Lionheart diverges from traditional high fantasy by placing the player on Earth in 16th century Europe where a cataclysm has unleashed magic and powerful spirits upon the world. Causing mass devastation, the events have altered the course of history as we know it. To some who could comprehend the nature of these new forces, the introduction of magic has brought great power. To the common folk, magic is feared as the handiwork of evil. This disparity has halted the Renaissance, casting a shadow over civilization by keeping mankind in an enduring Dark Age. Set upon human factions and spiritkind, the player must decide how to best develop their character's skills and abilities to triumph over obstacles in the world in order to discover their true fate. Lionheart will have a cooperative multiplayer mode.
Directing an orchestra and throwing a punch have one thing in common. As veteran conductors and martial artists will tell you, it's all about follow through, how you take the energy you've gathered and utilize it with a minimum of waste. Lionheart, alas, is an RPG in which a lot of ideas are mixed together, and the results dissipate through lack of focus. There are certainly things to admire in the game, and many others to make you grind your teeth in frustration. I'll be going out in a bit to get a seta of false ones, but first let's take a look at Lionheart so we can gnash in tandem.
This is where you start: building your PC. Lionheart uses the "Special" system, first developed for Fallout. It's an excellent means of generating far more complex RPG characters than usual, through a series of several simultaneous, numerical tracks. The first is attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. The second is perks. These are positive tweaks to your character that you begin choosing at the second level, and continue every third level after that. Most are carefully tied to a logical background through suitable descriptions, giving them a substantial rather than dry, statistical feel; for example, Superior Senses: You have been given a gift of superior senses owing to the ancient tribal worship of your ancestors. This perk gives you a +1 bonus to Perception and +15 skill points in Find Traps/Secret Doors.
You can also select traits, which are only available at the beginning of the game. They're similar to perks, being characteristics that help define an individual, but are double-edged. Thus, Nasty Disposition decreases your Speech and Barter, while raising your abilities with one- and two-handed weapons. Choosing a race, in turn, allows you a selection of special racial traits (except for the boring Purebloods, who are human without any interesting alloy of magic in their ancestry). In Lionheart, as in Arcanum, you'll find that the reactions of some natives are governed by your racial appearance. A Demonkin with a scaly hide, for example, is likely to be shunned by many people in Barcelona, stronghold of the anti-magical Inquisition.
But the core of the Special system lies in its skills. In Lionheart, these fit into five general categories: Combat, Thieving, and three magical disciplines: Divine, Thought, and Tribal. Each of the magical disciplines possesses several subdivisions with their own set of five spells, each. As you earn experience and make levels, you gain points to distribute among skills, improving them. You can also tag three skills at game's start. These are skills whose improvement comes at a much lower point cost.
One final, very nice touch. You get to select a Spiritkind when you start the game. This is an elemental, demonic, or bestial spirit, who resides in your body and only comes out from time to time to explain things and advance the plot a bit. The dialog is flavorful, and different for each choice; so that the demonic spirit is droll and lightly mocking, while the elemental spirit is reasonable and sympathetic. It's essentially cosmetic, of course, but cost far less to make than any number of boring cut scenes; and it's better integrated with the game's regular screens then all those animated movie bits which have zip to do with the normal look-and-feel of gameplay. (Dedicated roleplayers may note a similarity between the Spiritkind and the four distinctive familiars of Lands of Lore III. The latter, though, not only possessed distinctive personalities, but also unique skills, reasonably good AI and combat abilities.)
I strongly enjoy the Special system, and have done so since it was first developed. I liked its adaptation in Arcanum, although I think it's demonstrable that the game's balance was skewed in favor of non-magical PCs. (In fact, there's been a very good player mod released that deals with precisely this issue. If you're interested, you can find it at http://www.terra-arcanum.com/~chris/.) But the core of the system, the reason why it has worked for so long, lies in how it plays out for a host of original combinations. You could have a charismatic lockpick without combat skills in Arcanum who still wins, because others would join and fight their battles for them. It didn't always work as well as it should in theory, since Arcanum relied upon poor follower AI in battle (unlike Fallout Tactics or Jagged Alliance 2, where you directed each member of your team), but in essence you could still remain at the back of your line, protected, firing off spells or ranged weapons, while your people rushed in, screaming and bleeding. Go, team!
