open door is another room that contains a book (The Magic of
    Crystals), a book stand describing Open Locks and an Open Lock
    crystal ball. Touch the open lock crystal and open the locked
    door in that room. You can touch the crystal again and again to
    open every locked chest if you don't have the proper level of
    open lock. But do touch the crystal and open the locked door that
    you found at the very beginning of the large area. The small room
    you just opened has nothing, but note the small hole in one wall.
    You need to crawl through this hole, but to do so you will need
    the Nautilus transformation spell. Touch the telekinesis crystal
    again and go out into the large area. One of the book cases along
    the nearby wall has a scroll of healing which you can retrieve.
    More importantly, a book case in the area where you fought the
    skeleton has the Rune for Nautilus Transformation. So touch the
    telekinesis crystal and get that rune. Runes will allow you to
    create scrolls once you have learned that skill.
    Now go back to the room that has the hole in the floor and the
    crystal for levitation. Touch the crystal and levitate to the
    area above and to the left of where you fought the skeleton. This
    area contains a book called The Nautilus, the crystal ball of
    polymorph (nautilus transformation) and a chest. Polymorph into a
    nautilus, go through the hole in the wall, and go all the way
    back to the room that was locked in the beginning of the large
    area. Here, go through the hole in the wall and you will now be
    in a room with a book stand, a writing desk and a chest. Open the
    door and you will have found one of the masters, Master Abrax.
    You can talk to Master Abrax now and get his quest Q The test of
    Master Abrax. Pull the nearby lever to leave the area.
    When you are sure you read all of the books in the library,
    return to Ignatius who will then give you the Q Crystal of fire
    Q The gate to the keep
    After checking out the library for Ignatius, return to him and be
    sure to ask about the closed gate to the Monastery. He'll send
    you to Pallas who will open it and you will now be able to leave
    or re-enter the Monastery any time you want.
    Q The crystal of fire
    The crystal of fire is in the possession Nathan, a novice who has
    disappeared with the crystal. As your test for him, Ignatius asks
    you to find Nathan and retrieve the crystal. You will need a
    teleportation scroll for this quest and if you don't have one,
    you can find one in one of the chests in the library. Nathan is
    in a small ruin hear the monastery. You will need to kill a war
    cricket to gain entrance.
    After the cricket, you will have to battle with some gnomes. Both
    corridors are trapped. The one on your right has a lever you can
    manipulate by telekinesis to turn off the trap. Cross the
    disabled trap and enter the small room where you fight another
    gnome. In this room you will find the body of Nathan with the
    fire crystal. Return to Ignatius to complete the Crystal of Fire
    Q Thieving gnomes
    When you are outside of the Monastery on the crystal of fire
    quest, you can freely talk to the Warriors at the small farm just
    below the Monastery. Talk to Severin about the nearby ruins and
    the gnomes that are giving him a hard time. He will ask you to
    kill them and give you a reward when you return.
    Q Find Hemlar's murderer
    This quest began when you first met Inquisitor Mendoza. You are
    now ready to finish this long and bewildering set of tasks. Begin
    by talking to Vitus and he will tell you to talk with Caspar.
    Head to your quarters and collect every item you can find if you
    haven't already. The important ones are: the kitchen knife found
    by Hemlar's body, a small packet of weed resting against a
    bookshelf and Hemlar's purse slipped under the bed with a wine
    jug beside it. 
    During your conversation with Caspar mention that the Inquisitor
    expects Caspar to help with the investigation. Also mention that
    you found the knife (start Q What does Harlok know?), and
    brugleweed (start Q Who is hemlar's partner?). Ask Casper who
    Hemlar's supplier was (start Q The circle of suspects). Now go to
    Pallas and ask for the list of people who can leave the keep
    (complete Q Circle of suspects quest). You must have finished the
    Basic Training quest in order for Pallas to give you the list.
    You now need to talk to each of the people on the list. Be sure
    to ask about Hemlar each time. Begin with Ash who talks about
    Harlok, the cook, being a pirate who sailed with Steelbeard.
    Next, show the knife to Karlsen who tells you it belongs to
    Harlok. Talk with Tucker who tells you that Hemlar and Harlok
    spent a lot of time together. Go to Harlok and ask about
    everything you can. He will give you some stew that you can give
    to Yoki to gain entrance to the cemetery. You will complete the Q
    What does Harlok know? and learn that Hemlar met someone in the
    cemetery. So it's off to the cemetery.
    Talk to Yoki who is guarding the cemetery entrance which will
    start Q Access to the cemetery. Eventually choose the line that
    says he'll lose his job. If you talked to Harlok, he will have
    given you some stew (+2 to strength). Give this to Yoki to gain
    entrance to the cemetery. [Pickpocket the stew right back and eat
    it yourself to increase your strength.] While in the cemetery,
    dig up Hemlar's chest in the back corner of the area and enter
    the crypt to find the Wisdom in Combat book for Rufus.
    Next talk to Caspar again, Taylor, and Ash. Ash is reluctant to
    talk so you might need to beat the information out of him (Q Path
    to the truth) or you can avoid fighting him by suggesting that
    you can help him. In either case, you will get weed from him and
    he suggests that you distribute it to draw out the murderer. He
    also suggests that you may draw the murderer out if you are
    taking a bath . . . hmmmm. [The weed in this quest is an icon
    that look like a cigarette, not the weed plant you sell to
    Rhobart in the bandit camp.]
    Q Distribute the weed reefers in the keep 
    As per Ash's suggestion, talk to various people in the Monastery
    to see who will buy the weed from you. The ones you can sell to
    are Caspar, Kato, Karlsen, Yoki (you can use this as an
    inducement for him to let you into the cemetery, which will
    complete Q Access to the cemetery quest), Tucker, Harlok, Kalib,
    Taylor, and Dalman.
    Then, go to the bath house (the room with several bathtubs near
    Caspar) and step into a tub. Once the murderer appears, you will
    have to fight him. Got back to Master Vitus to complete this
    convoluted quest and in return you will be able to choose one of
    two potions that Vitus will offer you (+5 strength or +5 max
    Q Access to the cemetery
    Yoki is guarding the path to the cemetery and won't let you
    enter. You can induce him to let you in by giving him an illusion
    scroll, some of Harlok's stew or the weed from the Q Distribute
    the weed reefers in the keep quest.
    Q A new post for William
    When you have finished the Find Hemlar's murderer quest, you will
    have gotten rid of Aric, the fighting trainer for the Monastery.
    William will stop you and ask you what is to become of their
    training. Suggest to him that he can train the recruits, (start Q
    A new post for William). Talk to Vitus and tell him you think
    William is capable of taking Aric's job as the trainer. Go back
    and let William know of his good fortune.
    Q Dalman trusts you
    Dalman is tired of shoveling pig poop and asks you to help find a
    replacement. Taylor (to the right of Pallas) will agree to
    relieve Dalman in return for 10 apples. You can buy them from
    Caspar. There are also apples scattered around the Monastery or
    you may have a bunch in your inventory.
    Q The test of Master Vitus
    Talk to Master Vitus about his test and he will give you some
    cryptic message. What he really wants is for you to go to the
    crypt in the cemetery (you need to have finished the Q Access to
    the cemetery) and search the skeletons in the depths of the
    crypt. You will find a key that opens Berengir's chest. Take the
    book called Wisdom in Combat from the chest and show it to Vitus.
    If you have also finished Q Dalman trusts you, you will have
    passed Vitus' test and he will agree to teach you crystal magic.
    Q Rufus is seeking wisdom in combat
    After you show the book, Wisdom in Combat, to Master Vitus, take
    it to Rufus who is searching for that very book.
    Q Severin's artifacts
    Talk to Cyrus who is in the small storeroom near Master Ignatius.
    His task for you is to head to Severin at the small farm and have
    him send any artifacts back to the Monastery. (This starts two
    quests; Q Crates for the volcano keep and Q Severin's artifacts).
    Be sure to ask Cyrus about the details of the missions so you get
    a  password' to give to Severin. The password is "... Cyrus will
    rip his head off". When you get to Severin, you will immediately
    complete the Q Crates for the volcano keep quest. Mention there
    is something else, tell him that Cyrus will rip your head off and
    he will give you an Old Disk and a ring (Q Severin's artifacts).
    Return these to Cyrus and get your choice of reward.
    Q Overdue situation report
    If you attacked the artifact camp with the bandits earlier, you
    can tell Severin that Rupert is dead. If you didn't undertake
    this quest, you can head to the west, talk with Rupert and then
    return to Severin and tell him that things are fine.
    Q The test of Master Abrax
    You find Master Abrax in the depths of the library during the
    test for Master Ignatius. After a looong conversation, Abrax will
    finally ask you to find two novices who were supposed to bring
    him some plants. He tells you to look for Sirius and Krayban and
    he gives you a list of the plants he needs. 
    Sirius and Krayban are (were) both sitting by a campfire at
    Severin's farm. When you talk to Sirius, he will give you some
    plants and tell you that Krayban is missing. He tells you to look
    in the nearby woods. Go find Krayban's body (surrounded by some
    gnomes if you haven't killed them already). Return to Abrax and
    give him 6 healing plants and 4 mana plants. Tell him about each
    of the novices for additional reward.
    [for a chuckle, if you talk to Sirius before you enter the
    Monastery and get this quest, he will tell that Krayban is
    missing. But Krayban is standing right there next to him!]
    Q The test of Master Illumar
    Master Illumar will teach you the art of creating scrolls. This
    test will involve a lot of running around collecting stuff and
    talking to several people in the Monastery. You will learn that
    in order to create a scroll you will need a quill, blank scrolls,
    the Rune for the magic you intend to create and a writing desk.
    Illumar will tell you to read the two books by the entrance of
    his room. Return to him and tell him you read the books (complete
    Q The basics of scroll creation). Now you need to find a quill.
    You can buy one from Enzo for 250 coins or ask Caspar to receive
    it for free (completes Q Get yourself a quill).
    Return to Master Illumar and ask if you can take the test. He
    gives you another task (start Q The theory of scroll creation).
    He tells you that you need to learn the ingredients for every
    spell for the First Runic Seal. You will need to talk to some of
    the Masters and novices to learn these ingredients.
    The six spells and their ingredients are: light - coins; heal -
    healing herb; telekinesis - moth dust; transformation - nautilus
    shell; illusion - boar tusk; and jest - pearl.
