=========================================================== DIVINITY: ORIGINAL SIN (2014, Larian Studios) Walkthrough/FAQ Copyright 2014 E.C. Contact: Jedy678 (at) gmail dot com V 1.02 9/2/2014 =========================================================== ================== Table of Contents: ================== Introduction (INTRD) Tips for Beginning (TPSBG) Some Basic Battle Strategies (BBSTR) Full Walkthrough (WLKTH) Spoiler-free/bulleted walkthrough (SPFWT) Blood Stone Locations (BLSLO) Side Quests (SDQST) --Side Quests in Cyseal (SQCYS) --Side Quests in Silverglen/Hiberheim (SQSLV) *incomplete* --Side Quests in Hunter's Mark (SQHMK) *incomplete* Most Useful Crafting Recipes (MUCRE) List of Crafting Recipes (CRRCP) *not yet added* About Blacksmithing Tools (BLKST) *incomplete* --Furnace --Anvil --Whetstone List/Description of Homestead Rooms (HMSTD) Character Customization (CHARC) --Class Listing and Analysis (CLSSS) --Analysis of Magic Schools (SKLLS) *incomplete* --Talents Listing and Analysis (TLNTS) *Listing only* Abilities and Attributes (ABLAT) *not yet added* Skillbook Vendor Locations (SKLBK) Special Thanks (SPTHK) Version History (VERHS) Contacting Me (CNTCT) =========================================================== ==================== Introduction (INTRD) ==================== Welcome to my walkthrough/FAQ for Divinity: Original Sin! This is a complex game with tons to do. As you start the game, I've included several side quests that give good experience incorporated into the main guide. As the side quests become more varied and with better loot, you may want to pick and choose which to do at what time. See the side quests section for a list (not yet exhaustive). WARNING: This guide contains major spoilers! This guide contains solutions to many of the game's puzzles, and as such, will not always go into great depth about story matters. If you are simply looking to advance in the game, then this guide was intended for you. Enjoy the story and mysteries at your own pace, and consult this guide if you become stuck for straightforward solutions. =========================================================== *********************************************************** ============================ Tips for Beginning: (TPSBG) ============================ - Explore everything. All containers (crates, barrels, tree stumps) have the chance to contain loot. Most loot outside in towns is free to take, UNLESS your mouse icon turns red when hovering over them. - Design a balanced party that covers all the major skills. You'll want a good crafter/blacksmith. - Keep the two main characters as your primary fighters, and use your henchmen as crafters, pickpockets, lockpicks, or barterers. They do well as "support." Jahan is a wizard, while Madora is a knight, but you can branch out their skills easily. - Empty Potion Flask + Penny Bun Mushroom = Minor Healing Potion. This will be one of the most frequently used crafting recipes, so steal any and all empty flasks you find. You can combine two minor potions to make a medium for use in battle. As you level up crafting, you can make the biggest healing potion by combining any 2 healing potions of the same tier (for example, weak + weak or large + large). - Crowd control is king. Get as many freezing, stunning, knockdown, and poison spells as you can. You'll often fight groups of up to 8 monsters, so taking out a few for two turns or so will save your life. - Loot and sell all paintings, light gold cups, etc. They have no purpose but to make you lots and lots of money. They'll be your primary income source, along with weapons and armor you can't use or don't need. =========================================================== *********************************************************** ==================================== Some Basic Battle Strategies (BBSTR) ==================================== If you give both your fastest and slowest (based on initiative points) characters the Teleportation skill, you can bring in an enemy, attack it with your hardest hitters, then send it away before your turn ends. This ensures maximum damage to them without strong retaliation. Midnight Oil creates a circle of oil on the field which slows enemies. Use any fire-based spell to turn it into a flaming surface, which will cause good damage to anything traveling over it (even you if you walk over it), except enemies that are healed by fire (there are not many). Man-at-Arms users can use Battering Ram not just to attack, but to close a gap between them and an enemy, or to escape. The skill can potentially cover a very large distance. Poison clouds can be ignited with a fire-based spell, but will violently explode, dealing more serious fire damage to all contained near or in them. Use rain before a fight if you expect to use electric spells. Any parts of the terrain that form puddles as a result of rain, when struck by an electric spell, will cause the entire puddle to deal damage as well as stun anything standing in it. If you only have one healer, a weak healer, or your healing skills are on cooldown, using any size potion only costs 3 AP and can easily heal more than a skill. You could easily make potions your sole source of health recovery, provided you can buy enough of them or craft them. There is a small distance over which you can walk during battle that will not cost any AP. This distance increases with a higher speed stat. You can use this to reposition yourself, for example, around a corner, or facing through a doorway to reach enemies just barely out of your line of sight. Finally, always start battles pre-emptively if possible. In other words, you can toss oil directly under an enemy without provocation, or use rain just before zapping them with electricity. Spells like these that change terrain or weather do not cause damage and therefore do not cause battles to begin. You can also summon a fighter (several classes can do this) for your party just before striking the enemy. Your summon will last only 3-4 turns instead of the usual 5, since "turns" pass very quickly outside of battle, but this kind of tactic can save you. =========================================================== *********************************************************** =================== Walkthrough (WLKTH) =================== This guide uses X/Y coordinate markings to help guide your adventure. These coordinates are always displayed in-game just below the minimap. Any time compass directions (north, southeast, etc), given, it's in relation to having the minimap displayed with north pointing straight up. Normally you can only rotate the game camera through a small angle. However, you can and should unlock full 360-degree rotation under the Options -> Game menu, as it makes orienting and searching much easier. Any time directions are given in common terms (left, right, forward), it is from the perspective of the character. Let's begin!! ============== Outside Cyseal ============== As the game begins, you'll customize your characters using any of the desired classes available (for detailed analyses, push Ctrl + F, then type CHARC). You can go with the pre-made character builds and they'll serve you fine, but feel free to change any and all attributes about the character, including the skills they know and what talents they begin with. When you're satisfied with your characters, move on. Watch the introductory cutscene. You'll begin on a beach outside the town of Cyseal. Advance forward, checking the various crates and boxes by left-clicking; you can auto-loot with the space bar. Up ahead, you'll come across a corpse, which you should loot as well, as it holds one of the few non-randomized loots in the game, a Rain Spell Scroll. Head up the stairs around the corner and you'll engage in a battle. ============= First Battle! ============= This is a simple battle to get you used to using the battle system. Use whatever skills you currently have that deal damage to defeat the three enemies. Should you lose a lot of health, use the red health button at the right-hand end of your skill bar. It costs 3 Action Points (AP). =========================================================== After this battle, you have access to the optional tutorial dungeon, which can be accessed by going northeast (from your perspective) after the battle ends. If you want to skip the tutorial, simply continue forward. At the branch, you can head to the left where you'll meet Ishmashell, a giant clam. If you choose to return him to the ocean, he'll give you a treasure chest containing random treasure. You'll get some experience as well. If you choose to keep him and sell the pearl, you'll get him as an inventory item. Sell it! Get the waypoint shrine at X: 403 Y: 74. You can quick travel between these waypoints at any time as you discover others, by clicking the small icon on the far right of the HUD. Continue forward and you'll encounter two drunken city guards. If you choose to fight them, you'll get more loot and gold. If you don't fight them, they'll help you in the next battle shortly. Since they're easy, I usually kill them. Follow the same general idea as in the first battle. Once you reach the edge of the terrain overlooking the battlefield, you'll have the option of engaging the enemy however you wish. You can sneak up behind an enemy if you have a rogue, or you can attack from far away with ranged or magic users. You'll want to take out the smaller guys and use status effects to your advantage in every battle. If you can chill or slow enemies, do so. Stunning and blinding are both great crowd control methods. Once all enemies are dead, hold down the ALT key to see what loot has dropped and pick it up. Approach the bridge leading into the city but head left to a little alcove containing more treasure, and you'll be rewarded with "exploration XP." As you cross the bridge, an NPC named Arhu will speak with you about your purpose in the city. Answer however you wish, then head into the city. On the left, you'll see the harbor with docked ships, including one in the far south of the harbor that is on fire. =============================================== SIDE QUEST - Extinguish the flames on the boat! =============================================== If you've been looting everything, you'll likely have a scroll that causes rain. Casting the scroll over the burning ship will cause the flame to die out. Alternately, have a hydrosophist use the skill "rain" on it. and you'll be rewarded with more experience. If you don't have the scroll, you can find it somewhere for sale, or if you've got a hydrosophist, can learn it very soon (as soon as you get to the vendor, most likely). Return when you've got the spell to get some experience. =========================================================== You can loot many of the crates and boxes in the harbor area, as well as many fish racks for food. At the far south-western area, you'll encounter three men, Louis, Max, and Philip, looking for work. Speak with them to begin the quest "The Shipless Sailors." You can also visit the armory, which is directly across from the harbor area to the east. If you place your mouse over the objects here you'll see a red icon -- this indicates you must steal this item, since it belongs to someone else. You can press "C" to enter sneaking mode, and if nobody is looking in your direction, steal without difficulty. ================================= STEALING FROM EVERYONE - A Primer ================================= Double click one of your character portraits to take control of that character, and then speak to an NPC, coming from the direction opposite that of the item you want to steal. The NPC will turn to face you, putting his back to the desired object. Double-click on the other character portrait, and taking control of that character, pilfer the object. Once you get a full party of 4, you can "stall" 3 NPCs simultaneously to steal nearly everything in every room. =========================================================== You won't be able to enter the storage vault behind the guard at the moment, since it's sealed with a magical lock. However, you're about to get one (see next paragraph). Once you're satisfied, left the armory, head north and east, and follow the stairs up into the city of Cyseal. To advance the story, head to the north-east part of town at X: 357 Y: 234, where you'll find the Legion Commander's office. On the first floor, Aureus sells skillbooks for Man-of-War users. Talking to him will allow you to examine the crime scene at the Inn. He will also give you the side quests "The Scaredy Pact," "Lost Archaeologist," "Legionnaires at the Church," and "The Undead Scourge. Head upstairs to meet Arhu, who suggests you go to see the mortician in the northern part of town. If you joined the Fabulous Five, talk to Arhu and he'll let you take the operator's manual on the desk in the back of the room. Arhu also has a Magical Unlock spell for that door in the armory, but you'll have to steal it from him. Head to the Inn/Tavern at X: 242 Y: 179 and talk to the man standing just outside the entrance. Enlist in his group to receive the quest "The Fabulous Five." Next, go to the guard in the back of the first floor to enter the crime scene. Upon entering, you'll be transported to The End of Time. Note that if you visited Thelyron's place before now, you'll have already done this part of the story. In this new area, talk to the goblin, then activate the shrine behind you to teleport. Walk forward with the goblin to The Weaver of Time. Speak with her as well, then report back to the goblin. You'll now have access to 2 pyramids that are connected with each other. You can "use" them to teleport party members to each other if they are separated, and you can throw them across traps and pits and then use the other pyramid to teleport past danger. Once you return to the crime scene, open the chest by breaking it or picking the lock to find evidence. Head to the graveyard at X: 227 Y: 234 to dig up Jake's body, using the shovel in the eastern part of the graveyard on his grave. Inside you'll find a backpack in the form of a sheep carcass, but no Jake. Be careful not to dig up the grave one spot to the right; it's got a level 8 enemy. Same goes for the grave behind you at the opposite end of the graveyard. ==================================== SIDE QUEST - The Philosophy of Death ==================================== Dig up the grave TWO spots to the right of Jake's, and you'll see a ghost. He asks you three questions about his book. Choose the second option twice (concurring with your partner twice as well), then the first option, and you'll have passed the test and be rewarded with a treasure chest. =========================================================== ================================================ SIDE QUEST - The Graveyard's Underground Passage ================================================ Dig in the center of the graveyard (where you can mouse over a mound) and you'll undercover a passage. There are some enemies down here, and the path branches off. If you take the northeast branch at the fork, you end up outside of Cyseal near an abandoned house which has some loot. Notice there is a hidden chest next to the black rocks on the left side of the mouth of the passage where the fork begins. You need high perception to see it. Take the southwestern ladder right around the corner from the fork, but be sure to grab the key in the bucket just next to the ladder. Anyway, you'll end up in a room full of traps! Send one character in to make this easier. Have one character run straight through the door and grab the chest on their right, against the wall. You can safely walk through the back of the room, and you'll see a lever in the northern corner. Behind you is a chest. Walk between the wall and the chest to avoid another trap, then unlock the door. You can't really avoid the pressure plate in the next room, so just time it and run past the fireballs. Grab the key on the shelf (avoiding the exploding trap directly in front of it on the floor), then unlock the door at the end. Grab the stuff in here, then rejoin your party with the pyramids so you're all in this final small room. Note that you can