Lionheart: Legacy of the Crusader Cheats
Items available at merchants get replaced from time to time. When you approach a vendor, put all your equipment for raising your barter skill on and then quick save (F9). If you don't see anything interesting offered, quick load (F11). The shop will open again with completely different items! This can be of great use if you are after specific potions/scrolls. Make sure that you save the game if your choices are not that bad in case you don't have luck with further loading.
Note: This cheat is very similar to cheating with treasure chests, just even faster way to find the items you are looking for because of larger number of items on the same place.
Here is the solution to getting Eduardo his sword back. The first time you enter the sewers you either have to choose a side; Beggars, or thieves. Or if your speech is high enough you can talk your way into neutrality. Coming in the Sewer through the Temple entrance is easier for this quest. Enter the sewers pick a side, or don't. Then proceed to the east where you will find a broken wall littered with corpses of Wererats, and thieves. Enter the area and go as far south as you can (easier if neutral or on beggar side) Go left a bit until you find a wooden bridge, cross the bridge and immediately to the right you will find the beggar who stole the sword. Kill him or haggle with him to buy it for 300 or 100. If you are eradicating all the wererats as a quest, or kill Garcia for the thieves, he is to the south west of the wooden bridge. Hug the walls to find him.
Lionheart: Legacy of the Crusader Game Walkthrough
Lionheart: Legacy of the Crusader Walkthrough
By Steven W. Carter
October 07, 2003
* ================= *
* Table of Contents *
* ================= *
02.00.00 Character Development
05.00.00 Earned Perks
06.00.00 Gameplay Tips
.01.00 Starting Out
.02.00 Barcelona Map
.03.00 Barcelona Gate District
.04.00 Barcelona Temple District
.05.00 Barcelona Port District
.06.00 Barcelona Sewers
.01 Sewer Entrance
.02 Hall of Beggars
.03 Thieves Congregation
.04 Dungeon One
.05 Dungeon Two
.06 Dungeon Three
.07 Thieves Den
.08 Unholy Oubliette
.09 Troll Pit
.07.00 The Four Factions
.02 Knights Templar
.03 Order of Saladin
.05 Dark Wielders
.06 Bonus Summary
.08.00 Thieves Versus Beggars
.09.00 Forest Areas Map
.10.00 Forest Areas
.02 Barcelona Coast
.03 Scar Ravine
.04 Inquisition Exterior
.05 El Bosque
.06 Rio Ebro
.07 Lago Del Rio Ebro
.08 Slave Pit Exterior
.09 Waterfall Passage
.10 Goblin Camp
.11 Bounty Hunter Camp
.12 Old Shipwreck
.01 Grove at Montserrat
.02 Montserrat Chambers
.03 Montserrat Deep Chambers
.12.00 On the Road to France
.01 Duero Plains
.02 Pyrenees Mountains
.13.00 Montaillou Map
.16.00 Caverns of Nostradamus
.01 Heart of Fire Entrance
.02 Clan of the Hand
.03 Ogre Den
.04 Small Chamber
.05 Clan Retreat
.06 Tourniquet of Pain
.07 Clan of the Skull
.08 Stalagmite Grove
.09 Contested Alcove
.10 Nostradamus' Demesne
.17.00 The Crypt
.01 Entrance to the Crypt
.03 Retreat of Souls
.04 Mausoleum of Clovis
.05 Defiled Vault of Remigius
.06 Doomed Plateau
.07 Crypte de Trois
.08 Merovingian Crypt
.09 Burial Chambers
.10 Crypt of the Lance
.02 Barcelona Temple District
.03 Barcelona Gate District
.05 Ether Plane
.01 Druid Shrine Exterior
.02 Temple of the Initiate
.03 Meditation Chamber
.04 Stone Chamber of Wyrmkind
.05 Meditation Chamber Two
.06 Meditation Chamber Three
.07 Antechamber of Lore
.08 Chamber of the Crystal
.09 Meditation Sanctum
.10 Exalted Chambers
.11 Ether Plane
.20.00 The Persian Desert
.01 Desert Sprawl