    Talk to Master Abrax to learn about the illusion scroll (read the
    old book next to him). The illusion scroll requires the tusk of a
    boar. Next see Rufus who will tell you that the ingredients for a
    light healing spell is healing herb. For Rufus to help with the
    ingredient test, you have to have completed Q Rufus is seeking
    Wisdom in Combat (you returned the book to him).
    Next go to Erlan who usually is in the room with the scroll
    tables and Master Illumar. Erlan will recognize that you are on
    Master Illumar's quest and says he needs to know the ingredients
    for the nautilus transformation scroll (start Q Erlan doesn't
    know what to do). He will tell you the ingredients for Jest and
    Telekinesis if you get the ingredients for nautilus
    transformation from Enzo. The problem is, he had a fight with
    Enzo (he took Enzo's turkey). Agree to find him a turkey to
    appease Enzo and trade for his knowledge.
    Of course, Harlok the cook would know about turkeys, so head to
    the kitchen and talk with Harlok. Pay him 200 coins for a turkey
    and then go to Enzo (he is usually sweeping near the stairs to
    the upper Monastery area (start Q Enzo needs to know the
    ingredients for an illusion spell). Tell him to use a tusk of a
    boar for illusion and then ask about his problem and inform him
    that Erlan is ready to talk with him again. Now go back to Erlan
    to give him the turkey and tell him about the nautilus spell.
    Lastly, talk with Jervis, who is usually in the writing table
    area, and get the ingredients for the light spell.
    Return to Illumar and tell him about each of the ingredients that
    you learned. This will end the quest for creating a magic scroll.
    You then need to spend 5 learning points to learn the create
    scroll skill. Tell Illumar you are ready and he gives you the
    Rune of light and tells you to create a light scroll (start Q The
    test of Master Illumar). Go to a writing desk (Illumar calls them
    Rune tables) and create a light scroll. You can buy blank scrolls
    from Caspar. Go back to Illumar with your newly created scroll
    and you pass his test. He will now sell you scrolls, blank scroll
    parchment and Runes for creating other scrolls.
    Take the time to create some of the scrolls you might need. Some
    essential ones are nautilus transformation, telekinesis and
    levitation. A useful one is conjure skeleton, which summons a
    skeletal companion, Fred, to help with the tougher battles.
    Q Mutual aid
    Talk to Jervis and ask him to train you in hunting skills. He
    won't do this until you give him a Create Illusion scroll and two
    blank scrolls (buy blank scrolls from Caspar).
    Q Assist the Warriors of the Order in Harbour Town
    If you are following this guide (and you should), you have been
    to Harbour Town before the monastery, and you will likely have
    already done this quest. When you speak to Ignatius about the
    tests of the masters, you will get the choice to say that Master
    Pallas has not given you a test and Ignatius will say the matter
    is closed.
    Q A worthy weapon
    After you tell Ignatius that you have completed all of the
    Master's tests, he tells you to get a worthy weapon (staff). Go
    to Karlsen the smith and you will get a fighting staff. Return to
    Ignatius. Now you are ready to be initiated as a Warrior of the
    Q The initiation
    When you have finished all the Masters' tests and have gotten a
    new staff (Q A worthy weapon), you can begin the ritual to become
    a Warrior of the Order. Talk to Ignatius to start the process,
    and then talk to the Inquisitor in the Hall of Flames. The
    Inquisitor will ask you a series of questions. It doesn't matter
    how you answer except each will enable you to choose an increase
    in one of your stats. Once the ritual is over, your ability to
    use magic crystals (fire, ice or magic bullet) will increase by 1
    point and you will get some new spiffy robes.
    Q Follow the inquisitor
    Now the Inquisitor instructs you to follow him to a Big Gate -
    the entrance to the Volcano. Along the way he will stop
    occasionally to fill you in on some background information. When
    you finally reach the Gate, ask the Inquisitor about getting back
    easier and he gives you a teleportation stone (Volcano Keep)
    (starts Q teleport stones). You will begin chapter 2, The
    Inquisitor's Plan.
    CHAPTER 2 Quests
    You basic goal in Chapter 2 to is to find the 5 crystal disks
    that will open the gate. The Inquisitor has given one of the
    disks to Cyrus, but it is broken. You must find a way to repair
    this disk and find the other four. You will also be given the
    quest to find the Teleportation Stones that allow you to move
    instantaneously around the island. There are 14 Stones.
    Q Teleport stones
    This quest begins when you receive the first teleport stone from
    the Inquisitor (Volcano Keep Teleport Stone). There is no one to
    report to, your quest log will update as you find each of the 13
    other teleport stones. When you find each one, its teleport
    location will appear as a green dot on your teleport stone quest
    map. Most of the stones are found in the possession of lizardmen
    very near to the point that the stone will teleport you to. The
    14 stones and where you find them are listed below, in no
    particular order.
    Teleport Stone name - location of stone
    Harbour Town - Commandant Carlos in Harbour Town
    Bandit camp - Fincher in Bandit Camp
    Volcano Keep - Inquisitor Mendoza at the Big Gate to the volcano
    Eastern Volcano Cave - lizardman not far from entrance to cave
    East Coast - roaming lizard band near Jasmin's & Rufo's camp
    Eastern Temple - lizard priest (mystery of eastern temple quest)
    Northeastern Temple - lizard priest (Cyrus is late quest)
    Northern Temple - roaming lizard band outside temple
    Plains Temple - roaming lizard band, just outside of the temple
    Southeast Coast - roaming lizard band along southeast road
    Southern Ruin - roaming lizards; ruins near Tilda's farm
    Southwestern Ruin - roaming lizard band ruin near starting beach
    Western Ruin - roaming lizards; ruins near path to bandit camp
    West Volcano Cave - undead priest (Titan Helmet quest)
    The main goal of chapter 2 is to find the 5 crystal disks and
    open the portal into the volcano. Return the disks to the
    Inquisitor. Most quests in this chapter are designated World
    quests, regardless of who gives you the quest.
    Q Crystal disks for the Inquisitor
    Inquisitor Mendoza will ask you to find five disks scattered
    throughout the island. When you talk to Mendoza about the disks,
    you will learn that only Eldric, a Druid, can repair the broken
    disk that the Inquisitor gave to Cyrus (start Q Cyrus is late).
    Ask where to find other disks and he tells you to see Severin at
    Tilda's farm (start Q The golden delivery). He also mentions that
    Don Esteban has a disk in his possession and you should have no
    problem getting that disk. To find all 5 disks, you need to do
    the following things and/or complete the following quests: 1)
    Talk to Don Esteban; 2) The mystery of the eastern temple; 3)
    Cyrus is late; 4) Where is the golden delivery? and 5) Off to the
    west coast. 
    You have been taught crystal magic to level 1 during your
    initiation. To increase your levels of crystal magic, you need to
    be trained by the Masters. Master Ignatius will train you in fire
    crystal magic. When you inform Master Vitus that you are ready to
    begin study of crystal magic, he will instruct you to see Master
    Pallas to learn more about frost crystal magic. Master Vitus will
    teach you about projectile magic (magic bullet). You already have
    a fire crystal, but you need to obtain a Frost Crystal and a
    Magic Crystal.
    Q The magic bullet (projectile magic)
    You will be able to increase your use of magic bullet from Master
    Vitus, but before he agrees to teach you, you'll first have to
    acquire one. You should have found one in a locked chest in the
    library (see Q The test of Master Ignatius). There is another
    Magic Crystal in Druid Eldric's chest.
    Q The frost crystal
    Master Pallas will increase your abilities in the use of Frost
    Crystal magic. To do so you will need to pay him 1000 gold coins.
    You can reduce the cost by bringing him a bog body's heart (cold
    heart) which will lower the cost by 250 coins and you can lower
    the cost by another 250 coins if you give him a small sapphire.
    You likely have killed a number of bog bodies by now and you will
    find a small sapphire during the Thieving gnomes quest. Pay him
    and Pallas will give you the frost crystal and then be willing to
    increase your ability in its use. 
    The Quest for the 5 golden disks (these do not have to be done in
    this order).
    Disk 1
    Getting the disk from Don Esteban is simple. Just ask him, but
    offer some inducement (he can keep all of the gold he finds in
    the temples his men are excavating
    Disk 2
    Q The mystery of the eastern temple
    Now talk to Fincher and ask him to give you a teleportation stone
    for the bandit camp. He will also tell you that he is worried
    about the Eastern temple and asks you to see what is happening
    (starts Q Mystery of eastern temple). He will put a marker on
    your map for you to follow.
    Make you way to the eastern temple and talk to Maliko just inside
    the entrance. He will enlighten you about the situation in the
    temple. Talk awhile and you will start Q Find Danilo the fighter.
    Drop through the trap (hole in the floor) just behind Maliko and
    in the corridor below you will find Dirk. Talk to Dirk and begin
    Q Find an exit to the eastern temple quest. Just beyond Dirk, to
    the right, is a hole in the wall with a ghoul inside the chamber
    you enter. The chest here has a nautilus spell if you forgot to
    bring some and a stone wisdom plate. At the far end of the
    chamber, a lever on the wall will open the bars where Dirk is
    sitting. Continue along the corridor and use the winch by the
    bars which completes the Q Find an exit from the eastern temple.
    Go back to Dirk and lead him through the opened corridor and
    he'll give you an Old Bust (gold thing that looks like a head).
    Return to the main temple entrance by going through the swamp
    (explore this area if you haven't already. Look for a level 3
    chest, hero's crown and a potion of +10 life energy).
    Re-enter the temple, but this time take the corridor to the right
    (don't drop through the trap in the floor again - idiot). Further
    inside the temple you will come across Adan and Dytar. You can
    talk to Adan a bit, but he doesn't have much to say. Dytar will
    tell you about the interesting altar over by the bars. You will
    come back to these bars later. Tell Dytar that you will find Olf
    (start Q Lost in the eastern temple). Proceed through the hole in
    the wall on the left and you will come to a room with two
    sarcophagi. In one of the sarcophagi you will find a nice two-
    handed sword - the Demon Blade - while the other contains a
    skeleton to fight. A little further along you will come across
    two ghouls to dispatch and Danilo's body, on which you will find
    a map of the temple (completes Q Find Danilo the fighter). The
    sarcophagus in the small room through the doorway contains
    another Bust and some other items. Descend the nearby passage and
    enter a larger chamber. In addition to a ghoul to kill here, you
    will find a stone wisdom plate. Use the lever to the right of the
    bars to open the doorway.