right click an item and send it to another party member regardless of distance. Up the stairs! Bet you didn't expect to be here, huh? Grab all the treasure. There is a skillbook to the right of fireplace. Exit by clicking the painting near the door, then hitting the switch behind it. If you return to the passage and take the farther southwest fork, avoid the traps by clicking past them on the ground and your characters will automatically circle around them. Grab all the loot and treasure chests, then climb up the ladder. This is a chest you may have seen coming into Cyseal, and has skillbooks inside! Now just warp out of here and you're done! =========================================================== The building northeast of this building is the Cook's House. Look to the right of the front entrance for a well hidden chest in the alcove. Inside, there's a trapdoor with some good food, and an upstairs floor with a weapons vendor. Next, go to Esmerelda, who is in the building directly west of the Commander's Office. Speak with her. Go to the stairs and up to the second floor and loot the "key to Esmerelda's place" in the center area. Back downstairs, enter the closest door right behind the staircase (sneaking if needed) and loot the first room, then go to the second room to find evidence in the form of a book about murder. Head down the trapdoor next. Down here, take the hams on the right side wall at the entrance and click a hidden switch that was under them. You'll find a new area and a bloody dagger inside, as well as other loot to steal. Go back upstairs and talk to Esmerelda, presenting both pieces of evidence. She'll suggest you go to see Evelyn who is at Thelyron's place. If you want, you can go to Aureus now and have her arrested, or you can go to Esmerelda's place yourself. At Esmerelda's place, talk to Thelyron to learn that she left in a hurry and without her bag. Go into the adjacent room to grab her bag, which has a key inside. Go to the small building directly west and unlock the door with the key. Open the chest inside to learn of a hidden lab. Also grab the journal on the shelf. Your next destination is her secret lab, northwest of town. Do any final shopping, then leave through the North Gate. ============================ Path to Evelyn's Secret Lair ============================ At the broken-down wagon just north of town, head left, sneaking by thea zombies if you don't want to battle. At the fork, head north. You're aiming for X:272 Y:370, which is the entrance to the passage towards Evelyn's Lair. =================================== SIDE QUEST - The Lost Archaeologist =================================== Just west of this northern path at X: 149 Y: 255, there is a building. Inside you'll find Wulfram, who asks for an escort back to town. Accept, and you'll engage in two fights. The first is against a single enemy, while the second has several enemies. Both fights are simple. Return Wulfram to town, and you can later find him at the tavern. Turn in the quest to Aureus for experience. =========================================================== Farther north, you'll engage a large group of undead enemies. Just past them you'll see a strange rock formation. Enter the cave. ========================================================= SIDE QUEST - The Fabulous Five / Arhu's Failed Experiment ========================================================= Inside the cave, you'll encounter three NPCs. Advance forward and engage in a battle. Farther up, you'll find the robot you need to destroy. You can destroy the boss by attacking, or use the self-destruct code in the manual to instantly end the fight, but you won't get any reward for doing that. If you want to destroy it, the boss can be frozen, but is resistant to other forms of crowd control (CC). After winning the fight, turn in the quests at Cecil's Office (east of the tavern) and Arhu (basement of Commander's Office building). =========================================================== Go forward past the robot and exit the cave, heading down to the beach at X: 69 Y: 291. You must read the Reveal Spell document in your inventory to open the passageway. Enter the new area. Inside, you'll be spotted by a single enemy. Engage and kill him before he flees. Up ahead around the corner, you'll see four orcs. Talk to them, and you can either let them pass, or attack them for loot. Enter the next area. Fight a preliminary battle here. Cultists will come out of both alcoves, so position yourself far from them. Afterwards, beef up your defense and head down the stairs to the boss. ========================= BOSS - Evelyn and Minions ========================= This is the toughest fight so far in the game. There are exploding monsters and heavy-hitters. You can get an edge by placing terrain effects down before or at the start of battle. Alternatively, summon a monster near the enemies so they are lured to it. Just like the Lighthouse battle, take out the exploding monsters first because they'll damage the other enemies. You can't use fire though, so use other spell types to damage them. Keep your distance throughout the fight, taking out the giant next. Finally, whittle down Evelyn's HP and win the fight. =========================================================== There is important story stuff next when you talk to Dead Jake. He returns to the graveyard afterwards. Loot the room and make sure you have Evelyn's Amulet in your inventory. Your next destination is the forest. ============== Luculla Forest ============== To get there, warp to Cyseal - North Gate, then exit north. Take a right as you exit, then take your second left, which will be just across the river. Head north along the riverside path to reach the entrance to Luculla forest. At X: 332 Y: 406, you'll encounter an Incandescent Walker. Make sure to use water skills, and freeze him with Chill for an easy fight. Just north you'll find the Silverglen Waypoint and an Inert Stone. If you now warp to The End of Time, you'll have access to the Hall of Heroes where you can switch your 2 henchmen characters. At X: 314 and Y: 437, you'll find the bridge to the next part of the map, Luculla. First, stop at the waypoint, and you might start a conversation with Samid. Heading northeast from the Waypoint, you'll find Silverglen on your right. If you'd rather just continue, skip over the next section. ========== Silverglen ========== Places of interest: --Nadia's Shop: X: 66 Y: 88 - Weapons and Armor --Tavern (all spellbooks/other item vendors) X: 72 Y: 125 Directly in front of you you'll find Arhu in his cat form once again. Next, enter the nearest building, the chapel, and speak with Loic. He asks you 3 questions before you can join his group, The Immaculates, so answer 1st, 2nd, then 1st again. He will leave and you can explore the room, but not the locked cellar. There's not much to do here yet, but you can stop in to talk to Lawrence on the raised house on the east side of town. You'll have a new journal entry regarding the mines. All in good time. ========================== To the White Witch's House ========================== We'll advance the story for now, so head out of Silverglen and head in the opposite direction (meaning, head east) from the waypoint until you hit an house surrounded by a large sphere. Go talk to the mushroom to the left of the house. You can either kill the two to open the sphere, or you can go hunt down the spell that removes the barriers. Since it's nearly impossible to defeat the two mushrooms as every attack on them causes one more to sprout up, you're better off getting the spell. However, it's worth it to quicksave them attempt to fight them, as it will save a lot of time. To get the spell, go to X: 232 Y: 123. you'll have to fight a pack of drunk goblins and two pestilent plants. This is a very tough fight, so try to stay at a distance and use crowd control whenever possible. Poison will heal the plants, but you can use fire to great advantage if there is poison on the terrain. Save stating during the fight is also recommended. After the fight, head up to the mound to the left of the battle are. Avoid or disarm the three mines, then shoot the ooze barrel from a distance to make it explode. Either time your run between the fire shot traps or throw your pyramid to the chest and use the other pyramid to teleport to it. Open the chest and dig just next to it to get the spell, then head back and use it on the cottage by warping. Next, enter the cottage, loot it, and step through the green mirror. Examine the dark northwest corner for a switch, and then click on it to open a new path. Inside the tunnel, loop around the western area and you'll engage in a group of cultists. It's helpful to sneak attack from the hill, as the enemies will focus on the boar. If you have Pet Pal, talk to the boar after the fight, and he'll help you sniff out the treasure chest. It's difficult to keep him alive throughout this floor, but he isn't necessary to progress. As you engage in several battles, you'll fight the boss. =============== BOSS - Vaelanna =============== Loot: Cultist Spell You don't have a lot of room here, so it's useful to retreat if needed. A Rain + Chill combo works best here, and the close quarters means lot of friendly fire. You'll want Earth or Poison resist spells here because Vaelanna will summon at least 2 Earth Elementals. A Destroy Summon spell will help out a lot too. Vaelanna herself isn't anything special, but the amount of enemies can easily overwhelm you. Try to use re-positioning spells and keep the terrain in your favor. If you find yourself dying or losing a lot of health, make a few huge healing potions before the fight. I ended up using 4 for each of my characters. =========================================================== Loot the spell scroll that teleports you to Hiberheim. Enter the water nearby at the end of the passage and use the spell scroll. ========= Hiberheim ========= You'll start off west of the waypoint shrine, so go up east and grab it. There is a moonstone hidden just to the left of it. Down the hill to the southeast there is a chest. The northern passage is blocked for now, so head west. The path to the west is also blocked off, but there is a pressure plate in the rubble in front of it. Have one character stand on the plate and send the others through, then use the pyramid to rejoin them. Hitting the switch on the other side will disable the gate and also drop down some Mecha-Rodent Betas. These enemies will self-destruct at random, running into you and exploding. Electric spells are the best here, while fire spells do nearly nothing. They are also immune to poison. At X: 279 Y: 28, you'll find a treasure you need to dig up. Get the Tiny Golden Key. Next, head northwest to X: 262, Y: 21 and pull the lever here, using the key you just got to unlock it. You'll trigger a fight with 2 Mecha-Roosters. Teleporting them north past the level will instantly kill them, but I don't know if other elements will do the same. Up ahead, the poison clouds are timed, or you can use a crate or barrel from your inventory to deactivate the pads. You'll encounter Almina here. Just past her and the poison cloud is another chest. =========================================== Hiberheim - To the Winter Forest and Prison =========================================== Average Enemy Level: 11 At around X: 403 Y: 108, there is a pack of Level 11 Wolves to fight. Head out along the southern path of the map and a statue will set off a trap. You'll have to use your pyramids here, so throw one over the trap then use the other to teleport to it. In front of you are some land mines which you can disarm or walk past. Take the northern offshoot for a chest, where you'll be ambushed by many Mecha-Rodents. It's well worth it to use Rain and Blitz Bolt in combination here, because the enemies are grouped so closely that they'll likely be stunned in groups. Dust Devil is a great skill to use here to take out several enemies at once as well. When they're gone, head back down and go east. The far path here at X: 395 Y:34 has lots of boxes but the barrels will explode if you touch them, so take them out at a distance before looting. The switch to open the nearby gate is at the top of the hill, so use your pyramid trick again to get through. Despite the weather, freezing and burning both work great here. Southeast at X: 431 Y: 97, you'll come across an elemental frozen in ice. Melt the ice with a fire spell and make your selection during the dialogue. If you side with the elemental, you'll have to fight the Snow Wardens, who are invulnerable to freezing, but will frequently freeze your characters. They're easily knocked down. Talk to the elemental and he'll tell you how to find the prison where the White Witch may be. About halfway up on the left side you'll come across a camp of Immaculates and their leader. If you place oil on the campfire, you can deal some damage to them before they spot you. Since they only have a narrow path to come to you, you can use piercing ice shard to freeze up to 3 or 4 of them at once, which makes the battle much easier. Notice that there is a Prison Hatch identified on your map. You need to dig it up, right by the big rock formation. There's also a chest around the bend to the north. You may be ambushed here by a big pack of Wolves and a Snow Shaman after getting the chest. The following lists other battles and optional treasures to be found in this area: At X: 411 Y: 147, you'll run into a small group of travelers. If you use charm in the dialogue, you won't have to fight, and you'll learn a new recipe for future use. At X: 439 Y: 208, you'll come across another jailed prisoner, Haizea, and will have to fight more Snow Wardens. He'll help you for this fight. Note that the Snow Wardens can be silenced to make this fight a lot easier. Haizea is after a rift spell, which you'll need to find first before he tells you where the prison is. At X: 409 Y: 207, you'll see an Ice Crystal which you can melt with a fire spell to reveal a chest. At X: 331 Y 234, you'll find another waypoint. To the east you'll find some elementals attacking each other, so you can sit back while they kill each other and then pick off who's left. If you can manage to teleport the ice elementals into the corpse of the fire elemental, you'll deal significant damage to them. Move north past them to find a waypoint in the northeastern corner where the flames and spikes are. To the west, you'll see more elementals engaged in battle. Just north, you'll see a Level 12 boss, The Guardian. He's not worth killing right now since you'll do about 20 damage per attack and he has an insanely high HP. If you want to try, read on. =========================================== BOSS (Optional) - The Guardian (HP - ~2700) =========================================== This boss can be tamed like you learned earlier using Tenebrium Ore and a branch, but you'll lose out on the XP if you do this. He's weak to fire damage and not much else, but he has incredible defense. The best strategy here is to use distancing spells like Teleport to keep him from attacking you physically. Use all fire spells you have and keep outrunning him if possible. If you have trouble, come back later when you're stronger or have that taming stick. =========================================================== Even farther north you'll see two fire elementals. Piercing Ice Shard will freeze both of them indefinitely! To the west of here is yet another waypoint shrine. At the point north and equidistant between the Hiberheim North and Hiberheim Castle waypoints is a goblin who will tell you more about the area. North of the Castle waypoint is a group of immaculates, whom if you talk to using reason, you can trade with. When you're all finished here, head back to the secret hatch that leads to the prison. ====== PRISON ====== Guaranteed Loot: Ice Wall Skillbook (Near chest at entrance) Hang a right (character's perspective) to come across a chest on ice, which you can safely walk across by sneaking with "C." The path ahead is full of mirage traps, but also has many real traps that will kill you quickly. Your best bet is to take them out in groups, using any spells you can