.02 Shifting Dunes
.03 Lair of Azi Dahaka
.21.00 The Fortress at Alamut
.01 Maw of the Assassin
.02 Acid Wash
.03 Chamber of Torment
.04 The Dark Temple
.05 Sanctum of the Master
.22.00 Bonus CD Content
09.00.00 Revision History
10.00.00 Permissions and Updates
C. Object Modifiers
* 01.00.00 INTRODUCTION *
Lionheart: Legacy of the Crusader is a role-playing game developed by
Reflexive Entertainment and published by Black Isle Studios and Interplay
Entertainment. It uses the SPECIAL character development system from the
Fallout games, and, at least for half of the game, uses the system to create
an interesting, intricate environment -- one worthy of a walkthrough.
The walkthrough portion of this guide is now (relatively) complete. I used
the retail release of the game for most of the walkthrough. I don't think
the 1.1 patch changes anything in terms of balance or how quests work.
If you find something you think I've missed, then please let me know and I'll
credit you in the Thanks section. If you're looking for information you
can't find here, then your best bet is probably Interplay's Lionheart forums:
You might also have luck with a walkthrough posted on Interplay's web site:
Or a site with maps of all the areas in the game:
I'd suggest you use the forums rather than ask me questions directly. I'm
receptive to e-mail, but everything I know I put in the guide, and I explain
it in the guide as well as I can. So if you're looking for something more,
or if part of the walkthrough is confusing, then the people in the forums
will probably be able to help you more.
* 02.00.00 CHARACTER DEVELOPMENT *
* =============== *
* 02.01.00 Gender *
* =============== *
If you're female, then it's possible Shakespeare will try to woo you and give
you a ring. That's the only significant difference in the genders that I
* ============= *
* 02.02.00 Race *
* ============= *
There are four races in the game -- pureblood, demokin, feralkin, and sylvant
-- but there isn't a lot of difference between them. They differ by a perk
here and a trait there, but mostly they play about the same. There isn't
even really a penalty for playing a tainted race. So pick whichever race
seems the most interesting.
One place the races do differ is in character creation. Each race has a
different set of attribute maximums and minimums, and that can make a
difference for the type of character you want to play. However, these caps
only apply to character creation. Once you're in the game, you can increase
attributes beyond the maximums.
Str Per End Cha Int Agi Luc
---- ---- ---- ---- ---- ---- ----
Pureblood 1-10 1-10 1-10 1-10 3-10 1-10 1-10
Demokin 1- 8 3-10 1- 9 2-10 3-10 3-10 1- 9
Feralkin 3-10 2-10 3-10 1- 9 3- 9 2- 9 2-10
Sylvant 1- 9 1-10 1-10 2-10 3-10 1-10 2-10
* ================ *
* 02.03.00 Spirits *
* ================ *
There are three spirits to choose from: the Elemental Spirit (Divine Magic),
the Bestial Spirit (Tribal Magic), and the Demonic Spirit (Thought Magic).
The spirits have different personalities and voice actors, but other than
slightly different conversations at various points in the game, I think the
only real difference between the spirits is that the one you pick will add a
skill point to each of the branches under its sphere of magic.
So if you're going to be a frost mage, for example, you should choose the
* =================== *
* 02.04.00 Attributes *
* =================== *
Each point of strength adds 25 to your carrying capacity and 1 hit point
during character creation (strength does not add hit points when you level).