    In the next room you will find Olf calmly eating some stew. Talk
    with him (completes Q Lost in the eastern temple) and he'll give
    you the 3rd bust.
    Go back to the chamber where you found Dytar and with the bars.
    Tell Dytar you found Olf for some xp and tell Adan that Danilo is
    dead for xp. Place a bust on each of the altars by the bars to
    open each in turn. Near the 3rd door is a nautilus transformation
    Don't walk along the trapped part of the passage. Instead go to
    the large glowing crystal and use the nautilus spell to crawl
    through the hole in the wall. You come out into a room with three
    sarcophagi. Two contain some useful items while the third has a
    skeleton warrior that is not happy about being awoken.
    From the sarcophagus room, you will enter another area with a
    doorway and room to the right and a ledge on the left. If you
    enter the room through the doorway, you can pull one of the rings
    attached to the wall and turn off the floor trap. If you
    continue, you will return to the large crystal where you
    transformed into a nautilus. Go back and climb down the ledge.
    You will come to a room with a single sarcophagus that contains a
    few items.
    Climb up the ledge near the sarcophagus and continue along
    another passage. This will bring you to a series of ledges to
    jump down and you will end up in a room with a hole in the ground
    (or ceiling of the room below). Jump down into the room below and
    find a stone wisdom plate. The adjacent room has a cabinet with
    stuff and some windows where you can look out of and see some
    lizardmen. Snipe an enemy or two with ranged weapons. Go down the
    steps to the ground level and you will see some skeleton warriors
    and a lizard priest through the door or window. The lizard priest
    has the disk you're searching for and the teleport stone for the
    eastern temple. [there is a glitch in the game here where many
    players can't get out of this room. Trying to walk through the
    doorway instantly teleports you back to the second floor. Try
    jumping, walking backwards or transforming into a nautilus].
    When you do leave the room, there are several skeleton enemies to
    fight and two rooms with sarcophagi to explore in this area. One
    sarcophagus has items, the other a skeletal warrior. The large
    area with the two large blue crystals also has two sarcophagi,
    both with items. At the southern end of the large area is a
    destroyed bridge across lava. You will need to levitate across
    the chasm. The other side has a sarcophagus with a few items and
    some items on the ground.
    After you've killed the priest and finished looting the area, use
    the teleport stone to return to the temple entrance. Here you can
    talk with each of the treasure hunters and fighters and get your
    share of the loot. Talk once more to Maliko (starts Q Tell
    fincher about the debacle at the eastern temple) and then return
    to Fincher and give your report.
    Disk 3
    Q Cyrus is late
    Cyrus was given a broken disk by the Inquisitor and he seeks the
    Druid Eldric who can repair the disk. You will find Cyrus by
    Eldric's house. Eldric is missing and you need to find him for
    Cyrus. Talking to Cyrus ends the Q Cyrus is late quest. Search
    the house for some clues and you will find a torn sleeve
    belonging to the Druid. Under the table you will find a mana
    potion recipe. Talking to Cyrus about the missing Druid and
    showing him the torn sleeve will start the Q No sign of Eldric
    quest. Cyrus does not offer much help, but your journal suggests
    talking to Jasmin, the hunter chick with the wolf Rufo near to
    the Druid's hut.
    Tell Jasmin that the Druid is missing and she will suggest that
    her wolf Rufo can help you. She will rent Rufo to you in return
    for buying some skins for 200 coins. You will need a piece of raw
    meat (Jasmin will sell some) to give to Rufo for his help.  Talk'
    to Rufo and give him the raw meat, then  talk' to him again to
    smell the sleeve. Follow the wolf and he will lead you to 4
    locations (he'll make 6 stops in total); the Druid's hut, a stone
    altar, a rock where you will find the Druid's staff (take it), at
    a small bridge on the path, just before the temple and finally
    the entrance to a temple.
    The door to the temple is blocked by a reddish-orange magic
    barrier. You need to touch the barrier for the game to recognize
    you have found it (stand facing it and left click). Return to
    Cyrus and tell him about the magic barrier. Have him follow you
    to the temple entrance and ask him to help get rid of the
    barrier. He will touch the barrier and then give you 3 destroy
    magic force field scrolls (these will work only on the red/orange
    barriers; later you will encounter blue barriers that require a
    different spell scroll). Use a destroy magic force field scroll
    to get rid of the barrier and go inside. Cyrus will accompany
    you. You will be attacked by two lizardmen in the entry chamber.
    The entry chamber has 3 exits, right, left and center. Go to the
    right first, kill another lizardman and get the map of the temple
    from the chest. There is another room nearby with a chest and
    some items.
    Go back to the entry chamber. The center exit from the entry
    chamber leads to the main area of the temple. The left passage
    leads to a small room where you can fight another lizardman. A
    small tunnel leads away from the lizardman's room to a tiny area
    with a couple of mana mushrooms and a hole in the wall that you
    can crawl through with the nautilus transformation. Since Cyrus
    cannot transform with you, it is best to go back to the entry
    Go back to the entry chamber and take the center exit. The large
    chamber you arrive in has a lot of lizardmen. Clear out the
    entire area and loot the chests. To your right from the entrance
    to this chamber is a stone door in the wall with a winch and
    rings in the wall. Return here later.
    To your left from the entry is a destroyed bridge across a chasm
    and a nearby doorway. Go through the doorway and follow the
    corridor to a room where you will encounter a lizard Watchman who
    has a key. Negotiate (with your weapon) for the key which opens
    the cells in this area. Search them for some items. The key also
    opens a cell where you will find a friendly ogre named both Dork
    and Drok in the game. Tell him you are looking for the Druid and
    he will tell you about a ring on the wall that you need to pull
    to get to Eldric. Head back to the large chamber where you killed
    all the lizardmen and use the winch.
    Kill the two lizardmen and look for a ring on the wall to the
    right from where you entered. A door will open behind you that
    leads to a room with a lizardman priest. Take the teleport stone
    (northeastern temple) and nice amulet from his dead body. Open
    the cabinet and chest, maybe take a short rest on the stone
    throne, and then pull the lever to open Eldric's cell. Tell
    Eldric that you are in need of help to restore the magic to the
    disk, but he refuses to work with a mage (start Q Get the damaged
    disk from Cyrus). Get the disk back from Cyrus, who leaves in a
    huff, and talk to Eldric again and he says to follow him to his
    hut (starts Q Follow Eldric to his hut). You can give him back
    him his staff while you're talking with him and receive a nice
    amulet [+5 dex, +3 str] in return.
    Talk to Eldric about repairing the disk and you begin Q The
    broken disk quest. In order to repair the broken disk Eldric asks
    you to obtain a magic crystal (Q Eldric needs a magic crystal).
    He just happens to have one in the chest in his hut and he gives
    you the key. Before you begin the ritual, Eldric asks you to
    report to him what you find in the temple that the disks open. If
    you agree, you start Q Report to the druid about the temple. This
    quest will be completed during chapter 3 when you enter the
    volcano temple. For now, follow Eldric to the stone altar and he
    repairs the disk (completes Q The broken disk).
    Disk 4
    Q Where is the golden delivery?
    Head to Severin (Tilda's farm) near the Monastery. After a short
    conversation you will find that you came right in time to fight
    off a gnome attack (Q Uprising of the gnomes). It turns out that
    the gnomes have taken Severin's disk (Q The stolen crystal disk).
    Severin expects that the disk is in possession of their leader,
    the Gyrger. The Gyrger's lair is on the peninsula on the eastern
    edge of the island. That's a long walk, so get started. Along the
    way you will run into a hunter named Henrik sitting at his
    campfire just before the bridge to the peninsula. You may wish to
    talk him, because he too is hunting for the Gyrger and offers to
    accompany you. Take him or not, but return to him after you kill
    the Gyrger for a reward.
    Cross the bridge and make your way to the Gyrger's lair at the
    end of the road. There are lots and lots of gnomes to fight along
    your way and also in the ruins of the Gyrger's lair. There are
    two dungeon areas in the ruins. The one through the doorway leads
    to the Gyrger, the other, down the stairs, leads to skeletons and
    an undead lord who has a vassal ring. (See Q Cursed lords).
    Fight through the gnomes of the Gyrger's dungeon and then kill
    him to obtain the crystal disk. After you kill the Gyrger, search
    his lair for items. Pull (left click) metal rings on the walls,
    as they will open some additional rooms with chests and treasure.
    On your way back, tell Henrik (across the bridge) about killing
    the Gyrger and you will receive a horn bow. Return to Severin
    with your happy news.
    Disk 5
    Q Off to the west coast
    You should have completed Q Patty wants to leave town in Harbour
    Town. If so, you will meet her on the beach just outside of the
    secret tunnel entrance to Harbour town. When asked to continue
    the story of her father, she'll lead you to a grave in the small
    cemetery near the bandit camp. She will give you a key (starts Q
    Steelbeard's next clue), and she instructs you to dig out one of
    the graves (stand near the spot on the ground and left click -
    you must have a shovel in your inventory). Open the chest and
    give the old casket to Patty (this will start Q The legacy of the
    great pirate).
    Ask about things for some background info and finally agree to
    help her find the unmarked graves (start Q Nameless graves) and
    she will put a marker for each of them on your map.
    Using your marked map, search the island for the 5 nameless
    graves and dig up the chest at each site. One is along the cliff
    just to the west of the western entrance to Harbour Town. One is
    on the right side of the small island southeast of Harbour town.
    As you approach this area you will see Erikson (creep guy from
    Sonya's brothel in Harbour Town) standing near the beach. Talk to
    him to find out he is  making sure you are OK'. Talk to him after
    you leave the island for some xp.
    Another nameless grave is at the base of the volcano. Go to the
    small lake east of the Monastery and just before the entrance to
    the northern temple. Here you can fight some lizardmen for the
    teleport stone to the northern temple. Go to edge of the cliff to
    the left of the temple entrance and you will see an area below.
    You can drop down from here to that area (you did get the
    acrobatics skill or acrobatics ring didn't you?). Dig up and open
    the chest and then leave the area using a teleport stone.