to set them off. Afterwards, get rid of the fire with Rain and blow up the poison with fire spells, or simply use Tornado (a spell scroll is more likely to have been found by this point than the skillbook). The path ahead diverges into two paths that will quickly rejoin at a lightning cloud. Use one of the barrels or the chest down the slope to place on the pressure plate that disables the cloud. Continue blowing up any mines, then climb the ladder at the end. To escape this cell, use the character with Pet Pal to talk to the rat, then give him cheese. If you don't have any cheese, go to town and buy some. Alternatively, dig at the eastern corner of the cell to move over to the next cell, then exit. You can actually speak with the Iron Maiden in the northern corner here! Do that, then attack it, because it's hiding a blood stone. You have to loot the Imp inside of it (ew...) Up the stairs to the southwest, you'll meet a quick death if you move in front of the statues. Make sure to save here (F5). Use a character with sneaking or invisibility. Another way to get past this is to use Featherfall or Teleport as long as 2 characters have either ability. Move one character to the central, circular gate on the floor then have him teleport or featherfall the other 3 from the lower stairs to the higher stairs, then use the pyramids or another teleport to move your last character past the trap. For getting past this annoying trap, you'll be rewarded with a waypoint shrine, Hiberheim Prison. At the landing, you can easily grab the chest by using Featherfoot or Teleport instead of attempting to sneak or throw the chest away from the statue. Up ahead you'll come across the witch. We need a special item to free her, so warp back to the Hiberheim Castle waypoint. =========================== Hiberheim - Into the Castle =========================== Average Enemy Level: 12 Head northwest to where the statues are and you'll trigger 2 fights with Ice Elementals on the bridge. You can also sneak past these fights, but they are easy and the XP is great. The door above is locked, so you need to head north to find a way to open it. Warp to Hiberheim North. At X: 351 Y: 380, you'll see a group of 8 Level 11 Immaculates with 2 wolves guarding a door. You must defeat them to progress. AoEs are crucial here, so use Cursing or Blessing spells and heal frequently. An elemental at your side can help too. You'll be facing a lot of physical attacks so armour potions are good here too. Move inside the forge and talk to the people at the end. =================================== BOSS FIGHT - 4 Enlightened Initiate =================================== Fire does almost nothing here, so stick to other spells. Note that these guys can still be poisoned, so use that to your advantage. They can't be frozen or stunned either. Get the chest on the right side after the fight. You'll also get the spell you need to take down the barrier, so head back to the castle gate. Head in and speak with the boss. ======================== BOSS FIGHT - King Boreas ======================== Level 12 Notice the four statues around the outside of the area. If you destroy them, they will nullify the boss's resistance to that element. If you speak to the boss with one character and then send the other 3 around the room breaking the statues, you'll start with a huge advantage. Boreas will summon Ice Elementals onto the field during his second turn. You're pretty much stuck using either Physical or Poison attacks if you didn't break the statues, as all other elements will only heal him. A few more turns in, he'll summon fire elementals and change the terrain to fire, which you should put out with Rain. Just keep beating on him paying little attention to the summons. In 2 or 3 turns he'll summon Lightning elementals, and then Ice elementals again after that. The pattern will repeat like this forever, so you need to manage the elementals while you whittle down the boss. After the fight, you need to get the blood stone here. From the doorway that's still glowing blue and is locked, look to the right near the green statue, and look on the wall. There is a part you can click on. The answer to its question is "Lurrean." Enter the treasure room, but don't go up the stairs. On the right side, there is a switch all the way at the end on the right-hand side. Flip the hidden switch (you may need to increase your perception via potion/spell). You can now run straight through towards the back gate, which will open. Also of note are the notes concerning Weresheep and Well Teleportation, both of which are side quests you can complete. There's one more secret in here. At the top of the stairs, you can open the chest using a book from Victoria's library in Cyseal. It is a Faerie book bought from her. Additionally, there is a path we skipped earlier for obvious reasons. It was the lava path at X: 254 Y: 149. Hopefully you've found a Tornado scroll or a spellbook, because you have to cast it here. Use the teleporter, and use Tornado a second time inside to clear up the chest area. Use featherfall to send a character over the gate and retrieve the chest, then use the pyramids to join up your party. Anyway, from the fight, you'll get the staff you can use to free the White Witch. Warp back to Hiberheim North, since you need to use the staff at the forge first by dragging it over the forge from your inventory. Warp back to Hiberheim Prison. Use the Fire Rune in front of the witch. You'll need to warp to The End of Time after this. =========================== INTERLUDE - The End of Time =========================== Talk with everyone here to advance the story and check out any new rooms. When you're ready, warp to Silverglen. Take this time to make new weapons and clear out your inventory. ======================== Path to Silverglen Mines ======================== Average Enemy Level: 12 Warp to Silverglen - Cabin of the White Witch. Go north and to the right, passing by the couple and the sick animal, then head south, killing the goblins along the way. You're looking for the mines here, which is just across that broken bridge and a little north, but you'll need to take the long way around. At the fork at X: 310 Y: 104, head east. You'll come upon a camp, where several goblins will ambush you along with Garkulda Nightbringer. Piercing Ice Arrow is a lifesaver here because you're in a narrow area and you can freeze up to 3 enemies at once. They all hit very hard. Just past their camp are two statues. You can head up the hill here and fight 2 Orc Troopers. Take them out with a freezing and poison combination. Past them is a corpse, and straight down the hill and to the right you'll see a chest with a trap guarding it. Carefully take the chest and blow up the mine at a distance. Going across the nearby bridge, you can sneak past the enemy or just kill him quickly. I assume he calls other enemies but I managed to kill him in one turn so it didn't matter. Behind him is the waypoint for Troll King Cave, and a moonstone hides behind that waypoint. Cross the next bridge and take out the Orcs here. Farther on you'll see a camp of sleeping Orcs. To the right, however, is a chest hidden in a bush up the hill. You can choose to ignore them for now or attempt to sneak past them. The rest of the path here is entirely linear and is easy if you ambush small mobs of enemies. Try to separate them and attack them when they're farthest apart and you can usually only fight 1-2 at a time. At one point the path splits - the right side has a chest and a few land mine traps, as well as a pressure plate poison trap. Use any object to disable the poison clouds just ahead as well. Eventually you'll make your way to X: 115 Y: 179, which follows the path down into the mines. ================ Silverglen Mines ================ At the entrance to the mines directly to your left is a "cave-in" that you can attack while holding down control. Go inside and get the huge mineral vein on your right, then the one across from it. Be careful of the vein at the end of the path, because it is Tenebrium Ore, and the character who mines it will get Rot, which can't be cured at the moment. You'll see a bunch of NPCs on the right hand side. Inside, talk to the NPCs, and you can get by without fighting if your charisma is high enough. But, you'll need to destroy the totem, so you'll end up killing them anyway. After the battle, kill the totem to wake the undead. Return to the entrance and talk to the group of NPCs to get the password to progress into the temple. You can advance around the corner, but not too far. Watch out for the death knight that is with the first pack of enemies. He's invulnerable. Just before the death knight is a cell with some goblins. You can pull the nearby lever to free them but you'll have to kill them. If you go back to where you found the first group of NPCs, you can hit the fusebox that will explode inside the cell and probably kill a bunch of them. Take Dreksis's head when you're finished, as it is needed for a quest. You need to sneak past or use an invisibility spell or potion to pass the death knights. You'll need to have one character head towards the second waypoint, then go south and loop the long way around, destroying the fires that are blocking your path. Once you get to the temple gates, say the password and you'll have to outrun some more death knights. Move your characters up the stairs and destroy the chairs and debris in the way. Reach the green portal at the end. If any of your characters die during this chase, just leave them -- in a few minutes, all characters whether dead or alive will be regrouped in a better position. First, head to the library and loot everything along the way. At the end, take the portal to the Director's Office. There you'll find great weapons and lots of notes detailing death knights. You can revive any dead characters here, then go to the crypt. Explore here then talk to the same green portal to go to the entrance hall. Here, go south for a chest, then loop farther south and use the green portal to move outside. You're done here for now. Next we have to go and finish the Immaculate Trials to obtain the Chapel Key. It's a good idea to go back to town and clear out your inventory, as well as return Dreksis's head to Lawrence. ================= Immaculate Trials ================= The entrance is directly north of the mines entrance, at X: 39 Y: 265. You'll loop around to the west, then make your way northeast. The entrance will be marked on your map. Continue down the path here. You'll find there is only one path through this dungeon, so don't worry about getting lost. Head straight through, past the statue, and you'll suddenly get Rot. Keep going forward to the next room. You'll find the first puzzle room, dealing with weights. Keep in mind that you can sort your inventory items by weight. This will help immensely in the next section. There are four pressure plates here. The one closest to you now is the southwestern one. It needs a weight of 5 on it. Any of the empty vases around here will do. If you did it right, you'll see a little *click* on the plate. To the northeast in this same room is another plate. This requires a weight of 2 to be placed on it. I used a magical sword in my inventory, but you can choose however you'd like to add it up. Pass by the flag and into the other half of the room. At the northeast end of this part of the room, the weight must equal 1. If you have a hammer, just use that, but many things could work. Finally, the one to the southwest needs a weight of 7.5. You can use a vase plus some potions, or a few weapons. Enter the now unlocked door to the north and head around the corner. This next room has some levers in the central area. If you look at the western wall, you'll see some strange marks - these correspond to the positions that you must put the levers into. If you keep the camera angle the same between looking at the clues and moving the levers, then the left-most clue is the left-most lever, and so on. The southwest door will unlock allowing you to progress. This next room is large and windy, but you will find a blood shard on a pedestal here. Keep moving up the stairs and you'll see an NPC. If the blood stone did not cure your rot, you have to manually use it from your inventory. Then, talk to the NPC. He will begin to walk away, so QUICKSAVE YOUR GAME HERE. Follow him into the next room for a small fight. It's best to work on Loic first here, because he'll be the most damaging over the long term. Rush him or teleport him to you, then wail on him as much as possible. With him out of the way, this fight is reduced to little more than a standard battle against enemies your level. After the fight, you must pick up the Chapel Key as well as a special amulet. The key will allow you to open the locked trapdoor in the chapel at Silverglen. We're all finished here, so warp back to Silverglen! ============================ Silverglen and Luculla Again ============================ Head to the chapel and open the trapdoor with the key. You'll find 2 blood stones here for any characters who were infected with rot in the mines. Use them, as they will also open up new Homestead areas. There's a portal here. Take it! Now you have access to a huge new part of the map to explore! At X: 338 Y: 321, you'll find the Mysterious Stranger who was outside Cyseal before. He sells a book that increases one of your stats, so buy it before he disappears!! At the northeast part of the map, you'll see a bridge leading to the next area as well as a group of Immaculates. Follow them. You'll come upon a waypoint, Luculla Prison, and other areas. In the prison, you can fight the guards to free the prisoners. The back of the prison also leads to the Immaculate Academy, but you'll have to break down the door. Enter either here or through the front door. You can make short work of them by grouping them together with teleport, then using a poison spell, which will explode with the candles on a desk and wipe out most of the enemies. Either way, the waypoint is just outside down the slope, next to the prison entrance. The Tenebrium Smith's Shop has 2 enemies, but you can't loot anything because you'll get the Rot. That is, however, until you go into the house next door. Kill the elementals and Immaculates and you'll see a book called "How to Handle Tenebrium." You can use it on any one character to allow them to handle and use Tenebrium Ore and weapons. If you have a weapon for the character you chose, give it to them -- Tenebrium weapons are great. Your next destination is the ruins to the west. Take the northwestern path. Att the fork, head right and battle two orcs. Down the stairs at the end of the path, show the Immaculates the amulet you got from Loic to proceed. Inside, you'll have to light all 4 torches to proceed forward. Head down the winding path to reach the back of the cathedral. Head up to the front and you'll face some more monsters. These guys hit like trucks so you need to keep your distance. You'll be killed in just a few turned with their combination of poison and fire. Use Ice spells if possible. Once they're dead, go up and grab the Star Stone, and your Rotted characters will be healed as well. Now's a good time to visit The End of Time to check out new rooms. Before that though, let's finish up here. Facing the front of the room, check in the rubble to your right to find a lever, which opens the altar to a new area. The only objects of note here are the many books on the bookshelves, and you can find regular books, spell scrolls, and skillbooks, so check everywhere. To progress, you'll have to solve a puzzle given in "The Necronomicon of Cooking," found in this room. If you don't have that book, just follow these steps. The first switch is on the landing with the compass. Face the rest of the room, and you'll see it on the base of the railing, dead center (the compass's "West" points right to it). The second switch is found on the small square walls in the center of the room. Go down the right set of stairs from the
compass landing, and approach the central room from the right side.  You'll 
see a large candleholder, which you can move out of the way to reveal the 
second switch.