Strength also allows you to intimidate people in conversations, and it adds
to melee damage:
Strength Damage Bonus
That is, the damage bonus is the strength attribute divided by two and
rounded (if necessary) to the closest even integer.
If you're planning to be a diplomat or use ranged / magic attacks, then
strength is an attribute you can skimp on.
Perception adds to your mana capacity and to your casting speed (see "Mana
Capacity" and "Casting Speed" below). It also adds some conversation options
(one quest requires that you be a demokin or have 5 perception), and it adds
to ranged damage:
Perception Damage Bonus
That is, the damage bonus is the perception attribute divided by three and
rounded (if necessary) to the closest integer.
Each point of endurance adds 2 hit points during character creation and 1/3
of a hit point each time you level up. That is, each point of endurance will
probably net you about 15 hit points by the end of the game. That doesn't
sound like a whole lot, but realize you probably won't reach 300 hit points
before the last battle.
Endurance also adds slightly to the healing rate (see "Healing Rate" below),
and, for every point at six or higher, it adds 2 points to poison / disease
Charisma adds to your mana capacity (see "Mana Capacity" below). However, it
does not affect how many companions can join you, and it doesn't seem to
affect how people view you, and it doesn't give you more conversation
options. So only upgrade this attribute if you're planning to use a lot of
mana in the game.
Each point of intelligence adds 1 skill point per level. Because of the
skill points, intelligence also has a huge indirect influence on mana (see
"Mana Capacity" below), so it's an attribute you should always have a lot of.
However, intelligence doesn't seem to affect conversations at all.
Each point of agility adds 2 to AC. Agility also determines your action
points (how quickly you do things):
Agility Action Points
That is, action points are simply the agility attribute divided by two and
rounded (if necessary) to the closest even integer.
Each point of luck from 6 up adds 2 points to fire / cold / electricity
resistance, and adds 1 point to your critical chance. It's also important
for the slayer and sniper perks, and if you have 10 luck you'll get to visit
the Old Shipwreck area in the game.
It's also useful to know that during the game you'll be able to add +2 luck,
+1 perception, and +1 intelligence for completing various quests, plus add
either +1 endurance, +2 perception, or +1 intelligence as a reward for the
faction you join, plus perhaps add another attribute point from dealing with
an efreet. So if you want to visit the Old Shipwreck area (which requires 10
luck), for example, you only need to create a character with 8 luck.
MC = 2*PE + 3*(CH + LU/2) + (magic skill points) * (2*CH + PE) / 12
Mana Regeneration Rate
The mana regeneration rate is fixed at 0.15 mana points per second (or 9
points per minute). The boots of spirit regeneration add another 0.15 per
second, and the armor of magery adds 0.40.
CS = AP / 2 + PE / 8
HP = 15 + ST + 2*EN + (level-1) * (EN/3 + 3) + (melee skill bonus)
The melee skill bonus is for the unarmed, one-handed and two-handed skills.
For every 50 points you have in one of the skills, you'll receive +5 HP.
With the Brutish Hulk perk, you get (EN/3 + 3) extra hit points each level.
HR = 1 + EN / 10 + (level) / 5
This speed is for both melee and ranged weapons.
CS = AP / 2 + (ST + EN) / 8
* =============== *
* 02.05.00 Traits *
* =============== *
There aren't many good racial traits. This is mostly because traits are
selected at the same time you distribute your attribute points, and the
traits only lower your maximum attribute values and change the number of
attribute points you have. For example, the Demonic Frenzy trait costs you
an attribute point while only giving you +15 to One-Handed Melee. That's not
a good trade, especially since the +1 strength in the trait description
doesn't allow you to bump your strength up to 9.
But here are the racial traits I'd take:
Vampiric Fury (demokin): Healing spells and potions are pretty wimpy anyway,
and this trait saves you some time and money. (But note: you only leech hit
points from melee attacks.)
Elephant Hide (feralkin): Gaining damage thresholds and resistances is a
really good thing, and it's worth the hit to your maximum agility.