    Another nameless grave is along the low plateau on which Leon's
    house sits. It's on the eastern side of the house. As usual, dig
    the nameless rogue grave and open the chest. This one contains a
    potion of dexterity +5. While you're here, you might want to
    visit Leon again and tell him that his mother (Tilda in Harbour
    Town) misses him to get some more xp.
    As you obtain each clue from a chest, you can return and talk
    with Patty at the cemetery to hear her interpretation of the
    hints, or just figure it out yourself.
    The next chest is along the west coast of the island. As you
    follow the path south of where Patty is patiently awaiting, you
    will see Vasili hiding in plain sight in the weeds. As with
    Erikson earlier, Romanov has asked Vasili to keep an eye on you
    and Patty. You can actually recruit Vasili to join you and help
    fight beasts if you wish.
    Continue to follow the path and look for the gravesite along the
    rock wall near a gold vein and just before you get to the ruins.
    Opening this chest (or the last chest in whatever order you
    followed) will end the Q Nameless graves quest and Q Patty in
    trouble quest.
    Return to Patty at the cemetery but instead of Patty, you will
    find Eronga. He instructs you to follow him (starts Q Follow
    Eronga to the ruins) if you ever want to see Patty again. Of
    course you do, so follow him. He leads you to the ruins and tells
    you to continue further into the ruins to talk with Romanov. You
    might have to fight through a horde of skeletons, but you
    probably eliminated them during the vassal ring quests.
    Eventually you reach Romanov.
    Romanov wants Steelbeard's map and will give you three choices:
    Make a deal for Patty, forget Patty or fight now. So, you can
    give the map to the filthy, nasty, mean, murdering pirate or to
    the cute chick. Duh. I chose to kill him and his henchmen at
    once. I say, kill them, kill them all. Not an easy fight, 5
    against one, but you should have a big, badass weapon by now and
    be pretty tough. Now enter the cave.
    Don't touch the treasure chest next to Pigen, the dead henchman
    (unless you want to die and reload). Jump up the small wall to
    reach a room with large crystals and kill two ghouls. Look
    carefully and you will find several graves here labeled
    Gravestone, Barnabas, Korgan, Fergold and Dillinger. The only one
    not mentioned in the clues you received from the nameless graves
    chests is Dillinger, so dig it up and take what is inside,
    including one of the crystal disks that the Inquisitor needs. You
    will complete the Q Find Steelbeard's big treasure and you may
    complete the Q Find the crystal disks. If you killed Romanov, go
    find Patty.
    If Romanov is still alive, you can refuse to give him the map and
    kill him (get the key to Patty's cell), give it to him and then
    kill him/get the key to Patty or not kill at all and forget about
    your friend Patty (you miserable jerk). Patty can be found in the
    ruins up the hill from where you met Romanov (the ruins where
    Eronga stopped as you followed). Look for a set of stairs leading
    down and toward the ocean. Open the door with the key and talk to
    her (you will get and simultaneously complete the quest Q Where
    is Patty). When you give her the map you will complete Q Legacy
    of Steelbeard and Q Steelbeard's nautical map. After she thanks
    you (no, not that way - darn!), she will return to the tavern in
    Harbour Town.
    Q Steelbeard's nautical map
    In case you gave Romanov the map in return for the key to Patty's
    cell (Q Off to the west coast), you will now have to get it back.
    The nasty pirate is sitting with his men by a campfire near the
    Harbour Town gate. He'll attack when he sees you. Take the map
    back to Patty.
    There are several additional quests that may have been begun even
    during chapter 1, but are not part of the main goals of the game.
    These involve finding swords or pieces of swords and some rings
    possessed by Undead Lords.
    Q Reforging Stormwind / Reforging Souldrinker
    No one gives you these two quests, but will appear when you find
    a piece of a broken sword that can be re-forged (if you have
    smith skills). There are two pieces to each of the broken swords
    and are found in various locations throughout the island.
    One sword is a bastard sword called Stormwind that has been
    broken into two pieces. You will find one of the pieces (Sword
    Tip) during the quest of the Cursed Lords (Q The cursed lords-
    consult that quest below for the location of this piece). The
    second piece of Stormwind (Broken Bastard Sword) is in a chest in
    the ruins under the island that lies just to the east of Harbour
    Town. Once on the island, climb the rocks or walk along the
    water's edge on the east side of the island until you see a cave
    entrance. Of course, the item is guarded by skeletons and other
    beasts and is in a locked chest. In order to re-forge Stormwind,
    you need to have your smith skill at least to level 1.
    The pieces of the two-handed sword, Souldrinker, are also in two
    locations. One piece (Broken Two-Handed Sword) is in a chest next
    to a waterfall in the extreme northeast of the island. The area
    is protected by Ogres which are tough foes and it may be awhile
    until you are ready to retrieve this item. The second piece of
    Souldrinker (Sword Tip) is in a chest lying on the beach at the
    extreme northwest coast of Risen. In order to forge Souldrinker,
    you need to have your smith skill to level 3.
    Q Lizard swords
    During Chapter 2, you will begin to encounter lizardmen who carry
    obsidian Lizard Swords. When you find your first lizard sword,
    take it to Walter, the blacksmith in Harbour Town. After you show
    him the sword (starts Q Lizard swords), Walter will be able to
    create sword blanks using obsidian. Ask him about making swords
    from obsidian (finish Q lizard sword) and you will be allowed to
    create one-handed or bastard swords from obsidian. You will not
    be able to make two-handed obsidian swords until chapter 3. Of
    course to make any sword, you need the proper level of smith
    skills. You will collect a lot of lizard swords during Chapters 2
    - 4, but you cannot use them or do anything more with them. You
    can sell them for decent gold.
    When you have found the 5 crystal disks and have done all that
    you can in Chapter 2, then give the disks to the Inquisitor,
    who's standing by the volcano gate (this will begin Chapter 3).
    You will be promoted to an officer of the Warriors of the Order
    and receive new armour.
    CHAPTER 3 Quests
    [Note: In chapter 3 you will absolutely need levitation,
    telekinesis and nautilus transformation spells (or scrolls). You
    can create you own or buy them from Master Illumar.]
    Return to Inquisitor Mendoza with the 5 crystal disks. When you
    give him the disks, this completes the Q Crystal disks for the
    inquisitor. He proceeds to open the gate (completes Q The gate to
    the volcano). A horde of lizardmen pour out of the open gate.
    Defeat them with the help of the assembled mages and warriors.
    If you speak with Mendoza, you will officially start Chapter 3.
    Before you do that you may want to go back to the Monastery to
    discover that it has been overrun by lizardmen. Fight your way to
    Master Ignatius and speak with him. This will begin the Q Secure
    the volcano keep where you need to kill all of the Saurians that
    have invaded the keep and Q Orders for the mages where you are to
    tell the surviving mages to gather in the Hall of Flames.
    Q Secure the volcano keep
    Search the keep for living lizardmen to kill and for the
    surviving mages. Cyrus (on the upper level of the Monastery),
    Illumar (who is in his usual area with the writing desks), Abrax
    (standing outside of his laboratory), and Vitus (he is standing
    in the combat courtyard). Vitus will tell you to search for the
    leader of the lizardmen who is in the cemetery (starts Q The
    lizard warrior). Abrax will tell you to save his drawings and
    supplies from the library (this starts Q Drive out the
    intruders!, which is listed under the World quests and Q The
    supplies from the library, which is listed under Volcano Keep
    quests). Go figure.
    In the storeroom down the steps from where Master Cyrus used to
    stand, you will encounter a particularly nasty lizardman called
    the Slasher. Slash him.
    Near the main entrance to the Monastery, you will discover that
    Master Pallas is dead at his book stand. Take his items which
    include his notes on using frost magic. After finishing Q The
    supplies from the library and Q The lizard warrior, be sure to
    tell Master Ignatius that you found Pallas' notes. Ignatius will
    then be able to instruct you in frost magic.
    Q The supplies from the library
    For Master Abrax, you must kill 10 lizardman intruders that have
    taken over the library. (Q Drive out the intruders!). The
    entrance to Abrax's laboratory that you had opened earlier is now
    blocked, so you will have to enter the library from its main
    entrance. Kill the intruders and search each body for the three
    alchemical supplies and some notes to give back to Abrax. If you
    haven't already done so, you can now open the room with the
    red/orange magic force field and find some good items. If you go
    into Abrax's laboratory, you will meet Sirius. He tells you that
    he was the one who locked the library to prevent the lizards from
    getting to the courtyard (starts Q Sirius has problems with
    Abrax). You can give the notes and alchemical supplies you found
    to Sirius so that he can regain Abrax's favor (this will end the
    Q Supplies from the library). You can just give him the items, or
    demand 200 coins. Return to with Abrax.
    Q The lizard warrior
    Vitus will tell you about the lizardmen leader called the
    Steadfast Lizard Warrior. You can find him(it?) in the crypt in
    the cemetery. Report back to the Vitus after killing this nasty
    Return to Ignatius to inform him that you have found all the
    mages (ends Q Order the mages quest). Tell him of Master Pallas'
    death and give him the notes you found on Pallas and he will now
    be able to teach you Frost Magic as well as Fireball. Tell him
    you have secured the Volcano Keep to end that quest.
    During these quests, it is now a good time to loot the rooms and
    chests of the novices and mages. In the upper level rooms you
    will find a chest with the recipe for increasing dexterity and a
    ring of +20 mana.
    Q The lizard leader behind Harbour Town and Q The lizard leader
    outside Harbour Town.
    Before opening the great gate for the Inquisitor, you might want
    to continue exploring the island and finishing up some unfinished
    quests to gain more xp to advance your abilities. If you go to
    Harbour and talk to Carlos, he will give you two quests - Q The
    lizard leader behind Harbour Town and Q The lizard leader outside
    Harbour Town. There are 4 of these leaders to find. He suggests
    that you talk to Leto at the east gate and Magnus at the west
    gate to the city.
    Outside of the east gate, talk to Leto who is worried about some
    big lizards with big swords. Hunt them down and kill them. There
    are three lurking about just outside the gate. A little further
    along, near the rock at the intersection of the roads, you will
    encounter 2 lizard warriors and a leader. Killing this leader
    completes the Q The lizard leader behind Harbour Town. Walk up
    the road along the cliff face and you will find another
    When you talk to Magnus at the west gate, he tells you there are
    lizardmen spying on the town and may be near the smuggler's
    tunnel (starts Q Spying scouts). There are 3 spying scouts
    standing in the bushes near the tunnel entrance. Apparently they
    are idiots because the tunnel door is wide open and they just
    stand there waiting for you. Tell Magnus the great news. Ask him
    what he will do now and he tells you about the leader of the
    lizardmen on the path to the north near the ruins.