The third switch is found by heading around the front of this small room, to 
the other side so you are on the western alcoves.  The switch is on the far 
wall in the back alcove, right next to the desk, but closer to the edge of the 
alcove.  Finally, head to the back of the room, past the small central room, 
and find the switch on the left-hand side of the first alcove you come to.  
It's positioned in the alcove the same way as the third switch.  Now you can 
enter the central room.  Save your game and head inside, because there's a 
fight here.

======================================
BOSS FIGHT - Mongoth & Summoned Beasts
======================================

You're immediately surrounded here.  It's good to take out the other mobs here 
first because they hit so hard.  You'll need to make good use of scrolls and 
buff potions to win this one.  I recommend taking out the Void Supplicants 
first, followed by the bigger guys, then finally Mongoth.  Note that the 
Supplicants can be knocked down and are extremely weak to ice.  If you think 
you can take Mongoth out within 2 turns or so with a strong melee fighter, go 
for him first, or if he gets burning or poison on him, add to that with the 
opposite to deal good damage.

If you have any Death Punch Scrolls, they will take a Supplicant down to about 
3% HP.

These guys like to used Bleeding a lot, so if any of your characters have 
Leech, the fight will be much smoother.  A summon here can help take the hits 
off of you as provide some more attack, but not that elementals will probably 
heal the enemy.  You're better off with an undead swordsman-type summon.

This fight might seem insurmountable at first, but if you quick save every 
turn or 2, eventually you'll come out on top.
===========================================================

You'll get a huge amount of great loot for winning, including many magical and 
a few legendary items.  Head inside the small room and take all the spoils.  
Combine Leandra's Blood with the Death Knight Vulnerability Spell you got in 
the mines.  Teach it to someone in your party.  Head to The End of Time and 
talk to the NPCs here to advance the story.  Your next stop is in Hunter's 
Edge, east of the Luculla area.  To get there, Warp to Silverglen - Sacred 
Stone and head south just a bit.  The bridge is to the east.

===========================
Dark Forest / Hunter's Edge
===========================

First thing's first, get the waypoint off to the right side as you enter.  
There's a bridge at X: 120 Y: 41 where you have to help the humans cross the 
bridge.  If you pay their way, you'll get the amulet you need to enter the 
village.  The entrance is the bridge at X: 243 Y: 72.

To the right as you enter you'll see Arhu. Speak to him, then to the other cat 
for a side quest. Past them you'll see the guards of the city.  Show them the 
amulet or talk your way into entering.  Inside Glen's house, you'll get a 
quest for finding the Armory key.  Near the central fountain, you'll talk to 
an undead.  Make your choice to get some experience.  A bit farther south on 
the world map, you'll see the waypoint for this area.  To the east of this 
building here is Stabigg, a vendor.  He stands next to the big building with 
Grutilda, who stands out front.  Talk to her and a guard will walk down to the 
warehouse next to you.  Head inside and talk/loot.  Jarhl is now sitting to 
the left of the entrance, so make sure you talk with him.

You have to catch the mice here, so use a piece of cheese you can buy at 
Cyseal.  But combine it with a poison flask to kill them!  Place it near one 
of the clickable mouse holes in the town (there's on around the corner from 
the waypoint).  You can kill the king mouse (he summons a cat ghost), or talk 
to him to get you to kill the cat instead.  It's better to talk with him than 
kill him, but the choice is yours.

Talk to him with a Pet Pal character, and he'll go to the tavern cellar.  He 
also sell some awesome gear.  Go to the Tavern next and talk to the warrior 
standing by the armory.  He'll give you the key.  The only thing inside is a 
chest for now.  Go to the Tavern near this building and talk with Hershel on 
the main floor, then win at a RPS game against him to learn the real key is 
downstairs in the cellar, in the southeast small room of the tavern.  Go down 
there and also speak with the Rat King.  Click on the Rat Palace on the column 
in the largest room to talk with him.  Anyway, open the chest, but watch out 
because it explodes.  Grab the key from within, then talk to Grutilda 
upstairs.  If you talk to Hershel again you'll have to fight him.

If you killed the rat king, return to the cat near the fountain and you'll get 
the location of the refugees.  If you didn't kill the Rat King, talk to Jarhl, 
then to the mountain warrior standing by the hatch on the other side of the 
room.  Go into this cellar and into the room behind the stairs.  You can 
charisma the orcs out of here or just kill them.  Talk to Nolan, and a fight 
will begin anyway.  You can get the key once they're dead.  If Nolan died, you 
have no other choice but to kill the Rat King.  If he didn't die, talk to the 
other prisoners, then go to the farthest cell with the lone enemy.  Hit the 
switch on the wall in the back left corner to open a passageway.

Up ahead you'll have to fight 5 mushrooms and 2 spore-infected guards.  You 
need to use rain here, because the mushrooms are healed by all elements and 
will explode if attacked.  If you use Rain, like exploskeletons, they can't 
explode.  Beat down on them with physical attacks only, and summon an undead 
swordsman to soak up all their poison attacks, since it will deal no damage.  
Enter the cave at the end of the tunnel.  Go talk to Nolan again to allow you 
to proceed.

Next, head towards the southeastern part of town where it's not so gloomy.  
Inspect the 4 beehives behind the only building here to get the key.  Now 
return to the darker part of town, and look on your map to see the hidden 
cellar: head here now.  There's a boulder you can destroy, then go down the 
trapdoor.  Talk to the NPCs, then enter the green mirror.

You can use tornado on the electric cloud to get up the stairs, and avoid the 
fireballs. Go into the left room and light all 4 candles, then take the mirror 
to the next room over.  Pull the level to disable the doors and trap. Go into 
the larger room to get the waypoint and pull another lever to get some 
experience and fully disable the house.  Don't forget to grab the amulet next 
to his personal waypoint.  Go back down and leave through the mirror.  Tell 
the refugees that it's safe to go.  Leave the hidden cellar to the map.

Before the next area, I strongly recommend you getting a hold of "nullify 
resistances," a Man-at-war skill.  The next few fights are a pain if you don't 
have that to use. 

==============
Phantom Forest
==============

Next, warp to Phantom Forest and head back towards the town, but you'll see a 
giant hollowed-out tree.  Go through this with the character holding the 
amulet ONLY, and enter the forest.

Head straight forward from the entrance to the unpoisoned ground area and call 
your team with your pyramids.  Fight the group to the north.  The knight here 
has insane resistance to almost every element, and this fight will take 
forever if you don't have hints or Loremaster L. 5. He is weak only to 
crushing and strongly resistant to everything else.  This is why Nullify 
Resistance is crucial to winning this fight (if not, expecting a 30-45 minute 
boring battle).

Past this group, you'll see a group of ghosts. This will also be a tough fight 
because you'll face 8 enemies at once.  Consider doing some side quests now if 
you think gaining a level will help you out, as it did for me.

North of this battle area is a large tree with a victim stuck inside of it. 
Talk to her.  Then follow the compass North until you enter a hidden area with 
bodies everywhere.  Talk to Cassandra.  You must now kill Arhu.  Before you 
go, head out of Cassandra's path and head southeast to find a waypoint for 
easy returning.  Return to Cyseal and finish the job there.

Since it's such a tough battle, you're probably better off killing Cassandra 
instead, but it's a longer quest.  Go to the Titan Head at X:136 Y: 202 in the 
Forest, and speak to it with the character holding "Titan Dictionary" (in the 
Wizard's house on the 2nd floor.  Search thoroughly for books as it doesn't 
show up holding down the ALT key).  Next stop is the Temple of the Dead.  It's 
just southwest of you, and marked on your map.  You'll see those stone 
sentinels from before.  Use the Death Knight Bane spell to destroy them 
instantly.  You'll want to go to the raised platform with the lever that 
corresponds to the diamond marker on the minimap.  Have one character with a 
pyramid stand separate from the party, and then kill that lone party member on 
the platform.  Make sure it's one of your 2 main characters, not a companion, 
so you don't lose attitude points.  When they're dead flip the switch, then 
use your pyramid to teleport to them.  Enter the cave here.

Inside, head across the narrow bridge and then northeast to the dead end.  
Next to you is a skull.  Click on it to lower the bridge.  Move forward and 
repeat the process with a 2nd bridge, which then summons some wolves.  A good 
strategy is to use Rain then beat down on one of them at a time, and since 
there are only 4 it won't be too hard.

Go past them and notice two paths, each with smoke.  Go through the north 
path, placing barrels on each pressure pad if needed, or just run along one 
edge.  Move forward into a hallway, where a desk at the end holds lots good 
loot.  Retreat back to the fork with the smoke, and take the other smoky path. 
 At the end, there is a door on the left that you can simply walk through.  In 
here you'll find Cassandra's grave, so dig up her bones.  Grab the key off of 
the body, then burn the bones with a fire spell.  You can now return to her in 
the forest and kill her.  Note that there is a blood stone directly behind her 
grave, in the eye of the giant stone head.  Head to Phantom Forest North.

Meet up with Cassandra and you'll have some undead to deal with, as she 
summons 5 more minions.  

======================
BOSS FIGHT - Cassandra
======================
HP: 2779
Weak to: Earth (30% resist)

Use fire spells or earth if possible, or Rain + electric spells, grouping 
enemies together.  The headless corpse can be taken out with 2 or 3 good 
electric attacks.  Cassandra herself is strong, so it's a good idea to take 
her out of the fight somehow, either by teleporting her far away, stunning, or 
whatever method you prefer.  Crushing Fist on a melee character has a very 
good chance to knock down Cassandra and any of the minions, so make good use 
of that.  If you can keep Cassandra permanently unable to act, she won't 
summon more minions.  If you're having trouble doing this, consider using the 
Lava scroll spell, or just rushing her during the first few turns.

=========
Interlude
=========

After defeating her, you'll get the spell you need for the forge.  Now's a 
good time to do "Closing the Rift" if you got this quest already, which you 
should have upon entering the forest or through another method.  Head back to 
Silverglen and go up, through the desert, and to the lava area to the 
northeast.  You need to reach the teleport at X: 38 Y: 435, until you see the 
group of Void Rams.  You need to sneak past here without fighting!  Use 
invisible or a potion, then go past them towards the blood stone at X: 97 Y: 
484. You need to break it using a Tenebrium weapon, and then the Homestead 
will be safe again, and you can resume using Blood Stones to open up new 
areas.  Warp to Phantom Forest once more.

===============
Into the Temple
===============

We didn't get the waypoint on the way here, so let's get that now.  It's 
already marked on your map, so head there first.  We need to enter the Source 
Temple now. There's more to do in the Forest, so warp back to Phantom Forest 
North.  You need to go to X: 171 Y 108 to find Greal, the elemental.  Talk to 
him/her.  Turn around and run from Greal towards the east part of the forest, 
labeled on the map as "Abandoned Shack."  As you head there you'll find 
several paths being patrolled by Death Knights.  Take the one that has stone 
steps leading down and use Death Knight Bane to defeat them. 

It will take some time and some fighting but you will get to the shack.  Your 
next stop is through the trapdoor in the bedroom.  Talk to Balberith, and the 
fight begins!

======================
BOSS FIGHT - Balberith
======================

First thing's first here.  You need to take out the feared souls first, 
because they heal the boss.  Work on crowd controlling and whittling down the 
other bigs mobs (not the boss though), and take out the souls one by one.  The 
problem is they're fully resistant to all magic, but only weakly to physical 
attacks.  You're going to make good use of Nullify Resistances here, I 
guarantee it.   The cyclops should be easiest to kill, and then you'll finish 
off the ghosts.  After this, just keep any new summons at bay by killing them 
ASAP, and then nullify the resists of the boss.  It will be a long fight, but 
it won't be super challenging.
===========================================================

Grab the Key that the boss drops and open the central cage, then talk to the 
elemental there.  Now we can finally get into the Source Temple, but we'll 
have to fight 3 bosses along the way.  Gear up as much as you can then head 
out of the shack the way you came in.  Head along the path west from the 
waypoint, up the stairs, then turn around and head towards those ruins at X: 
227 Y: 217.  Here you'll fight the first boss.