Fiery or Frost Ancestry (sylvant): If you're going to play a fire or frost
mage, then pick the appropriate trait. (And note: If you pick the Frost
Ancestry trait, you can later take the Fire Evasion perk to almost eliminate
the fire resistance penalty.)
Skin of Thorns (sylvant): If you're going to play a melee sylvant, this is
the way to go. You'll be hit by melee attacks way more than magical attacks,
and so the bonuses more than make up for the penalties.
As with the racial traits, there aren't too many regular traits I really
like. However, the one combination that has worked in every SPECIAL style
game is Gifted plus Skilled. If you take the two together, your non-magic
skills will start lower, you'll receive (probably) three fewer perks in the
game, and you'll lose out on one skill point per level, but you'll receive
six extra attribute points, and I think that is worth substantially more than
If you really don't want to give up any perks, then remember that Lionheart
is mostly a combat game, and so you should focus on traits that add offense
or defense. Traits like Nasty Disposition, One Hander, Thick Skinned, and
Arrows for Words are all possibilities. Or you can just skip traits
altogether. They're not required.
* ============== *
* 02.06.00 Perks *
* ============== *
Even if you select the "skilled" trait, you'll still get at least 10 perks by
the end of the game. That means you don't have to agonize too much over what
perks to take; you'll probably be able to take most if not all of the ones
useful to your character.
Still, you shouldn't waste perks. You shouldn't take any perk that only adds
skill points, since you can add skill points without the use of a perk. You
should also avoid perks that affect poison or disease resistance, since
poison and disease damage will be minimal in the game.
Instead, you should focus on perks that add attributes, skill points, offense
or defense. There are too many perks to grade each one individually, but
here are some of the useful ones.
For all characters:
Brutish Hulk (if feralkin)
Damage Resistance X2
Power from Beyond (if sylvant or demokin)
For unarmed fighters:
Bonus HTH Damage X3
For melee weapon fighters:
Master of Arms
Weapon Finesse 1H / 2H
Weapon Specialization 1H / 2H
For ranged weapon fighters:
Bonus Ranged Damage
Bonus Rate of Fire
Cold Soul / Mark of Fire / Lightning Rod
Earthen Contact / Enlightenment / Mental Focus
Note that some of the high level perks also have high requirements. For
example, sniper requires a 200 rating in ranged combat. These requirements
are different than what is shown in the manual, so be sure to look at the
readme file that comes with the game. Also be sure to plan ahead so you can
select perks as soon as they become available.
Another note: perks that add to an attribute will stop being available once
you have that attribute at 10 or higher. If you're not careful you might
miss out on a perk like Weapon Handling.
* =============== *
* 02.07.00 Skills *
* =============== *
In general, you should be able to do three things in the game: attack with a
weapon, attack with a spell, and defend yourself. Coincidentally (or maybe
not), you get to tag three skills, so I'd suggest using one on the weapon of
your choice (unarmed and ranged are probably best), one on the Thought Magic
branch you like best, and one on the Divine Magic Fortitude branch.
Thief skills are also useful in the game, but I don't think you need to put
over 100 points in any of them, and so you shouldn't tag any of them. You
can also find equipment and potions to buff up thief skills, making them even
less necessary to put points into.
If you don't want to be much of a magic user, evasion is a good skill to tag
instead of a magic branch.
* 03.00.00 COMPANIONS *
Beatrice the Chicken
Beatrice the chicken can be found in Montaillou. She'll only join you once
you've gotten the quest to restore her spirit, and she'll only stay with you
until you reach the witch Na Roqua.
You can find Cervantes in the grassy area on the northern side of the Temple
District. He'll join your party if you agree to hunt for La Bestia (see
"Cervantes and La Bestia" in section 07.04.00), but he'll leave once you
complete the quest.