    There are several groups of lizards to encounter as you head
    north up the road from the Harbour west gate entrance. A group of
    elite warriors and a leader are standing on the plateau near the
    small bridge. When you kill this leader, you complete Q The
    lizard leader outside Harbour Town. Another two warriors and a
    leader are just outside of the Plains Temple just above Tilda's
    farm. A group of lizard warriors (but no leader) is outside of
    the Northern Temple.
    The last group I fought was along the West coast, past the first
    ruin and at the river with the waterfall. Killing the last leader
    completes the Q Leader of the lizard warriors quest. Report your
    heroic deed to Carlos, Magnus and Leto for your meager rewards.
    While in Harbour Town here are some other things to do:
    Talk to Konrad and buy bags of spice to make plaice melt which
    increases you mana permanently (you will also need cheese and
    potatoes). Or you may wish to buy supplies for other recipes or
    If you have the gold, Alvaro will sell a round shield with +8 to
    all protection attributes and a helmet with +3 weapon
    protections. Not bad.
    Q Open the great gate
    When you feel you are ready, go back to Inquisitor Mendoza and he
    instructs you to follow him and a group of warriors into the
    depths of the volcano (this officially begins chapter 3). You
    will fight a group of lizardmen at the bottom of the inclined
    path. Talk to Mendoza and he will order you to open the Great
    Gate. He tells you to search to the north, so go right, climb the
    walls you come to and you will end up in a blind end with a small
    hole in the wall. Transform into a nautilus and go through the
    hole. Continue a bit and you have to fight a couple of ghouls.
    Enter the stone room through the hole in the wall and you will
    see two doorways to your left. There are a couple more ghouls
    down the hallway. Fireball them.
    [Note: In the center of the wall between the two doorways is a
    ring that you can pull. Normally pulling these rings does
    something, opens a door, deactivates a nearby trap, or whatever.
    I did not see any result from pulling this ring.]
    Continue down the hallway to the end room that has a hole in the
    ceiling. Climb up and continue around the corner and there will
    be a floor trap at the beginning of the corridor in front of you.
    (The floor trap will drop you back to the area where you fought
    the ghouls). You should see some lizardmen in the room ahead. You
    can attack the lizardmen with ranged weapons or magic and they
    will not come after you. Otherwise, jump over the floor trap and
    fight with the Saurians. Just past the room with the lizards is a
    spiked trap you must jump over. The room you jump to has a
    trapdoor in the floor. Since you have nowhere else to go, jump
    down through the trapdoor and fight two Brontoks. If you haven't
    met these charming beasts before, be warned that these guys are
    not pushovers because they can parry your swing and they hit
    Go up the stairs and fight two more lizardmen. In this room you
    will find a winch that you need to turn to open the gate for the
    Inquisitor. You can jump down from this room to return to the
    Inquisitor. This is probably best since the doorway and corridor
    leading to the wall switch just takes you back to the areas you
    have already visited.
    When you get back to the Inquisitor, notice that he is spinning
    dials on a stone column. You will want to interact with all of
    these columns throughout the area as they will provide background
    information that you need to complete the Q Report to the druid
    about the temple.
    Mendoza instructs you to go south to find Rufus. Do so. After
    fighting a ghoul, you will come to a room with a scorpion.
    Dispatch it, and look for the narrow passage immediately to the
    left where you entered the scorpion room. Follow the passage,
    kill another ghoul and at the end of the passage you will be on a
    precipice facing some ruins. You can see three lizardmen in the
    ruins. Use ranged weapons or magic to kill the lizards. One is a
    lizard priest who will throw fireballs at you. Use levitation to
    reach there and watch out for the Watchman who attacks you. The
    Watchman holds an Old Bust which you must take. [The description
    of the bust says you found it in a wall of the lizard fortress.
    No you didn't, the Watchman had it.] You will also find the body
    of poor Rufus here. Take his stuff, he doesn't need it any
    There are two doors leading from this area. The one on the right
    has a lever which will disable the fire trap (round grating on
    floor) in the corridor on the left. Proceed past the now disabled
    trap in the left corridor and you will come upon a floor spike
    trap and another round grate just beyond. Don't cross these.
    Instead stand right in front of the traps and turn to your right.
    The door-like wall you are facing can be broken using your
    pickaxe (just left click the wall).
    You will immediately be attacked by a lizardman. Take him down
    and enter the corridor where you will find a lever on the wall.
    The lever disables the two traps in the previous corridor.
    Continue into the room at the end of the trap corridor and face a
    lizard warrior and another Watchman. The watchman has another
    bust to take. 
    In the room where the lizardmen were are two altars on either
    side of a barred doorway. Place a bust on each of the altars to
    raise the bars. In the next room you will find a winch to turn
    which will open the Great Gate for Mendoza. Jump through the
    windows to return to Mendoza and after speaking with him, be sure
    to  read' the column where the Inquisitor was standing before.
    You now have completed the Q Open the Great Gate.
    [There are 5 stone columns to read while you are following
    Mendoza. You will not get an on-screen count of how many columns
    you read. If you click on it after being read, you will hear
    yourself say "nothing here", so you will know whether you've read
    it or not.]
    Q The Tunnel
    After opening the Great Gate, Mendoza will run to stand in front
    of it. Talk with him again and he tells you to scout the passage
    (starts Q The Tunnel). Walk partway into the tunnel but don't
    proceed to the end as you will be crushed by stone blocks.
    Instead, use telekinesis on the lever you see in the distance.
    This will end Q The tunnel quest and Mendoza and his men will
    move further into the temple. Several lizardmen will attack and
    you can help dispatch a few. Talk with Mendoza again and he will
    tell you to find a way to open the drawbridge (starts Q Open the
    large drawbridge).
    Go back to where you passed through the Great Gate and search the
    area (just 1 stone wisdom plate to be found). Especially interact
    with the stone columns (called inscribed columns in the game).
    One is just inside the Great Gate and another is next to where
    Mendoza is standing.
    Q Open the large drawbridge
    Follow the passage to the right from where Mendoza is standing
    and follow it until you reach a lava chasm. Use telekinesis or a
    distance weapon to activate the winch across the chasm. This will
    lower a small bridge for you to cross. Continue along the passage
    to enter a large cavern where you will find Brent. Talk with him
    and he tells you about Jorgensen who is in the swamps. Ask about
    going deeper into the temple and he tells you to find a map
    (start Q The search for the map). Brent tells you to talk to
    Jorgensen about a lizard hunting party. We need a map, so let's
    go find Jorgensen.
    There are other passages you can explore from Brent's location.
    Immediately to the left of where you entered the large cavern to
    find Brent, there is a small passage that leads to 2 war
    crickets, but nothing else.
    Another passage is directly behind Brent (downward toward a large
    blue crystal) that descends to a group of Saurian buildings. This
    area is well protected by lizardmen. Eliminate them all and
    search the area. In the first building to the left up the
    incline, you will find a lizard priest and an amulet of the
    fighter (+8 to blade, blunt and strength). The first building on
    the right has an anti-magic crystal and a level 3 locked chest.
    Another has a +10 life potion and a level 3 locked chest. The
    whole area contains a large number of magic scrolls.
    Q The search for the map
    Head past Brent's location and downward toward the path with
    large glowing mushrooms. Follow the mushrooms to a large
    cavernous, swampy area. To your left you should find a Runesword
    stuck in the mud and guarded by a ghoul. A little further in you
    will run into Jorgensen who has eaten a few too many mushrooms.
    He will even give you one. After an amusing conversation, he will
    finally tell you to follow a path leading upward to find the
    lizard hunting party you seek.
    You will come to a fork in the path. The passage to the left
    leads to a room with a Brontok and a stone plate. The right
    passage toward the violet lights will bring you to a doorway
    guarded by several lizardmen and a Watchman. The Watchman will
    have a key to the cell on your right. Inside the cell is your
    friend Drok, the Dork. He thanks you for saving him again and he
    offers to join you to fight the lizards. His club can do short
    work of those pesky lizards.
    Head outside and follow the path downward towards Jasmin's hut.
    Along your way, you will find live lizards, dead lizards and
    maybe other beasts you did not kill before. You will also run
    into Eldric along the way who will tell you the Saurians are at
    Jasmin's hut. There are a number of lizard hunters at Jasmin's
    hut and one Leader. (This is not the same leader as the quest for
    finding the leaders attacking Harbour.) Try to save everyone
    there (Rufo dies very quickly; I couldn't save him.) The leader
    has the map to the temple (completes Q The search for the map
    quest). Killing the lizards completes Q Lizard invasion. If you
    have Drok with you, he will leave the party after some
    encouraging words.
    Return to Mendoza and show him the map. A quick way back to
    Mendoza is to teleport to the Volcano Keep and re-enter the
    caves. You are then to follow the Inquisitor to a room with Vince
    and a couple of lizardmen. Help them defeat the enemy. This room
    has another inscribed column for you to read. Continue to follow
    Mendoza and you will come to a room with a lizard priest to
    fight. Talk with Mendoza and he will tell you to talk to Vince
    [in the English version of the game, the Inquisitor calls him
    Ethan during the conversation] (starts Q The opening to the
    Go back to the previous room with the inscribed column (be sure
    to read it) and talk with Vince and he will go to the
    Inquisitor's location and start pounding on the wall.
    When you ask Mendoza about what needs to be done, he will lead
    you back to the room with the inscribed column and give you an
    old bust to place on the altar next to a doorway. Place the bust
    and go through the now open door. You will join Mendoza in
    fighting several lizardmen and two Brontoks and finally a lizard
    priest in another room. The room where you find the priest has
    another of the inscribed columns for you to read. (Reading this
    column should be the last [this should be number 5] and should
    complete the Q Report to the druid about the temple. Return to
    the druid Eldric when you get a chance to speak with him on the
    Return to the room where Vince is digging and you will note that
    he has made a hole only big enough for a nautilus to crawl
    through. Talk with the Inquisitor and he tells you to transform
    into a nautilus and go through the hole in the wall. This will
    complete the ungiven quest Q The crypt has been reached.