==============================
BOSS 1 - Kalgruda Cloudpiercer
==============================

You want to get rid of her first and fast.  Drag her over with teleport then 
lower her resists and hack away with melee.  Once she's gone, the rest of the 
group goes down pretty fast.  Location matters here, so stay back and try to 
separate her from the group.
===========================================================

Up ahead there's a lone death knight.  Just after is another boss.

====================
BOSS 2 - Zuridraskaz
====================
HP: 1661	
Healed by all magics
Moderately resistant to all physical

Unless you can nullify resists, only your melee and ranged can really harm the 
boss.  It's better to focus on the enemy support here, because the boss will 
be healed and the spells cast on you will make it really tough.  Work on the 
shaman and spellcasters since they're weakest, then the sentinels, and finally 
wail on the boss.  Another long boss fight but it's actually easier than the 
last one.
===========================================================

Once again, get the loot, save, then take a few more steps forward for the 
final boss.

=================================
BOSS 3 - Death Knight and Minions
=================================

Kill the spellcasters first, as usual.  Try to hold off the death knight while 
you kill the rest of the enemies, and definitely work on the priest, who 
resurrected a guy I killed on turn one during his second turn.  Thanks.

Spend the first turn buffing your guys. Potions, scrolls, haste, fortify, 
whatever.  A summon between you and the death knight will take the edge off 
(Undead Decapitator is the summon of choice for me).   If the big death knight 
gets near you, push it away with featherfoot or teleport.

Finally, you'll be all alone with the big death knight.  Keep away from him, 
summon a monster to take all of your hits, then don't hold back.  You'll need 
every trick you can think of to get through it.  You'll get a whopping 57,000 
experience for killing this guy.
===========================================================

Down the stairs from this circular stone in the middle of the battlefield is 
the Temple entrance.  Open it with the character holding the rune, then go 
inside to get a waypoint.
===========================================================

=============
Source Temple
=============

Head down the stairs to the big cracked rock on the left side.  To the right 
of the rock is one of those tiny little switches.  Hit it and the path will 
open.  At the end is a talking door.

NOTE: If the door does not let you pass, it means you have 1 or more 
Star/Blood Stones to collect in the game, and you cannot pass.  Go back and do 
the correct quest to get the stone.  You don't need to get every single one, I 
believe, but most of them.  If you need Blood Stone locations, see the "Blood 
Stone Locations" (BLSLO)

Everything in here is locked, so we need to solve a puzzle.  The big head 
looking at you when you enter has a little floor switch in front of it.  Step 
on it, then run off it to open the door on your right.  In the next little 
room, do the same, then enter the door on the left.  In this very small room, 
DO NOT step on the switch, as it is a trap.  Instead, hit the little switch on 
the wall next to the door straight across from where you entered.

Head down the steps to the bridge.  You need to throw a pyramid over the gap 
then teleport to it.  Open the wooden door at the end, and then you have to 
warp to "Source Temple Vault" because you can't just walk in due to the 
rubble.  Once inside, destroy the statue on the left (it may be random, but 
the right statue was incorrect for me).  Now, throw one of your pyramids 
through the gate to your left (it worked the most easily on the gate farther 
from the statues for me).  Teleport to it.  Go through the green teleporter.  
Grab the Earth Gate key right in front of you, then warp out to "Source Temple 
Central Room."

Go up the stairs closest to the waypoint, then through the door (it was 
glitched for me, it said "locked" but if I clicked past it into the room, I 
could pass), then use the earth gate key.  In the next room, do not go near 
the statue.  Use the Death Knight Bane spell and then kill it to pass.  Repeat 
once more.  Do not step on the floor switches until you reach the end, then 
run over, off the switch, and into the room in one smooth motion, as it will 
set off flaming traps that you will get killed from if you stand still.  
Inside, destroy the (at least for me) left statue.  Go back to the central 
room once more.

Enter the room on the right again by standing on the floor switch facing the 
big head in the center of the floor.  Drop a teleporter pyramid in this next 
room.  Stand on the switch, then go left into the smaller room from before.  
Stand on the switch in this room, then quickly use the pyramids to teleport to 
the now unlocked Air door area.  Go forward until you get to the room with the 
orange trapdoors.  

It's worth exploring every possible room become most have good loot.  If you 
start from the trapdoor on the far right as you enter the room, you'll come 
upon the Purple Room Chest Key after the 3rd or 4th hatch.  You'll end up in a 
central room with a gate.  Make sure you're at the right one: press B to make 
an overhead view.  Are you at coordinates X: 186 Y: 216?  Good!   So toss a 
pyramid through the and teleport there.  A character with good perception will 
spot a switch one tile to the left of the trapdoor at around eye level.  Hit 
it and go through the door.  Use the trapdoor and a huge boomy musical cue 
will tell you that you did it right!!  Up ahead, attack one of the statues (it 
has to be a main character).  It was the right statue for me this time.  To 
the left of the two statues is another green teleporter.  Go through it.  If 
the door is opened for you, great; it wasn't for me, and I warped back to the 
main hall.  

Now, grab the three books that surround the big head in the main area here.

Now go all the way up the northwestern-most stairs where the circle of candles 
is.  The three books give us hints on how to light candles.  Have one 
separated character light all the outer candles only and wait a few seconds.  
You'll see a flash of lightning and a journal update.  This time, only light 
the center candle.  Wait a few seconds until you see the lightning flash 
again.  Finally, light any three candles, then wait.  The bookcase next to you 
will slide open.  Go aaaaaallllll the way down the long hall to find Zandalor 
at the end.  Talk with him.

Now we can go to The End of Time for a new area.  Follow Zixzax up the long 
flight of stairs.  

THIS IS THE POINT OF NO RETURN! Make sure you have everything you need to 
finish the game, and make a save file too.  

============
First Garden
============

Go up the stairs and make a choice during the conversation.  If you side with 
Icara, you won't have to do as much fighting.  Follow the super long path all 
the way around and your game will autosave.  Get ready for a fight!

==========================
BOSS - The Trife + Minions
==========================
HP: 2912
Fully resistant to air, moderately resistant to all other magics
Minions weak to fire, water, earth

Both of his minions are very weak to fire, so use it as much as you can.  The 
Trife is really only susceptible to physical damage, so you should use Nullify 
Resistances to be able to damage him with many kinds of spells.  Take out the 
minions first.  Astarte will help you out here greatly.

He'll continue to summon more minions as the fight goes on, but they're easily 
taken out again.  Just keep his resistance low and the fight will go by with 
no problems.
===========================================================

Stand away from the chest and Astarte!  This is the final part of the game.  
Make all necessary preparations in the area where you came in, then go towards 
Astarte.  The final fight begins now!

========================
FINAL BOSS - Void Dragon
========================
HP: 8160
Moderately resistant to all magics 
Weak to Tenebrium
Minions weak to fire, water, earth

You need a solid battle plan here.  Having a summon up is almost a necessity, 
because the boss will do 450-500 damage per swing.  It's important to have a 
tank to eat up his attacks.  

Special note: If Astarte dies during the fight, you will lose as if your party 
had died (but you get to see an amazingly awesome cutscene, so it's worth 
seeing at least once, seriously, it's mind-blowing). Keep her alive at all 
costs as if she were a primary party member.

Try to get the dragon attacking a very buffed melee character (I used Madora, 
buffed her with Constitution potions, and had her heal herself with Cure 
Wounds).  The rest of your party should focus on controlling his minions and 
debuffing him.  His minions will die in just a few strong attacks, so they're 
not really worth debuffing.  Any time you can, move near the dragon and use 
"Nullify Resistance," then unleash on him.  Use all your most powerful spell 
scrolls and such here.  This fight can easily last over a half hour because of 
the huge amount of HP the boss has, and he's no pushover to begin with.  
Frequently quicksave and you won't be caught off-guard.  

If you want the easy way out, just use the lava scroll on the final boss to 
one-shot him.

Once he's dead, you've finished this amazing game.  Sit back and enjoy the 
credits!
===========================================================

***********************************************************

=========================================
Spoiler-free/Bulleted Walkthrough (SPFWT)
=========================================

Outside Cyseal:

• Customize your characters.
• Move forward around the corner to the stairs.
• Fight the enemies.
• Move forward to the bridge with guards.
• Loop around to the battlefield.
• Enter Cyseal from the bridge/speak to Arhu

Cyseal:

• Talk to Aureus at Legionnaire HQ 1F.
• Go to the Tavern and talk to the guard at the crime scene.
• Open the door/enter the crime scene.
• Talk to Zixax, look through the telescope.
• Enter the portal, talk with Weaver of Time.
• Warp to Cyseal.
• Use the teleport pyramid/grab the second one.
• Open the chest at the crime scene.
• Talk to Esmerelda, take the key on 2F of her shop.
• Enter locked door on 1F, find trapdoor.
• Find hidden switch and evidence.
• Talk to Esmerelda.
• Go to Thelyron's, talk to him.
• Grab Evelyn's bag and key.
• Grab the reveal spell at Evelyn's house.

Secret Lair:

• Enter the lair at X: 272 Y: 370 using the reveal spell.
• Get key and unlock door.
• Fight cultists, open side door.
• Fight Evelyn, talk to Jake.
• Enter Luculla from X: 314 Y: 437 on Cyseal map.

Luculla:

• Head east to the White Witch's house. Talk to the mushroom.
• Fight enemies at X: 232 Y: 123. Go up the hill to the left.
• Get the barrier spell.
• Use the barrier spell, enter the witch's house.
• Take the portal.
• Hit hidden switch in NW corner.
• Explore until you reach a boss fight.
• Get Rift Scroll. Enter water and use the scroll.

Hiberheim:

• Stand on the pressure plate at the western path.
• Send the other party members through. Fight enemies.
• Dig at X: 279 Y: 28, use at X: 262 Y: 21. Leave.
• Dig up the Prison entrance near castle.
• Enter and proceed down the path. Climb ladder.
• Dig at eastern corner of cell. Walk out. 
• Destroy Iron Maiden.
• sneak past Sentinels. Move forward.
• Approach the White Witch.

• Fight at X: 351 Y: 380 on Hiberheim map.
• Enter forge and talk to NPCs at the end.
• Loot barrier removal spell.

• Enter Hiberheim Castle.
• Defeat King Boreas.
• Combine Staff with forge. Get Fire Rune.
• Use Rune at White Witch.

*To be concluded next update* 


=============================
BLOOD STONE LOCATIONS (BLSLO)
=============================

1. Thelyron's Place OR Crime Scene at Tavern (whichever you go to first)
2. Go to the other place mentioned above.
3. Cyseal, Abandoned Church, looted from Braccus Rex
4. Cyseal, northeastern lava flows area of map near transition to Luculla map
5. The treasure room of King Boreas
6. Silverglen, Immaculate Trials area
7. Hiberheim Prison, hiding inside an iron maiden (can be attacked)
8. Black Cove, in a chest following the fight with Pontius
9. Silverglen, Cellar underneath the chapel 
10. Same as above.
11. Central Silverglen, Goblin Village, Totem
12. Hunter's Edge, Knight's Tomb near Wizard's house
13. Maradino's Lair, Use the book titled "Book."
14. Cassandra's Grave, inside the statue
15. Source Temple, hiding behind a teleportation mirror, requires digging
16. Silverglen, Immaculate Trials area (where Cassandra's Blood was obtained)

***********************************************************

============================
SIDEQUESTS IN CYSEAL (SQCYS)
============================

=================
Warming the Crowd
=================

At the very southern point of Cyseal City, you'll see a bunch of flags, 
chairs, and festival decorations.  There are two stages across from each other 
here, and one has no audience members watching.  Talk to Cedric, the lonely 
entertainer here, and he'll ask you about Reginald's act, which is drawing in 
all the people.  Turn around and go to Reginald.  You'll notice the overly 
excited audience member here, Gallagher.  After talking to him, you'll learn 
he was paid to pretend to enjoy Reginald's show.  

Head back to Cedric and tell him about this, and you'll then have to go back 
to Gallagher and get him to go to Cedric's stage instead.  This will involve a 
game of RPS, so get your charima stat high!  Once this is done, the crowd will 
leave and Reginald will follow them, leaving his stand all alone and 
completing the quest.

The head sitting atop the stage can talk to you, but you can only take it from 
the stage once you've talked to Nick and his daughter in Black Cove (see quest 
"Headless Nick.")  