Cortes can be found in the tavern in the Port District. You must take his
side against Shylocke, or else he'll disappear from the game, and you won't
be able to do his quests. Once you complete the quest for his mechanical
arm, he'll join your party until you discover his treasure cave (refer to
section 07.05.00 for information on both quests).
You'll find this guy in Lago Del Rio Ebro (see section 07.10.07). He'll stay
with you for the entire game.
You'll find Fang the bear in the Crossroads area west of Barcelona. Once you
rescue Fang from the hunter trying to claim his hide, he will stay with you
for the rest of the game. However, Fang is the weakest of the companions
(which is saying something) so don't form any sort of lasting attachment to
You'll find Inquisitor Darsh in the Goblin Camp (see section 07.10.10).
He'll stay in your party until you return to Barcelona.
You can find Inquisitor Diego in the Duero Plains. He'll stay with you until
you defeat the Dark Inquisitors, or until you leave the area.
You'll find Jehanne on the Doomed Plateau in the crypt. If your speech skill
is high enough (100 is enough) you can convince her to join you once you've
spoken to the Spirit Council. Then you can either keep her in your party for
the rest of the game, or end her curse when you speak to the efreet (see
Jehanne is the best companion in the game, with about 200 hit points and
resistances. She can stay alive even in difficult battles.
Knight of Saladin
He'll join you if you talk to him at the Shifting Dunes, and stay with you
for the rest of the game.
Lightning War Golem
After you defeat Nanghaithya in Montaillou, you'll find a key on his body.
The key will open a nearby door, and inside you'll be able to activate a
lightning war golem, who will then join your party for the rest of the game.
As companions go, the war golem is one of the better ones.
Templeton will approach you when you enter the Temple of the Initiate, and
he'll offer to help you against the druids. If you accept his offer, he'll
stay with you for the rest of the game.
You'll find the wounded knight in the sewers, on the Thieves Congregation
level. He's part of the Knights Templar initiation quests (see section
07.07.02), and he'll leave your party as soon as you leave the sewers.
* 04.00.00 EQUIPMENT *
This is a list of some of the unique items you can find in the game:
Amulet of Dour Tidings: +10 sneak, +5 critical chance, -1 fortune, -500 karma
(found in the Rich Merchant's Den) (Bonus CD content)
Amulet of the Grand Inquisitor: +10 speech, +2 AC, +1 healing rate (for
rescuing Inquisitor Darsh from the goblins)
Amulet of the Prophet: +3 AC, +4 slashing resistance (for asking Amir about
the dead body in the forest outside Barcelona)
Axe of the Feral Curse: 6-14+6 damage, bonus 66 damage to simple animals, +20
evasion, +20 sneak, -1 charisma (sold by a shopkeeper at the Duero Plains)
Bleeding Lance: +5 AC, +1 critical chance, +5 to the Divine Protective branch
(for completing the crypt quest)
Blood Ring of Richard the Lionhearted: +10% slashing and crushing damage, +30
mana (found by clicking the statue of King Richard in the Exalted
Boots of Arid d'Jinn: +12 speech, +12 barter, -3 one-handed, -3 two-handed
(for completing Bartolome's quest to rescue his brother Renaldo)
Bow of Fiery Smite: +25% fire damage, +40% piercing damage (found past the
last two mouths in the Chamber of Torment)
Bow of Icy Carnage: +20% cold damage, +20% piercing damage (sold by a
shopkeeper at the Duero Plains)
Bracers of Stealthy Cunning: +20 sneak, +5 speech (for completing the thief
DaVinci's Crossbow: same rate of fire as a longbow, +4 critical chance, +12%
piercing damage (for completing the "DaVinci's Crossbow" quest)
The Everlasting: 1-15+3 damage, +25 bonus damage to goblins, +15 two-handed,