    In the room you enter as a nautilus, you will find a stone plate
    and an emerald. When you try to leave this room you will be
    attacked by a lizardman and a ghoul. After going through the
    doorway you will be in a large area that has a number of rooms.
    Search the area and kill all the enemies you find. Make note of
    the fact that there are 3 barred doorways with altars, and a
    barred doorway that requires a key. At one end of the area is a
    large glowing green gate with 4 altars outside. One of the
    passages leads to a stairway up where you will find more
    lizardmen to fight. One of the rooms has a lizard priest and a
    nice amulet (amulet of the sorcerer - +5 to magic protect and +30
    to mana) lying on a table for you to take. Eventually you will
    run into the Gatekeeper who has a key you need. Near the
    Gatekeeper is a winch that will lower the bridge for the
    Inquisitor. Turn the winch and you will see the huge stone raise
    in front of you (this completes Q Opening the drawbridge). Go
    back down the stairs and join up with Mendoza.
    Mendoza will tell you to find and speak to Ursegor. Ursegor is
    through the barred doorway that you can now open with the key you
    got from the Gatekeeper.
    Q Free the ghost of Ursegor
    Open the bars and enter the crypt of the ghost of Ursegor. There
    is a stone plate to take and a sarcophagus that you can't open
    just yet. Speak with Ursegor, the Titan Lord ghost. After a
    enlightening conversation, he will ask you to free him from his
    curse in exchange for his helping you (starts Q Free the ghost of
    Ursegor). He will ask you to find three of his previous servants,
    each of whom possesses a soul splinter that you can use to cast a
    spell to free Ursegor. The three servants to hunt down are Zul
    Utur, the priest, Zel Zerat, the animal and Zal Zaran, the
    guardian. Ursegor gives you a  key' (Lizard Bust just in front of
    the sarcophagus) to open the way to the servants. Take the bust
    and return to the corridor where the Inquisitor is waiting. You
    will use the same bust to open all three servant rooms, so don't
    forget to pick it up again when you have finished with each
    servant. Before you begin, you can speak with Mendoza for a bit
    of experience.
    Go down the corridor (north) from Mendoza and enter the first
    room on the left. Here you will find the barred door that leads
    to Zul Utur, the priest. Place the bust on the altar to open the
    door and kill Zul Utur. On his dead corpse you will find a Rune
    of Inferno, a conjure skeleton spell, a sapphire, the soul
    splinter and his skull (skull of the undead priest). When you
    leave the room, retrieve the lizard bust you placed on the altar.
    Proceed a bit further down the corridor and you will see an altar
    and a barred door which leads to Zel Zeret, the animal. He is a
    tougher version of the Ashbeast. On dead undead Zel you will find
    a soul splinter and the skull of the undead beast. Remember to
    take the lizard bust from the altar at the door.
    The last servant is Zal Zaran, the guardian. His lair is through
    the last door on the left as you head north down the corridor.
    The altar for the bust is just inside the door, the barred door
    to reach Zal is down a set of stairs. Take his soul splinter and
    the skull of the undead guardian. He also has a nice bastard
    sword - the Titan sword.
    Return to Ursegor and you will find Mendoza waiting there with
    him. Speak with Ursegor and free his spirit. This will complete Q
    Free the ghost of Ursegor. Ursegor tells you to take his skull
    from the sarcophagus to use to open the Great Gate. Mendoza will
    say a word or two which then starts Q The Titan trap.
    Q The Titan trap
    Go to the big gate where the Inquisitor is standing and place one
    of the skulls you obtained on each of the altars. You have to
    place the correct skull on the correct altar. From left to right
    as you face the gate, place skull of undead beast, undead priest,
    undead guardian and then skull of Ursegor.
    When you open the gate, Inquisitor Mendoza will speak with you
    and he will turn against you. When the conversation ends, he will
    take the skull of Ursegor and disappear through the Gate. He last
    command is for his henchmen, your former allies, to attack you.
    You will fight the Commandant, Kato and Vince here at the gate.
    After the battle, Ursegor will stop you to talk.
    He tells you that you have to defeat the Titan and you require
    the Titan's armour and weapon to do so (start Q Find the pieces
    of the Titan Armour). The armour pieces are in possession of the
    Saurian high priests in their temples, but access is blocked by
    magical barriers. Ursegor says to search his sarcophagus again
    for a Rune with which you can create scrolls to destroy magic
    barriers. Ending this conversation begins Chapter 4.
    Go back to Ursegor's sarcophagus and get the Rune (Destroy Magic
    Barrier). Be aware that there are still some Order warriors
    lurking about who will attack you. Return to the Volcano Keep
    (teleport is fastest).
    CHAPTER 4 Quests
    Go to Ignatius at the Monastery and tell him about the Volcano
    and Mendoza. When you tell him about the Saurian temples and the
    barriers, he tells you to talk to the Don (start Q Talk to
    Esteban about the volcano temple). When you tell Ignatius about
    Mendoza's losing it, he tells you to go talk to Carlos in Harbour
    Town (starts Q Talk to Carlos about the volcano temple.)
    Q Talk to Esteban about the volcano temple
    Talk to the Don. He doesn't offer any help, but he will give you
    a potion (+5 strength).
    Q Talk to Carlos about the volcano temple
    After you've talked to Ignatius about the volcano temple,
    teleport to Harbour Town and talk to Carlos. During the
    conversation with Carlos, he will nominate you to be The
    Inquisitor!!. You will also receive a new Inquisitor's armour.
    Return to Ignatius at the Monastery after you talk to Esteban and
    Carlos and get a bit more xp.
    In order to find the Titan Armour pieces, you will need scrolls
    that destroy the blue magic barriers. Go to a writing desk and
    create 5 scrolls of Destroy Magic Barrier. (you will need 5 magic
    roots and 5 blank scrolls to create the new barrier scrolls).
    There are 5 pieces of the Titan Armour that you must find. 1) The
    Titan Shield, 2) The Titan Helmet, 3) The Titan Hammer, 4) The
    Titan Armour (breastplate), and 5) The Titan Boots. While you are
    looking for these pieces, you will also find other items labeled
    Titan, such as the Titan staff. These are good items, but NOT
    part of the 5 pieces required for the quest.
    Q Report to the druid about the temple
    Druid Eldric had asked you to give him information about the
    temple under the volcano. You will need to have read 5 inscribed
    columns during your venture through the temple in chapter 3. When
    you finally report to Eldric, you will receive two transformation
    into an ashbeast scrolls and two speed scrolls. He also asks that
    you return to talk to him after you have retrieved the Titan
    Armour. [You actually MUST do this to repair the armour.]
    Synopsis: Find all the pieces of the Titan Armour
    Your goal is to find the five pieces of Titan Armour. You need to
    create 5 scrolls of Destroy Magic Barrier using the Rune you got
    from Ursegor's sarcophagus. After you complete The Titan Shield,
    The Titan Helmet, The Titan Hammer, The Titan Armour and The
    Titan Boots, go back to Eldric who will repair the items for you.
    You will then return to Ursegor to report that everything is
    ready and you will confront the Inquisitor one last time. With
    the items you take from Mendoza, you will then be ready to open
    the door to battle the Titan. [Note: defeating the Titan will end
    the game, so if you have some loose ends to tie up, now is the
    time to do it].
    Q The Titan Shield
    The Titan shield can be found in the Eastern Volcano Caves. If
    you haven't already, you will have to battle some tough ogres to
    get to the cave entrance. Inside you will battle scorpions,
    lizardmen, Brontoks and ashbeasts to reach your destination.
    Inside, near the entrance, you will find a skeleton that has the
    map to the caves.
    Follow the ascending path on the left side of the cavern until
    you reach a doorway protected by a blue magic barrier. Get the
    eastern volcano cave teleport stone from the body of one of the
    Saurians if you haven't done so already. Kill the Ashbeast near
    the barrier and then use a Destroy Magic Barrier scroll to
    deactivate the barrier. Fight your way into the big room where
    you will find a map column in the center of the room which, of
    course, provides a map of this part of the temple.
    On the west side of this room is a stone door with two altars on
    either side. You know what to do here - you need to find busts
    that activate those altars. Take the passage to the east to find
    the first bust. Pull the lever to open the barred doorway and you
    will see a bust at the end of the hall. You can use telekinesis
    to retrieve the bust or simply jump over the trapdoor in the
    floor and take the bust.
    [You will want to drop through the floor trapdoor after getting
    the bust, but for some additional exploration and xp you can do
    the following first . . .
    From the open hallway leading to the bust, follow the adjacent
    hallway to the south. Jump over the spike trap on the floor and
    be prepared to fight two lizardmen at the next intersection. Just
    after the spike trap, if you pull one of the rings on the wall,
    you will disable the trap. Go to your left from the intersection
    (toward the blue crystal) and you will come to a room with a
    sarcophagus that contains a skeleton warrior. If you go right
    from the intersection, you will enter a small area with two
    sarcophagi containing some useful items. Proceeding further along
    from the sarcophagi, you will come to a room with windows
    overlooking the main area you started from. A passage guarded by
    a floor fire trap leads away from this room. Use telekinesis to
    move the lever on the opposite wall and walk down the hall. You
    come to a barred door which you open by the same lever with which
    you disabled the fire trap. The room you enter has some items and
    a sarcophagus with a skeleton warrior. When you leave don't
    forget to pull the lever again or you will be fried.]
    If you do the exploration between the [ ] above, then go back to
    the area with the first bust and drop through the floor trapdoor.
    Drop through the trap and you will land in a swampy cavern with a
    lizardman nearby. Defeat him and look for a spot close by where
    you can dig up a chest. This chest contains the Titanwing sword.
    Sweet! [If you ascend a stairway near where you find the sword,
    you will find a lever that opens the stone door and you will be
    back in the area near where you dropped through the floor].
    Alternatively you can continue further into the cavern until you
    come to a small area with a stone wall that can be smashed with
    your pickaxe. Be prepared to fight. The room you enter has an
    exit to the left but before you leave, go to the exit that's
    blocked with rubble and you will find an amulet and healing
    potion bottle (you will need to use telekinesis to retrieve
    Now leave the room, but beware of the collapsing floor trap. Use
    telekinesis to move the lever and disable the trap. You will come
    to a lava chasm and see an ashbeast across the gap. To your right
    is a stairway leading to a room with an undead ashbeast. The room
    with the undead ashbeast has a sarcophagus containing a skeleton
    warrior. Go back to the chasm and kill the ashbeast across the
    chasm with ranged weapons. Levitate across the chasm.