===================
The Wishing Brother
===================

Outside Cyseal at X: 433 Y: 316, you'll come upon a well.  His brother was 
taken by a king.  He can teleport you to that location, so talk to his brother 
there and break the chest in the northwest corner to get some loot and the 
Royal Guard Talisman. You can't complete this quest until you arrive at 
Hiberheim in the story, so hold off if needed.

Once you kill King Boreas as part of the story, access his treasure room for 
the scroll you need.  When you have it, use the well in Cyseal to teleport 
back to Hiberheim, and have one of your 2 main characters read the Well 
Teleportation Scroll in front of this well.  Now go back to Cyseal and talk to 
them at that same location to finish the quest.  You can give them money to 
make a wish, but I'm not certain that it actually does anything :-p

==================
Elf-Orc Blood Feud
==================

You'll meet Eglandaer on the raised path behind the Morgue, at X: 212 Y: 204.  
He'll ask you to meet him at the inn for an offer.  Go to the middle room on 
the second floor of the inn and he'll ask you to kill Victoria at the Town 
Hall.  You can either 1) Kill him, 2) Kill Victoria, or 3) Go talk to Victoria 
and she'll give you the amulet. Show it to Eglandaer as "proof."  

==========================
The Jumping Treasure Chest
==========================

X: 229 Y: 350

As you approach this chest, you'll see it's on fire.  Use Rain to put out the 
fire and the chest will start to run away.  Follow it down the hill and you'll 
end up right next to an Exploskeleton.  If you have teleport, simply teleport 
the monster away from you and it will explode, or move all your characters 
before attacking with fire.  You'll probably find some skillbooks inside the 
chest afterward.

========================
Cyseal Digging Treasures
========================

Grab a shovel and seek out buried treasure!  Just go to the following spots on 
the map and dig to find awesome loot!

X: 179 Y: 323
* Note the hidden area to the east of this spot where you'll find the treasure 
box detailed above.

X: 80 Y: 145 - Just inside the lower fence.

X: 503 Y: 166 - Extreme corner of the map.

================
The Scaredy Pact
================

At coordinates X:35 and Y 102, you'll find Mallius and Lucia standing by the 
cliff.  Talk to them to learn about the lighthouse up ahead.  Head southeast 
looting the drudanae on the side nearest the cliff, then climb the stairs.  At 
the landing you can find penny bun mushrooms on the right-hand side.  Move 
farther up to start a boss battle.

==================================================
BOSS BATTLE - The Ghoul-that-guards-the-lighthouse
==================================================
Loot: Clobbering Time (1H Weapon)

You'll be fighting six enemies here, but you can electrify the water 
immediately in front of you to cause more damage.  If you have teleportation, 
now is a good time to grab the exploskeleton and send him into a cluster of 
enemies, which can damage them severely.  You can also wait until the 
exploskeleton is near a group and use a fire or lightning skill to detonate it.

Alternatively, start the battle by breaking the oil barrels at the base of the 
lighthouse, then igniting them (in one step, attack them with a fire arrow or 
flare spell).  Use Chill throughout the battle to freeze enemies, since it is 
probably raining.  Get rid of the exploskeleton first, then clean up any 
wolves and archers, then focus on the boss.

The boss will summon more monsters periodically, so use crowd controlling on 
him.  If there is a poison cloud or fire nearby, ignite using a fire attack or 
spread with oil spells, respectively.

The boss is not difficult but will take a little time to kill.  
===========================================================

You'll likely find a skillbook on the far crate, around the other side of the 
lighthouse.  There is a treasure chest out towards the cliffs opposite the 
entryway to the lighthouse.  Enter the lighthouse and speak with the Rat, if 
you wish, then enter the trapdoor.

There is an unlocked chest and an NPC down here.  Talk to him to start "Lost 
Love at the Lighthouse."  At the far northern corner on the middle shelf, 
you'll find a Ruby.  You may loot a magical item from the skeleton lying down 
in front of the desk.  Your work here is done, so return to Lucia and Mallius. 
 Choose either to tell them what you saw, or to go in themselves.  Either way, 
return to Aureus to turn in the quest.  Note that there is a locked chest 
behind them, so break or pick the lock.

When you return to Aureus, you can choose to tell him either you or the two 
soldiers were responsible for the mission.  If you lie and say they did it, 
you'll gain reputation and considerate + 1.

===========================
Lost Love at the Lighthouse
===========================

You must do the above quest before starting this one.  You can activate it by 
talking to the ghost in the cellar of the lighthouse.  

To finish the quest, you'll need to go to a part of the map of Cyseal that 
covers "Crabs Versus Skeletons," (see the next quest below) so check that out 
as well.  

You must have defeated the giant spider at the end of that side quest line.  
Once you do, continue farther down into the area and you'll meet the ghost 
lover of the one at the lighthouse.  You can tell her about him, and then you 
should return to the lighthouse cellar.  There you make one final choice, then 
quest is completed.

======================
Crabs Versus Skeletons
======================

Note: This quest allows you to complete "Headless Nick" as well as "Kitty 
Love" (see the following quests below).

Southwest of Cyseal, head to the extreme northwestern point of the beach, 
which is slightly below the lighthouse on your map.  You'll have to defeat 
some enemies, but you'll see a cave entrance there.  This quest is initiated 
just by exploring this area, which is known as Black Cove.  To get to the 
second level of the dungeon, you'll have to get past a giant enemy crab, who 
does massive damage but can't touch you if you're nimble and have good spells. 
 

Inside the "house" area, you'll come across a room with furniture and a 
painting on the wall.  Either click the painting, or destroy it, to reveal a 
hidden switch that shows you a nearby trapdoor.  

Continue forward, taking a right at the fork, and you'll end up in a wide open 
area with many switches on the floor facing a giant skull.  Each switch has an 
interesting name, but most of them harm you in some way.  There is only one 
real switch, which can be found by facing the currently locked passage that 
you want to go through (the huge skull), then going east down the stairs 
towards the water.  Curve around the stairs to the right where there are some 
green plants.  The Blood-Stained Switch is hidden among the bushes in that 
corner.  

Once the passage is opened, progress forward and you'll encounter Pontius, the 
boss.  You should focus on him, as he will just keep summoning minions if they 
are killed.  However, he drops lots of good loot, including several items that 
allow us to finish other quests.  Now that the boss is dead, you should have 
at least two new keys to use.  Most importantly, there is a blood stone in the 
chest on the pirate ship nearby, so don't forget it! 

You will also have just looted a key which opens another locked area (just 
look at the map for the darkened southeastern area near the beginning of the 
dungeon.  It's where the path initially splits, when you go left down the 
stairs, except now you can unlock the gate to the right of the fighting orcs 
and skeletons), and you can approach the big black gate to unlock it.  
Continue forward and you'll come upon a gigantic spider/crab boss.  It helps 
to spread out, because he uses a water-based AoE attack.  However, the fight 
isn't too difficult, and if you just use your strongest attacks and heal when 
needed, you won't have any issues. The boss drops the collar you need for 
"Kitty Love."  On the shore here, you will find the ghost lover  you need for 
"Lost Love at the Lighthouse." Make sure to talk to her to continue that quest 
line, and see the relevant quest section for more.

=============
Headless Nick
=============

Note: This quest requires "Warming the Crowd" in Cyseal to be completed first.

In the same area as the above quest, you'll find a key in the central room 
with the furniture and hidden painting switch.  This key opens up the only 
place on that map you haven't explored yet.  This new area has a few chests 
but is mostly just full of traps, so use fire spells to get rid of poisons, or 
featherfoot and teleport (or throw your pyramids) to get past the majority of 
them.  Keep an eye out for the exploding land mine traps, which are plentiful 
here.  It's easier to shoot fire at them, or just click the mouse past them 
and they shouldn't detonate.  Anyway, the path is pretty linear, and you'll 
encounter an interesting battle that I won't spoil for you :-)  Needless to 
say, you should cast rain quickly if you're not in a good position, but if 
you're far enough away, just use fire to end the thing quickly

Past this point you'll find a series of docks in the water.  There are two 
NPCs on the dock, and talking with them tasks you with finding Nick's head.  
You should go back to Cyseal and grab the head from the entertainment area 
after talking with it.  Go back to Black Cove and give Nick his head back.  
The quest will now be complete.

==========
Kitty Love
==========

Note: To complete this quest, you need one character with the talent "Pet 
Pal," and you will need to complete "Crabs Versus Skeletons" before or at the 
same time as this quest.  

In the King Crab Tavern, speak to Sam the cat on the first floor to learn 
about another cat who lives with Cecil at the Town Hall.  Sam will have you go 
over and talk to her.  Leave the Tavern and head right across to Town Hall, 
then talk to this second cat.  Report back to Sam with what she told you, and 
you will have to go get a fancy collar for him.

Now you must complete "Crabs Versus Skeletons" to get the black gate key that 
leads you down to the giant spider boss.  The boss will drop the collar.  Go 
back to Sam and speak to him with the character that has Pet Pal and also has 
the collar in their inventory.  Return to Sam, and he will run over to Town 
Hall.  Follow him and talk to the couple once more to complete the quest.

=====================
The Elemental Pillars
=====================

At X: 151 Y: 288 in Cyseal, you'll fight a pack of zombies, and you'll also 
see a trapdoor.  Go down the trapdoor to see four pillars with a cryptic hint 
written on a tombstone.  the other trapdoor is just north of you, where a few 
fire-based enemies are walking around at X: 114 Y: 295.  Separate your party 
into 2 groups and go to both sets of pillars.

The order is water, earth, air, then fire for the second room listed in the 
above paragraph.  In the room at the first set of coordinates, the order is 
earth, water, air, then fire.  Switch to one party and push these 4 buttons in 
sequence, then switch to the other party to engage in a battle with a 
"Mysterious Stranger."  They're not easily stunned or knocked down, so your 
best strategy is simply to save up one turn's worth of AP and then unleash it 
all on a second turn.  This is especially true because they love to use 
potions if you've damaged them a bit.

Once he or she is defeated, switch to your other party and use the other 
sequence in that room, and then switch characters again for another battle.  
In both cases, grab the loot they drop.  You'll notice that a new trapdoor has 
now appeared in each of the two areas, nears the pillars.  Send each party 
down their respective trapdoors, and place the pendants each enemy dropped on 
the pedestals at the end of the paths, in front of the big blue doors.  Your 
party can now rejoin. 

The best part is that you will find some ridiculously good treasure, including 
a few legendary items and several skill books.  Once you've gotten the chests, 
you're done here, so either walk or teleport out.

===================
The Talking Statues
===================

Enter the cave directly northeast of Cyseal, going as far as you can towards 
the mountain.  Once you exit the Rank Tunnel (taking care of the robot quest 
in the process), head to X: 36 Y: 400, which is at the far Northern point on 
the map of Cyseal.  Here you'll encounter four giant statues that you can talk 
to.  Notice how they each have an element on them.  You must attack each 
statue with the element they have on them, and you'll fight a battle after 
each statue is attacked. 

FIGHT 1 - LESSER FIRE DEMON - SOUTHEAST STATUE (fire)
Use elements opposite to fire, such as rain and ice.  Try to spread your 
characters out as he does a wide AoE fireball attack.

FIGHT 2 - LESSER WATER DEMON - SOUTHEAST STATUE (water)
Again, try the opposite element.  Fire works great here.

FIGHT 3 - LESSER EARTH DEMON - NORTHWEST STATUE (poison/earth)
Same idea here.

FIGHT 4 - LESSER AIR DEMON - NORTHEAST STATUE (air/electricity)
Same idea here as well.

Make sure to grab the key from the torch, then head into the cave to the 
north.  The NPCs here have a ton of great gear and spells to buy, so clean up 
your inventory while you're at it.  There's also a lot of loot here.  You're 
all finished with this quest line now.

====================
The Abandoned Church
====================
Average Enemy Level: 8
Loot: Blood Stone/Inert Stone

Before beginning this chest, you must have Evelyn's Amulet.  Make sure you've 
passed the point in the story where you enter her secret lair and grabbed her 
amulet.

Leave Cyseal from the east and head south.  You'll come upon a hut up the path 
from X: 465 Y 301.  Loot it and head north to the a church.  There are 5 metal 
chests you can dig up and a number of items.  You'll encounter the madman who 
summons 10-15 exploding monsters.  Use teleport or run away and attack with 
magic to defeat them.  You can also use rain to cancel out their exploding 
effect and then take them down once your position is better.  