+5 AC (acquired from the bounty hunters in the Bounty Hunter Camp)
Gauntlets of Hellfire: +25% fire damage, +5 fire damage threshold (sold by a
merchant in the southwestern corner of the Gate District after completing
his quest) (Bonus CD content)
Gauntlets of La Mancha: +1 luck, +4 unarmed, +4 one-handed, +4 two-handed, +4
ranged, +2 AC, +1 unarmed damage (for completing Cervantes' quest)
Lion Shield: +10 AC, +10 crushing resistance, +10 slashing resistance, +15
piercing resistance, +1 crushing damage threshold, +1 slashing damage
threshold, +1 piercing damage threshold, -7% attack speed, -10 unarmed
(for completing one of the Knights Templar initiation quests)
Mace of Divinity: 5-11+3 damage, 3-9 bonus damage against undead, 3% chance
to kill undead outright, +1 to all Divine magic branches (found in the
first level of the crypt)
Maelstrom Bow of the Horde: +25% electricity damage, +20% piercing damage
(for locating Jean Phillippe Cihlar's treasure)
Marco Polo's Boots: +20 carry weight, +1 endurance (for freeing Marco Polo
from the Trapped Ether Plane)
Michel's Amulet: +15% crushing and electrical resistance (given by Brother
Michel in Montaillou)
Ring of the Prophet: +3 AC, +4 slashing resistance (given by Na Roqua in
Sacred Scimitar: 2-11+3 damage, +5 critical chance, +10 pierce resistance
(for completing the trial of physical prowess at the Dream Djinn)
Sceptre of Bone: +2 to all Thought magic branches, +2 to all Tribal magic
branches (found in Leonardo DaVinci's secret chamber)
Scorching Blade: 1-6 slashing damage, 4-18+3 fire damage, +25% fire
resistance (sold by Ali Akbah in the Desert Sprawl)
Shakespeare's Ring of Promise: +1 charisma, +10 speech (for being female,
completing the "Shakespeare's Woes" quests and allowing Shakespeare to woo
Sword of Kublai Khan: 4-11+3 damage, +1 luck, +10 one-handed, negative karma
(for defeating the madman in the Trapped Ether Plane)
Sword of Rigor Mortis Frost: 1-8 damage, bonus 2-10 cold damage, 50% cold
resistance, 15% chance of freezing undead for 4 seconds (sold by a
merchant in the southwestern corner of the Gate District after completing
his quest) (Bonus CD content)
True Cross: +1 strength, +1 endurance, +10 combat skills, +10 Divine
Fortitude branch (found at the final battle)
Wand of Spirits: +2 to all Divine and Thought magic branches, +25 mana (for
completing one of the Wielder initiation quests)
* 05.00.00 EARNED PERKS *
During the game, by solving quests or performing other actions, you might
earn some extra perks. Here is a list of them:
Beggar Comrade: title perk (see section 07.08.02)
Brambles' Patience: +5 lockpick, +5 sneak, +6 HP, +1 critical chance (see
"Restoring Brambles" in section 07.03.00)
Debt of Brimstone: negative karma, +1 critical chance, +5 to the Tribal
Necromancy branch (see "Inside the Inquisition Building" in section
Dervish of the Crescent: +5 to all combat skills (see section 07.07.03)
Drunken Boxing: +3 unarmed (see "Drunk Bar Patron" in section 07.05.00)
Galileo's Magical Battery: +50 mana (see "Inside the Inquisition Building" in
Hero of the Inquisition: title perk (see section 07.07.01)
Merchant Slayer: title perk (for killing any merchant)
Scholar of the Crescent: +1 intelligence, +10 speech (see section 07.07.03)
Stargazer: +1 perception (see "Davinci's Crossbow" in section 07.05.00)
Thief Comrade: title perk (see section 07.08.01)
Weng Choi's Shaolin Secret: +20 unarmed, +20 evasion (see "Weng Choi's Book
Collection" in section 07.03.00)
Note: Title perks only affect karma, and sometimes not even that.
* 06.00.00 GAMEPLAY TIPS *
Try to keep your find doors/traps skill on as much as possible. There are
hidden doors, traps, and cached equipment all over the place, and you get
experience each time you find something.