    On the ashbeast's side of the chasm you will find a small hole in
    the wall, a passage to your right and another passage to your
    left. You will want to go through the small hole as a nautilus.
    If you explore before you go through the hole, you will note that
    going to the right leads you to a barred door that you cannot
    open yet, but you can see the room contains a bust you need. The
    stone door (opened by a lever) to the left of the dead ashbeast
    is the exit from this area.
    Proceed through the hole as a nautilus but watch out for the
    elite warrior in the room you enter. (You CAN be killed when in
    nautilus form). Take the bust, open the sarcophagus for some
    items and then pull the lever to exit the room. You will return
    to the ledge where you killed the ashbeast and then proceed
    through the stone door by pulling the lever. You will now be back
    in the main room where your read the map column and saw the two
    altars to unlock the big door.
    Place a bust on each of the altars to open the door. You will
    fight an elite warrior and a lizard High Priest (he throws
    fireballs; throw them right back). Go to the top of the stairs
    and retrieve the Shield of the Titan Lord, one of the 5 pieces of
    Titan Armour you are searching for. Taking the shield will lock
    the door into the area, but opens a small room with a High Priest
    lizardman to kill and a lever to open the exit.
    Q The Titan Helmet
    There are two entrances to the temple in the caves under the
    volcano. On your Risen Island world map you can seen one entrance
    way to the north and just east of the big volcano. The second is
    way to the north but just west of the big volcano. The latter one
    is northeast of the Bandit camp. The description that follows
    uses the entrance that is way to the north and east of the big
    volcano. If you have been here before and have teleport stones,
    it is the Eastern Volcano Cave stone. Otherwise make the long
    journey overland along the east coast. Getting here is fraught
    with peril and inside the cave are many high level beasts. By now
    you have either cleared them or are high enough level yourself to
    take care of them. Once you're there you can get a map of the
    temple from the miner's body on the left. 
    Following the ascending path on the left will bring you to a
    red/orange barrier. Here you can obtain the eastern volcano cave
    teleport stone from a lizardman if you have not done so.
    Otherwise, take the passage to the left of the barrier door until
    you come to a huge lava area with many beasts and twisty
    walkways. Fight your way through this area and you should
    eventually find yourself at the edge of a chasm overlooking a
    platform across the chasm. You can use levitation spell/scroll to
    cross the chasm or shoot the winch with your ranged weapon. The
    latter will create a stone bridge across the chasm. The chest on
    the platform you reach will have a levitation scroll. Get to the
    platform below you by using levitate. Or you can drop down to the
    area below without using levitation. To do this, as you face the
    bridge you just crossed, turn to your right and move up against
    the cave wall. Nudge yourself over the edge and you should drop
    down to the stone platform below. Destroy the magical blue
    barrier with your scroll and fight the three elite warriors
    inside the room. Watch out for the spike trap in the floor just
    inside the entrance. The room has a stone door at the end with
    two altars for the two busts you need to find.
    To the left of the altars is a room where the bars on the door
    are already open and you see a bust (the bust of a king) on a
    pedestal. If you walk in and take the bust, the bars will drop
    and lock you in the room. You have to take the bust from outside
    the door using telekinesis. You may want to get the stone plate
    from the room before you take the bust.
    Near where you entered this room is a corridor that ends to a
    stone door in the wall. Break through this door with your pickaxe
    and enter a room with two scorpions. You will return to this room
    shortly. For now, continue a bit further down a narrow passage
    and encounter two ashbeasts. The ashbeast room has a level 3
    chest with an ashbeast transformation scroll and other items.
    Return to the room where you killed the scorpions and look for a
    small hole in the wall (southern wall near the blue crystal).
    Transform into a nautilus and go through the hole.
    The room you emerge in has a Saurian to kill. [Interestingly,
    this Saurian actually had a name label - Mortares]. Take the bust
    (bust of a king) from his dead body and sapphire and small ruby
    from the chest. Place the bust on the altar in this room which
    will open the barred door. You need that same bust for the other
    altars and doors, so use telekinesis to retrieve it after you
    have exited the room.
    Now you should have 2 busts of the king and you can place one on
    each of the altars in the main hall. The room you open will have
    the Titan Helm guarded by two undead priests. One of the priests
    will have the Western Volcano Cave teleportation stone.
    Before you leave this room you can use a bit of climbing skill to
    get to the broken stairway on the east side of the room. You will
    see a barred door with some lizards inside the room. Use
    levitation to get to broken stairway on the other side of the
    room (where you see the large green crystal). On this side you
    will find a stone doorway that you can break through with your
    pickaxe. The room you emerge in has two undead warriors and some
    skeletons to kill. Open the level 3 locked chest to find a staff
    weapon called the Titan Scepter. Right next to the chest is a
    small alcove with another stone wall to break through. The room
    you open has two undead warriors and an undead beast to defeat.
    Avoid the trapdoor in the floor and open the chest to find a
    diamond and some other items. (You can drop through the trapdoor,
    but you better know where your F9 key is). If you continue down
    the passage from this room and pull the lever at the stone door,
    you will re-emerge in the large lava-filled cavern where your
    adventure of this cave began. Journey by foot or by teleportation
    to your next location.
    Q Take care of Brogar for good
    If you let Brogar live after fighting him in the Bandit camp in
    the first chapter, he will be waiting for you in the Western
    Volcano Cave. Kill him for good this time. He only has a few
    items, but it's the satisfaction that is the real reward.
    Q The Titan Hammer
    To get to the temple where you find the Titan Hammer, you have to
    go to the portion of the temple that Don Esteban is using as his
    home. Proceed to the left past the campfire and the dancing girl.
    Climb the walls and kill the ghouls you encounter.
    Destroy the blue barrier with the spell scroll as before and be
    prepared to battle a number of skeletons and undead warriors. At
    the far end of the large room you enter, you will see a stone
    door and two altars on which to place busts. 
    The only open exits from the large room are two upper level areas
    reachable only by levitation or climbing. Go to the one on the
    right (east) first and levitate through one of the  windows'
    between the pillars. There will be two skeleton warriors to
    defeat. In the long wall you will see three stone doors, two of
    which, the left and middle doors, can be broken into. Break
    through the middle door and use the button on the wall which will
    open the stone door on your right.
    Inside the room you will find five sarcophagi. Starting with the
    sarcophagus on your right (as you face into the room) and going
    counter-clockwise, the first contains a skeleton warrior. The
    second contains the bust you need (lizard mage bust). In the
    third you will find the Titan Axe, a 120 blade damage axe for you
    axe-types. In the last two sarcophagi you find skeleton warriors.
    Return to the area where you pushed the button and push it again.
    This opens the left door and you get to fight a skeleton and pick
    a mushroom.
    Return to the main room with the stone door and two altars and go
    to the left side. Jump and climb up and fight the two skeletons.
    You again will see three stone doors on the long wall. At the
    right end of this area is a stone table with a hunting amulet and
    stone plate. If you break through the stone door on the far
    right, you will fight a skeleton. Behind the stone door on the
    far left you will find a button that opens the middle stone door.
    The area you enter through the middle door has a floor puzzle for
    you to solve.
    There are 12 sections of floor that contain spike traps. If you
    watch for a while, you'll note that some of the spike traps do
    not move while others trigger automatically. There are always
    three sections without spikes that you can safely walk on while
    the others have spikes. Within a second or two, this will
    reverse, with the safe sections extending spikes and the
    previously spiked sections now being safe. If you time it
    correctly, this is not a difficult puzzle to traverse. Start on
    the left side of the area and walk diagonally to the upper far
    right side, obviously only on those sections without spikes. Be
    patient and wait until the next section's spikes have retracted,
    then step there. On the other side, open the sarcophagus and kill
    the skeleton that has the lizard mage bust. Use the lever at the
    end of the room near the sarcophagus to disable the trap. Return
    to the main room with two altars.
    Place the busts on the altars and open a room that contains two
    undead beasts and an immortal skeleton (Shadow Lord) in the next
    room. Kill the undead beasts but don't directly fight the
    skeleton (he is immortal, after all). Avoid him as best you can
    and you should notice that there is a button on three of the
    walls. These will activate a firetrap in the center of the room.
    Run to a button opposite to the skeleton's location and push it.
    Hopefully the skeleton will walk right into the fire and burn his
    ash, so to speak. Take the Hammer of the Titan Lord from the
    smoldering remains of the Shadow Lord.
    Q Lizard Invasion
    Before you go to the temple to get the Titan Armour, stop and
    talk with Severin at the farm. As you are talking, the farm will
    be attacked by lizards. Help the monks defeat the beasties and
    talk to Severin again.
    Q The Titan Armour
    The Titan Armour is found in the Plains Temple, north of Severin
    (at Tilda's farm). Deal with some lizards and one of the Saurian
    leaders lurking outside of the entrance if you haven't already
    done so. From the entrance chamber, a passage leads off to the
    Follow the passage, but don't go too far. You will see a room
    before you and a lever on the wall. Use telekinesis on the lever
    to disable the trap that prevents you from reaching the room.
    When you enter the room, you will see the blue magic barrier on
    your right. If you have not done this yet, you can go left,
    defeat an Ashbeast, leap across a lava chasm, climb the walls and
    eventually reach a room guarded by a lizard priest. Destroy the
    priest and the red magic barrier with a spell. Inside the room
    you will find a sarcophagus and on stone ledges, you will find
    two potions, one that increases experience (+100) and the other
    +10 to max hp. Return to the room with the blue magic barrier. 
    Destroy the blue magic barrier and descend the stairs. You will
    come to a stone door that you can break through with your
    pickaxe. The room you enter has an altar at the far end and a
    stone door to the right. Stand in front of the altar and turn
    around. You will see the bust you need high up on the wall. Use
    telekinesis to retrieve the bust (priest's bust). Place the bust
    on the altar to open the stone door and proceed to the
    sarcophagus at the far end of the room. The sarcophagus contains
    the Titan Armour (breastplate) and a Titan Staff.
    If you've been following along with this guide, you should now
    have 4 pieces of the Titan Armour. The last item to find are the
    Titan Boots.