At X:465 Y: 424, you'll encounter the group of ghosts you need to advance the 
quest.  Speak with Ebenezer to learn about his cat, who resides at the Tavern 
in Cyseal.  Talk and trade with them, as one might carry a stat point book.  
Grab the waypoint just southeast of the ghosts, then continue digging up 
graves.  You'll encounter a group of enemies at X: 479 Y: 380, which are 
easily dealt with using the ooze barrels and poison terrain.

Upon digging up the 5th chest, you'll receive a lot of awesome rare gear.  
You'll approach the church by going all the way around from the 8 o'clock 
position to the 3 o'clock position on the map (around the stone that encircle 
the giant cross).  You must play rock-paper-scissors with the guards to enter. 
 Inside, you'll find a group of enemies.  Get a jump on them by laying down 
Midnight Oil and lighting it on fire.

Just past the intersection on the right hand wall, you'll see a painting with 
a secret switch behind it.  You'll need to hit all 4 to open the hatch.  
Another switch is directly across from you.  The final 2 are at the "arms" of 
the cross (extreme west and east).  Use the church gate key from the enemies 
here to open the final path to the western arm.  Grab the key here as well, 
then enter the newly-opened tomb.

You'll need to use Evelyn's Amulet here on the control panel to open the way.  
Inside you'll find Thelyron. After the conversation, move forward for a boss 
battle.

=========================
BOSS BATTLE - Braccus Rex 
=========================
Boss level: 8
Immune: Warm, Burning, Frozen, Bleeding
Healed by Fire
Loot: Braccus's Key, Inert Stone

You'll fight Braccus and 3 summoned monsters.  They are susceptible to chill 
and freezing, and teleport will do well here.  Consider using defensive skills 
like Fortify.  Before the fight, you'll want to use poison or fire resist 
potions or scrolls or else you'll spend every turn healing all your characters.

The fight will begin with you being attacked by the boss, so you'll start off 
at a disadvantage.  Change your positioning and heal ASAP with huge healing 
potions or Cure Wounds.  Use as much water and ice magic as you can here, 
because fire will only heal them. Teleport and Featherfall can save your life 
here.

Twins-by-Fire-Joined can be knocked down, and you should retreat and separate 
your group to avoid the AoE attacks.  You won't be able to freeze or poison, 
but knockdown, burning, and chill all are effective.  

Once you've won the battle, you can use Braccus's key to open the chest to the 
west.  The one on the right, however, needs a magical unlock scroll.  For the 
time being, drag the chest into your inventory and keep it, or send it to the 
homestead if you've unlocked this option.  You'll find one guaranteed magical 
unlock scroll in Arhu's Study in Cyseal.

You'll also get another Inert Stone, so take it to The End of Time to unlock 
another room in the Homestead.
===========================================================

Quests to be added in next update: 

Kitty Love
Crabs Versus Skeletons
Smaller remaining quests

***********************************************************

===============================================
SIDE QUESTS IN SILVERGLEN AND HIBERHEIM (SQSLV)
===============================================

==================
The Troll's Bounty
==================
Average Enemy Level: 14

To start this quest, talk to Brandon in front of the Tavern in Silverglen.  
You'll get a quest where you steal the Troll King's Treasure.  From the 
Silverglen waypoint, head north and around the town, then cross the bridges 
until you reach the desert at X: 55 Y 195.  Defeat the group of spiders to the 
east, or sneak past them.  You'll have slow status whenever you're walking 
around here so battles will be difficult.  Head towards X: 144 Y: 238 and 
speak with Frederick.  You'll need to go up the hill behind him and search 
near the tree for a hidden trapdoor.  While you're close, head to the Goblin 
Village.  You can just get the waypoint, or you can talk and trade, sneak down 
into the trap door and kill the leader.  Either way, get the nearby waypoint.  
Then go into the trapdoor above Frederick.  Go west from the entrance to find 
a chest, then take the other path.

Up the stairs, head north (left for your characters) and clear out the rooms.  
Next, head northeast to where the bridges over water are.  Heading north will 
get you some valuable gems: diamond, malachite, and crystal.  Up the hill at 
X: 460 Y: 167, you'll see Yox.  Talk to him and make your choice to advance 
that questline.  Go down the stairs and straight across to a new area that has 
a battle with a Rafflesia Abominabla.  Don't use poison, as it will heal it, 
but you can freeze it.  Just behind it is the place where you need to dig.  
Get the study key.  Go back to the main intersection where the locked door is 
and use this key.  You'll have a fight here.  Afterward, grab all of 
Maradino's books in here to update your journal.  You'll have to combine an 
apple and pumpkin (found near the Rafflesia) to make the potion.  Read the 
blank book (just called "book") to open up the next area.  Inside you'll get a 
Blood Stone Shard and some other great items.  Warp back to the Goblin Village 
and give Frederick the Blood Stone. 

If you follow him into the cave, he'll kill Yox and then, for some reason, 
turn on you.  Alternatively, you can go back to the cave and give his slave 
the courage potion.

Either way, your next stop is Troll King Cave at X: 351 Y: 194.  If you have 
the waypoint, just warp.  Stand in the circle of mushrooms (the dirt mound if 
you already got them) and use "Maradino's Secret Files."  Then head into the 
cave.

Your goal is to sneak past the Troll King and mine some Tenebrium.  Get your 
best sneaking character.  Head west, getting the chests on the way,  Sneak to 
X: 652 Y: 85 and mine all the Tenebrium.  There is a pickaxe here too.

Talk to Brandon at Silverglen again and all your characters will get a point 
in Tenebrium weapon handling.
===========================================================

============================
The Captives in the Crystals
============================

At X: 439 Y: in Hiberheim, you'll find Haizea trapped in ice.  Use a fire 
spell to melt the ice, then talk to him.  He will tell you how to access the 
prison to advance the story, but wants to go give him a rift spell in return.  
This is the scroll you previously used during the story to access Hiberheim, 
so you have to make sure a main character has it, then talk to Haizea with 
that character to finish the quest.

There are also two other captives to be freed: one at X: 326 Y: 265, and 
another at X: 436 Y: 109.  Side with the captives in both cases, and kill the 
guards.  Antzigar at the first location will tell you how to use the Royal 
Guard Talisman to get some good treasure in King Boreas's treasure room.

You must have gotten the amulet out of the chest from the side quest "The 
Wishing Brothers."  The chest is in the corner of the screen once you teleport 
to Hiberheim via the first well.

To use this amulet this, go back to the treasure room (see the section in the 
walkthrough regarding how to enter the treasure room).  Equip the amulet and 
stand on the golden grated floor in the center of the treasure room, and wait 
a few seconds.  You'll get experience and a journal update, and the amulet is 
replaced with Winter Ring, which gives you the spell Piercing Ice Shard.  Not 
bad!
===========================================================

To be added:

The Naked Truth
Goblin Trouble
Frederick's Blood Stone
Remaining smaller quests

***********************************************************

===============================================
SIDE QUESTS IN HUNTER'S MARK/DARK FOREST (SQHMK)
===============================================

 
=================
War of the Stones
=================

Loot: Blood Stone/Inert Stone

In Hunter's Mark, head towards the Wizard's house, but take the northeast 
branch off of this same road instead.  Climb up the structure and you'll see a 
manhole.  You can't get in yet, but hit the 3 levers here: there's one 
directly across from the door, behind the statue.  One is on the right side, 
below the statues (southeastern corner).  The last one is on the left between 
the two statues, but behind the tree (note that you can walk through here).  
Hit all the levers then go in.

If you have "Titan's Dictionary" from the Wizard's house, talk to the 
character in here with that character holding the book and beat him at RPS.  
Otherwise, you will have to fight.  Save your game on the stairs.

Next you must either have a character with high perception (at level 9 at 
least), or a character with "Burn my Eyes" to increase perception, or "Summon 
Fire Elemental."  You will see the floor shining, or you will see footprints, 
indicating what parts you can step on without dying.  Head for the central 
door.

Inside, loot the body for the key items you need, and talk to them men.  The 
blood stone is in the tomb at the top.  Now warp back to Hunter's Edge.  Take 
the letter and horn to Jarhl in the warehouse.  Watch the scene play out, then 
you join in the battle.  You don't have to participate but it will go faster.  
After a seriously long fight (I had 5 separate battles at least), you're done! 
Talk to who's left and you can complete the quest.  Finished! If this is your 
last stone, take it to The End of Time.
===========================================================

===================
The Watch Is Coming
===================

You can complete this quest right after you get through the Tomb business in 
"War of the Stones."  Just outside in the tomb, you'll see two guards standing 
at the entrance.  You can talk to them and tell them about Imps.  If you say 
that you last saw Imps in Cyseal, the guards will later reappear near the 
beginning of the game.  Warp to Cyseal Beach South and cross the bridge that 
earlier held two drunk guards, and you'll see a funny conversation, and the 
quest will end.
===========================================================

============================
Revenge of the Source Hunter
============================

As part of the story at Hunter's Mark, Madora will tell you about her past.  
We can get revenge on the evil orc who did her wrong!  Go to the second floor 
of the Tavern to see Norek.  Talk to him, and eventually you will fight him.

This fight is straightforward. He is level 16 and can hit hard.  He will 
attempt to stun you and deal out heavy melee damage to one character at a time.

There are no tricks, so just keep at it.  When he's dead, the quest will 
complete and you will get some experience!
===========================================================


To be added in the next update:

The King's Dark Deal
Distill My Heart
Smaller, remaining quests

***********************************************************

===========================================================
List of Homestead Rooms (unlocked with Blood or Star stones obtained from side 
quests and main story quest) (HMSTD)
===========================================================

Number of Star/Blood Stones acquired:

1. Weaver of Time and the lobby for the rest of your rooms
2. Recruit different henchmen for your party
3. Personal storage chest for your inventories and appearance re-customization
4. Plot Animation (really beautiful!) and skillbooks for element of your choice
5. Skillbooks, ability and attribute books, and treasure maps
6. Same as #4 but a different element
7. Respec your characters and trade in stats for other stats.
8. Same as #4 but a different element
9. Armory with forge, whetstone, and anvil, and some loot
10. Same as #4 but a different element
11. Interdimensional Weapons vendor (sells some of the best gear in the game!)
12. Highest-tier Resistance Potions vendor
13. This blood stone will allow you access the last area in the game!

***********************************************************

============================================
MOST USEFUL CRAFTING RECIPES (MUCRE)
============================================

This is a short list of the crafting recipes I found most useful during the 
game.  The exhaustive list can be found farther down in this guide, or a 
different list is already available, courtesy of an amazing user on the forums 
found here: 
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=526585#Post5265
85

--Penny Bun Mushroom + Empty Potion Flask = Minor Healing Potion
--2 (any identical sizes) healing potion = 1 (size upgraded) Healing Potion
--Augmentor + Any Potion = (quality upgraded) Potion 
--2 Branch = Random Staff
--Branch + Axe (any) = Arrow Shaft
--Arrow Shaft + Arrowhead (any) = Special Arrow
-------Tooth + Knife = Stunning Arrowhead
-------Antler + Knife = Knockdown Arrowhead
-------Drudanae + Arrowhead = Charming Arrowhead
--Water/Fire/Air/Earth Essence (crafting L. 5) + Armor/Weapon = Boosted 
Armor/Weapon
--Hammer + Nine Inch Nails = 4x Lockpick
--Skull/Bone + Mortar and Pestle = Bone Dust
--Moonstone + Mortar and Pestle = Moondust
--Stardust Flower + Mortar and Pestle = Stardust
--Bone Dust or Moondust + Stardust = Pixie Dust
--Leather Scraps + Rope = Backpack
--Wooden Figurine + Needle = Inert Voodoo doll
-------Inert Voodoo doll + Pixie dust = Voodoo Doll
--Any boots + Nine Inch Nails = Adds immune to slipping

***********************************************************

================================
About Blacksmithing Tools (BLKST)
================================

Behind the abandoned house in Cyseal, you'll find these three useful tools.  
Note that this is the only place in the game you have to access to these three 
tools at once.  There is a furnace and anvil in Silverglen, but no whetstone.