    Q The Titan Boots
    The Titan Boots are in the temple way on the west side of the
    island and there is no teleportation stone to zip you there
    quickly. You will have to make the journey overland. On the way
    to the temple, you will meet Patty (this is, of course, if you
    saved her in the quest Q Off to the West Coast). She offers to
    help you and if you agree you will begin Q To the big waterfall
    with Patty. Proceed along the road on the west coast with
    luscious Patty by your side.
    Along the way you will have to fight your way through hordes of
    Saurians (usually 2 or 3 at a time) and Patty will assist. She
    quaffs potions if she becomes injured so you don't have to worry
    much about her. She also has some interesting teasing and
    flirting comments as you continue along the path. Along the way
    you will find two new  difficult chests' that were not here
    previously in the game.
    Continue to the river with the waterfall and, as you step into
    the river, Patty will stop you to talk and then leave the group
    (ends the Q To the big waterfall with Patty).
    Climb the waterfall and follow the cave passage until you get to
    an area with magenta (violet, purple) crystals. Climb up the
    walls and kill the Ashbeast. You will now be overlooking a lava
    river. Turn to your right and continue along the narrow passage.
    The room you reach has walls to climb and a passage which will
    lead you to a precipice overlooking the river cavern where you
    entered. Climb the walls and enter a room with pillars and the
    door with the blue magic barrier. The decent Berserker Sword is
    stuck in the ground in one corner of the room. (I explored to
    this point earlier in the game to get that sword).
    Destroy the blue barrier and kill the ghoul. Continue slowly
    because you will reach a chasm in the floor that you need to jump
    and just afterwards you will see a spike trap on the floor. Jump
    over this too. You may be able to snipe a lizardman or two with
    you ranged weapons before you jump the chasm.
    The next room has two undead warriors (I killed them long-range
    before I jumped over the spike trap). The area also has a
    trapdoor in the center, a barred door on your left and a wall
    that periodically drops at the far end. Just inside the entry
    door to the room, you can pull the wall ring on the right to
    disable the spike trap you just jumped over. There are two levers
    on the walls at the end of the room near the barred door and the
    dropping wall.
    First, drop down through the trap door. You will be on a ledge
    with a chasm behind you, a barred door to you one side and a
    corridor with several undead warriors. Take out the warriors and
    proceed down the corridor. You see two sarcophagi, one with a
    skeleton warrior, the other with some items such as a small
    sapphire. You will then enter a big room with 4 brontoks. Just to
    the left of the entrance to this room is a stone map column. Read
    it for a map of this part of the temple.
    Looking about the room, you will note that there is an open door
    just past the map column, and on the opposite side of the room,
    three stone doors. Take the doorway that is open.
    Just around the corner, you will find a double spiked floor trap
    that you will have to cross using levitation. Past the traps is a
    lever you can pull to disable the traps. Lying on the trap is a
    crossbow and some bolts. The level 3 chest has a small anti-magic
    crystal and some other items. Opposite the chest is a winch that
    you need to turn. Return to the room with the map pillar. When
    you re-enter the map column room, you will notice that turning
    the winch has opened a portion of the wall to reveal a large
    barred door. 
    Go to the wall with the 3 stone doors and break through the
    center one. You will see a switch which will open the other two
    stone doors. Push the switch 2 times now to open the passage on
    the right. Have a not-so-friendly chat with the Undead Beast and
    proceed up the stairs. Ignore the doorway to you left for now and
    continue upstairs to fight an Undead Warrior guarding a winch.
    Turn the winch and then return to the doorway that you ignored.
    You enter a large cavern that has only a few plants for picking.
    On one side is a large hole in the wall overlooking lava and next
    to the glowing mushrooms is a small opening in the wall.
    Transform into a nautilus and go through the small opening.
    You emerge in a small room with a undead priest and some other
    undead lizards down the corridor. Methodically eliminate them.
    The locked chest contains the nice Titan Bow if you have the
    dexterity to use it. The sarcophagus has a few items.
    Proceed to the large room where the undead lizards were lurking
    and you will find a chest. The room also has two doors operated
    by levers. The one closest to where you entered the room takes
    you back to the room where you transformed and went through the
    small hole. The other door takes you to the one of the winches
    you turned. Go back to the room where you transformed.
    Now look through the large hole into the lava filled area and you
    will see a winch in the distance. Shoot it using your ranged
    weapon. Return to the main room with the map column and use the
    switch 2 times again. This will open the stone door on your left.
    Follow the passage and you will come to the bridge you lowered by
    turning a winch. Cross the bridge and turn to your left. You will
    come to a gap in the floor. There is a ring on the wall just to
    your right. Pull it to open a barred door just across the gap.
    Jump across the gap and enter the room you just opened. It
    contains a ruby on a table and a sarcophagus with some items.
    Leave the room, turn right and go up the stairs to find another
    winch to turn. Go back around the corner and pull the lever to
    open the door in front of you.
    Re-enter the large room with the map column and you will notice
    that the large barred door is now open. Through the door there
    are two Undead Beasts to interact with and a chest at the far end
    that contains the Titan Boots and Titan crossbow.
    If you have been following the sequence of this guide, you will
    now have all of the Titan Armour pieces and you will complete the
    Q Find all of the Titan Armour pieces.
    For a bit more experience, to the left of the chest is a stone
    door you can open by the lever on the wall to enter a room with
    some lizard Undead Warriors. The room contains a level 3 chest
    and two sarcophagi and a stone throne where you can rest your
    battered body. Between the two sarcophagi is a door and stairway
    leading down. You can see and defeat two undead warriors from the
    doorway. The stairs are broken, so jump across the gap. You will
    shortly come to a room with an Undead Beast. This room contains
    another level 3 chest. The doorway leading from this room ends at
    a barred door that you cannot open from this side but you can see
    a chest through the bars. Since that chest may contain something
    precious, let's figure out how to get there.
    Go back to the room with the throne and sarcophagi and take the
    door at the glowing purple crystal. Pull the lever near the
    crystal to disable the first dropping wall trap. The second trap
    that is continuously dropping can by avoided by jumping past it.
    Now you're back in the room with the floor trap that you dropped
    through a long time ago. On one side where you just entered is a
    lever that opens a secret room with a stone plate and some
    mushrooms. The other side is a lever that opens the barred doors.
    Go through this door and you will be on a small ledge. Look
    across the chasm to see a chest and a switch on the wall. This is
    the chest you saw earlier through the barred door. You can't
    levitate over to get the contents of the chest because you are in
    an anti-magic zone (the green crystals all around you). So shoot
    the switch with your bow and backtrack to reach the ledge and
    chest. The chest has a level 3 lock. If you try to use an open
    lock scroll, you might get the message you can't because of the
    anti-magic zone. Stand closer to the doorway and you'll be far
    enough out of the zone to cast that spell. There's nothing really
    precious in the chest, but useful none-the-less.
    Q Eldric must reforge the Titan Lord Armour
    Having now found all the pieces of the Titan Armour, you must
    have Eldric the Druid repair them for use. You cannot equip any
    of these items until Eldric does his magic. So return to Eldric
    by your favorite manner (walk or teleport) and talk with him. He
    will lead you to his magic altar outside and repair the armour
    (really just the breastplate and boots), but you will now be able
    to equip all armour pieces (Helmet, Armour (breastplate), Shield)
    and wield the Titan Hammer.
    Now go back to the Volcano caves and Ursegor to enter the final
    stage of the game. When you fight and defeat the Titan, the game
    will end, so wrap up any loose ends now.
    Ursegor tells you to stop the Titan (duh). You will be accosted
    by former Inquisitor Mendoza and he tells you that you need his
    red ocular to even see the Titan. [You don't have to equip the
    ocular, although you can. You will see the Titan just fine with
    the ocular just in your inventory]. You must defeat Mendoza
    (complete Q The Inquisitor is Dead) to get the ocular (complete Q
    The ocular). You will also get Ursegor's skull which you need to
    open the gate.
    Place the skull on the empty altar and the big gate will swing
    open to reveal the Titan's domain. 
    The Final Fight
    The fight with the Titan can be really easy or really frustrating
    for different people. To defeat the Titan, you have to hit him
    with the Titan Hammer, but you can't just run up to him and whack
    him. The Titan will assume various postures and attack poses, but
    only during one of these is he vulnerable to injury from the
    Hammer. What makes this somewhat frustrating is that while you
    are watching the Titan and defending against his attacks, the
    floor tiles of the platform on which you are standing will
    disappear and reappear, making it possible for you to fall to
    your death. You must be careful to be standing on the correct
    tile while you are deflecting the Titan's attacks or preparing to
    attack him yourself.
    Disappearing floor
    White glyphs (runic symbols) will periodically show up on some of
    the floor tiles. When the symbol on a tile starts blinking, it is
    an indication that the tile will soon disappear and leave a hole
    you can fall through. When the symbols start to blink, you have
    about five seconds to move to a tile without a blinking symbol.
    The tiles that disappear will re-appear again in about 5 seconds
    and then others will disappear, so you need to watch the floor at
    all times.
    In addition to the disappearing floor tiles, the Titan has 3
    types of damage he can use: magic missiles, energy beam and
    energy wave. You can avoid the energy beam by moving and avoid
    the energy wave by jumping. If you get hit by any of the Titan's
    damage methods, you will lose some health and you will be knocked
    down. You can use healing potions to recover from their affects.
    The key one is the Titan's magic missile, as it can be reflected
    back to him and allow you to then deal your own damage with the
    Magic missiles
    When the Titan begins to summon white magic missiles around him,
    raise the Titan Shield to reflect the missiles. Reflecting the
    missiles (and hitting the Titan) will allow you to attack.
    The only way to damage the Titan is to stun him with his own
    magic missiles (he drops to one knee for about 5 seconds) by
    deflecting the magic missiles with the shield. When he drops to
    one knee, run up to him and hit him with the Titan Hammer. You
    will need to do the reflect and hammer hit about 7 times to kill
    the Titan. When the Titan Lord succumbs to your obviously
    superior abilities, the game will end.
    Energy beam
    When the Titan moves one leg forward, it means that he'll attack
    with an energy beam. You can avoid it by running in the opposite
    Energy wave
    When the Titan crosses his hands and raises his right leg he will
    generate an energy wave towards you. Jump up to avoid the wave.
    That was fun! Play again.

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