Furnace:
For melting ore into metal bars (Iron, Silver, or Tenebrium Ore)
Melting weapons down into metal bars for reuse
Iron bars can be turned into steel bars
Iron or Steel bars can become Large Iron/Large Steel bars

Anvil:
Boosting metal armor (adding small defense bonus)
Boosting shields (adding small blocking defense)
Creating weapons from bars:
--Knife --> Dagger
--Iron Bar --> 1H sword
--Silver Bar --> 1H axe
--Large Iron Bar --> 2H sword
--Large Silver Bar --> 2H axe 

Whetstone:
Boosting damage of sharp weapons (Swords, Axes, Knives) 
--does not work with staves/clubs (blunt weapons)
===========================================================

***********************************************************

===============================
Character Customization (CHARC)
===============================

===================================
A) Premade Classes Analysis (CLSSS)
===================================

When you first start your adventure, you'll be given pre-made template classes:

Battlemage
Cleric
Enchanter
Fighter
Knight
Ranger
Rogue
Shadowblade
Wayfarer
Witch
Wizard

In reality, there's nothing different about these classes inherently -- 
they're just various distributions of the same number of points into certain 
abilities.  You can customize any feature of these classes or remove all 
ability points and respec your characters.  You can also do this at a certain 
point much later in the game, but because of the costs and the long wait, it's 
better to take the time now to think hard about what you want to make.

Most of the above classes are fairly straightforward.  For example, a Rogue 
specializes in Sneaking, Pickpocketing, and Lockpicking, while its sibling 
class, Shadowblade, uses a few magical abilities -- Witchcraft and Aerotheurge.

When you create your characters, you are free to remove and add points to any 
factor available to you -- if you'd like a Ranger with no points in ranged 
abilities but all his points in Charisma, you can do that (but why would 
you?).  

Below is a detailed analysis of each starting class:

Battlemage: Uses Man-at-Arms skills, but also Witchcraft and Pyrokinetic.  
Straddles the line between magic and physical, and is good for those who want 
an all-around character.  A bit weaker on physical and stronger on magic, but 
you have the option should you want it.

Cleric: Fights with a shield and one-handed weapons, with a slight starting 
buff to defenses.  Begins with a minor healing spell and a point in only one 
magic tree, Hydrosophist. Still physically offensive, but much less so than 
the Battlemage, and will tend towards making efficient moves via debuffs on 
enemies and buffs on your own moves.

Enchanter:  This is our first full magic user.  Enchanters will be quick on 
their feet, covering lots of ground and manipulating the terrain to its 
fullest.  Starts with the amazing Teleport spell, which has served me through 
every battle in the game.  Gets 2 points in intelligence to increase damage 
and output of offensive and healing spells.

Fighter:  A mostly physical class.  Has no points in any magic, but a point in 
Man-at-Arms means he can heal himself quite effectively, but not without a 
rather long cooldown.  This fighter uses single-handed weapons and shields, 
and has more defensive points than the Cleric.  Also has a point in perception 
to increase amount of battle AP, but at the cost of one strength.

Knight:  A fully physical class.  Takes 3 points in Strength and uses 
two-handed weapons for maximum DPS, but at the cost of variation in battle 
potential.  A point in leadership helps the party greatly, and his defenses 
are perhaps the best of all the pre-made classes.  He starts with Cure Wounds, 
so he's self-sufficient against enemies that are weak to physical attacks.

Ranger: The tried-and-true ranged/archer class.  Gets 3 points in dexterity, 
which works to increase damage output and also evasion rating.  Focuses only 
on Expert Marksman skills, but is also useful for crafting, blacksmithing, and 
loremastere-ing.  Has virtually no innate defenses, and is a glass cannon, so 
to speak.

Rogue:  The close-quarters class that focuses on making the most of burst 
attacks.  This class is meant for sneaking up on enemy packs, dealing massive 
damage, and blending back into the shadows before monsters can damage it back. 
 Begins with a point in each of the three "Nasty Deeds" and is meant to use 1H 
weapons with Scoundrel abilities.  Can be effective in nearly any situation, 
but will definitely take more practice than other classes in maximizing 
potential.

Shadowblade: A mix between wizard and rogue.  Has points in Scoundrel like the 
Rogue, but also in Witchcraft and Aerotheurge, meaning it can put serious 
de-buffs on enemies and stun or blind them.  Not as burst-y as a Rogue, but 
can fill the role if needed.

Wayfarer:  The true all-around class.  Uses bows and has points in Expert 
Marksman, but also can use Water and Earth magic.  Additionally has a point in 
crafting, making this class able to take on at least 3, if not more, roles in 
your party.  He can talk with animals and has boosts to crafting and 
blacksmithing, but does not excel at any one thing.

Witch: A seriously evil magic user.  Has points in Witchcraft and Geomancer 
which means it's all about inflicting status effects on enemies and summoning 
undead monsters to fight for him.  Fights at a distance with spells, but does 
not have any bonuses to a weapon type.  Can do lots of things, including Lore, 
but is not great at taking damage.  Starts with 3 points in Intelligence, so 
it's going to be the most effective offensive magic user out of all the 
classes.

Wizard:  Still focuses on damage, but spreads out the points a little more by 
investing in Earth and Fire magic, as well as a point in Constitution (total 
HP).  Can affect terrain easily, as it starts with Midnight Oil and Flare.  In 
two turns, you've got yourself a barbecue!

====================================
Analysis of Magic Schools and Skills (SKLLS)
====================================

Here's a quick summary of the various magic schools you can put points into, 
which really make up the bulk of the difference between the classes:

Aerotheurge:  Uses mostly air-based attacks, but also has Teleport and can 
remove harmful terrain.  Having access to two "get me out of here" spells 
means that users of this magic will often survive the battle, even if others 
don't.  Has several spells that are intended for use outside of combat to 
progress in dungeons.

Expert Marksman: Physically offensive skills from a far distance, but can also 
cure your party members of various status afflictions.  Is the only class that 
can charm enemies, which can make or break a fight in this game.  If only for 
this skill, this magic school is fantastic. It won't ever deal crazy damage, 
but can give your other fighters a little more of a punch.

Geomancer: Uses both Earth and Poison magic since they are essentially two 
sides of the same coin in this game.  Provides some weak buffs to the party, 
but excels at AoE damage to multiple enemies, as well as having access to 4 
different summons

Hydrosophist:  Has several good utility spells and can also heal the most 
easily and frequently.  Tends to remove negative statuses from your own party 
and can inflct a few good ones on enemies while dealing primarily water 
damage.  Water spells can chill and freeze enemies, which takes them out of 
the fight for up to 2 turns, so it's an incredible useful ability to have.

Man-at-Arms: deals with attacking single and multiple enemies at once, such as 
charging forward, weakening enemies so that attacks hit harder, and hitting 
all enemies in a circle around you.  Most of the spells here are variants on a 
simple idea: smack your sword at some guys.  Can also provide buffs to the 
party, but is better at weakening incoming attacks without negating them 
completely (as in, not able to freeze or stun).

Pyrokinetic:  Mostly deals with fire damage which can inflict "burning" 
status.  Fire magic has perhaps the most AoE capability out of all of the 
magic schools but is the easiest to accidentally hit your own guys with in the 
process.  There's not much utility here, and most of the spells will be 
enhanced by coordinating with another class.  However, it's the only school of 
magic that can cast haste on any desired party member, rather than just the 
one who knows the spell.  Overall, not great for single targets, and can 
interrupt status effects you want to keep on enemies (such as freezing).

Scoundrel:  As you might expect, Scoundrel skills don't focus on high damage, 
but instead come with "rogue-ish"  effects (poison, backstabbing, etc).  Most 
of the Scoundrel's spells deal some fraction of full weapon damage while 
inflicting a status effect, like bleeding, weaken, stun, or blind.  Can remove 
a few statuses from themselves but don't have the variety or utility of some 
other magic schools.

Witchcraft: The most utility-ish school of magic, mainly because it doesn't 
deal reliable damage.  Instead, most of these spells change some of the 
parameters of enemies, making them more susceptible to attacks in some way.  
Is the only class that can revive dead party members without a scroll.  Has 2 
awesome summons, the undead Decapitator and Warrior, which can function as 
great tanks.  In addition, Oath of Desecration is one of the best buff skills, 
as it gives a 50% bonus to attack to any character you choose.

As you can tell, it's difficult to put any school of magic into one role, as 
there is so much variety within each.

===============
Talents (TLNTS)
===============

Following is a short analysis of the talents available in the game:

All Skilled Up - 
Anaconda
Arrow Recovery
Backstabber
Bigger and Better
Bully
Comeback Kid
Courageous
Demon
Elemental Affinity
Elemental Ranger
Escapist
Far Out Man
Five Star Diner
Glass Cannon
Headstrong
Ice King
Know-it-all
Leech
Light Stepper
Lightning Rod
Lone Wolf
Morning Person
My Precious
Opportunist
Packmule
Pet Pal
Picture of Health
Policitian
Quickdraw
Scientist
Sidestep
Sidewinder
Speedcreeper
Stand Your Ground
Stench
Swift Footed
Thick Skin
Voluble Mage
Walk It Off
Weather the Storm
Weatherpoof
What a Rush
Zombie

================================
Abilities and Attributes (ABLAT)
================================

==================================
Skillbook Vendor Locations (SKLBK)
==================================

In Cyseal:

Aerotheurge, Hydrosophist: Cylia, Cyseal Market
Geomancer, Pyrokinetic: Arhu, Legionnaire HQ 2F
Man-at-Arms: Aureus, Legionnaire HQ 1F
Marksman: Fletcher, Cyseal Market
Witchcraft, Scoundrel: Shereth, King Crab Tavern 2F

In Silverglen: (All vendors are in the tavern)

Aerotheurge, Hydrosophist: Windemere
Geomancer, Pyrokinetic: Hassat
Man-at-Arms: Hiver
Marksman: Aramintai
Scoundrel, Witchcraft: Vometia

At the Homestead: (unlocked with blood stones)

Aerotheurge, Scoundrel: Aeolettet
Geomancer, Witchcraft: Peat
Hydrosophist, Marksman: Stardet
Man-at-Arms, Pyrokinetic: Daremos

***********************************************************

======================
Special Thanks (SPTHK)
======================

A huge thank you to the Reddit community at /r/DivinityOriginalSin for all 
their input and advice!  
http://www.reddit.com/r/DivinityOriginalSin/

Lots of thanks for the GameFAQs.com community for providing a lively and 
interesting conversation about every aspect of the game.
http://www.gamefaqs.com/pc/672174-divinity-original-sin

A shout-out to gamepressure.com for being one of the first sites to attempt to 
catalog the incredible amount of information contained within this massive 
game.  Their work helped me get off the ground when I first started this, and 
it also helped me to feel confident in my own guidance in this document.  
Check out their fantastic maps!
http://guides.gamepressure.com/divinityoriginalsin/

Thanks to the Steam community for this title, which also provided some very 
much needed advice and information, specifically regarding game mechanics.  
http://steamcommunity.com/app/230230/discussions/

In particular, the fantastic work of ivra over at the Larian forums has 
provided everyone with a near-exhaustive list of crafting recipes, and the 
work that went into that document cannot possible be quantified. Thanks for 
making my first playthrough of this title a rewarding journey.
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=526585#Post5265
85

Special thanks to Youtube channel Watchwithwaddy, whose Source Temple and 
Immaculate Trial videos provided clear indication of all those stupid switches 
that I knew were hiding somewhere on-screen but for the life of me couldn't 
see on my monitor.  You saved my blood pressure.
https://www.youtube.com/channel/UCHEokFJkMX8eB8XIS8CQl-Q

Massive thanks to all the readers of this guide and those who frequent the 
GameFAQs boards.  Of course, thanks to GameFAQs for hosting the document and 
bearing with me.

Most importantly, thank you to Larian Studios, who was able to create such an 
intriguing game that both sampled and reinvented classic game mechanics of 
isometric RPGs.

===================================
Version History (and legal) (VERHS)
===================================

Version 1.02 9/2/2014 - Emergency fix to the Immaculate Trials section, 
which was somehow lost during the formatting process.  Added a 
spoiler-free bulleted walkthrough up through Hiberheim.

Version 1.01 9/1/2014 - Various spelling and grammar issues fixed, appendices 
added and expanded, class and magic schools analyses added.  Cyseal Side 
Quests completed!

Version 1.0 8/24/2014 - First version!  Added main walkthrough and snippets of 
side quests and other information.

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

Copyright 2014 E.C.

=====================
Contacting Me (CNTCT)
=====================

Shoot me an email at Jedy678 (at) gmail dot com.  Any comments, suggestions, 
complaints, or whatever!  I'm happy to be constructively criticized, and will 
give you due credit if your information is provided for an upcoming revision 
of this guide.

FIN

============
To be added:
============

Abilities and Attributes (ABLAT)
Information regarding Loremaster statistics on bosses and mobs (LMSTR)
Information on Co-op Campaign Mode (MLPLR)
Analysis of Talents
Full Listing of crafting/blacksmithing recipes (CRRCP)
Analysis/Listing of skills
Side Quests for Acts 2 and 3
Lots of miscellaneous other information!