The contents of chests aren't decided until you open them up. Similarly, the
equipment sold by shopkeepers isn't decided until you talk to them. So you
can save and load to ensure (or at least make more likely) that you'll get
Stacks of potions weigh one pound, no matter how many potions you have in the
stack. So never sell potions, and try to purchase healing potions as you can
afford them. There are some extended sequences in the game where you won't
have access to shops.
To cast spells (like heal) during combat, wait until your character uses its
weapon, then cast the spell and quickly click on the enemy again. This won't
add much lag to the time between attacks, and so it's almost like casting the
spell for free.
Unlike other games, summoned creatures in Lionheart are worth experience and
can drop gold and equipment. So if a summoning creature isn't causing you
any problems, don't be in a rush to kill it.
To skip some conversations and cut scenes (anything where gears show up in
the upper left-hand corner of the screen), just push the enter key.
If you double click on an item in the shop interface, you'll automatically
sell it or buy it.
The critical chance value shown on the attributes screen is not how likely
you are to get a critical hit. It's just one factor (and kind of a minor one
at that) for determining the likelihood.
You can use the "w" key to make objects on the ground briefly glow.
If you can get a resistance to over 100% then attacks of that type will
actually heal you.
Enemies will almost always make a sound when they see you. So when you hear
something, you should immediately stop so you don't have to fight many
enemies at once.
The game occasionally corrupts saved game files. If you're unlucky, it will
corrupt your quicksave and your autosave. So you should create other saves
every couple hours just to be safe.
The requirements for perks only check your *current* attributes and skill
ratings. That means, for example, if your intelligence is 10 but you still
want to select Gain Intelligence, you can drink some booze to lower your
intelligence and then take the perk. You can also use thief potions to
enable you to take Master Thief (and skip the wimpier Thief perk).
* 07.00.00 WALKTHROUGH *
* ===================== *
* 07.01.00 Starting Out *
* ===================== *
You start out in a slave pen -- but not for long. After you finish talking
to your spirit, open the door to your cell. You have a couple options for
this: You can pick the lock (20 exp), or you can talk to the guard and
convince him to open the door (15-100 exp). If the guard doesn't run away,
then you can also kill him for an extra 52 exp.
"Boot? Ass? Hey! You die!" -- Slaver
There isn't any point to exploring the rest of the slave pits area. Locked
doors will probably stop you anyway, but even if they don't there's a
wandering master assassin in there who will kill you easily. (You'll see
master assassins again in about 30 levels.) So wield your short sword (if
you got one from the slaver), and then head east. You'll find another slaver
you can kill, plus the exit.
Outside the slave pits you'll run into Signor Leo, who turns out to be
Leonardo DaVinci (this isn't supposed to be a surprise, but for some reason
the game obscures who he is initially). After DaVinci teleports you to
Barcelona, you'll talk to him and your spirit again and learn, among other
things, that you're a distant descendant of Richard the Lionhearted. You'll
also receive your first quest, to join one of the factions of Barcelona (see
* ====================== *
* 07.02.00 Barcelona Map *
* ====================== *
_/ X _ People:
_/ c _
_/M G I_ a Amir
_/H b Bartolome
_/C S _/ c Cervantes
/ H _/ d Duke of Medina
_ _ e Benito
_A q _____________ Port f Fish Monger
_ _ O _/ |P B _______ District _ g Acolyte Garcia
_ _ _/ s g | H| m |____ / h Hrubjub
Temple _ _/ |___/ H |H K|H Xr___ | / i Capt Isabella
District E H | # / t _/ n/ m Murder Victim
|_____ | /D oH H | n Fernand Desoto
L / v v__ _ f _ __ o Solitary Man
| | __| |_/ ____ bTTT / _ u| q Inqs Dominguez
|v _/ | | a / TTT _ _d / r Marisol
_____/ m| H _/ _ _ s Sqr Santiago
h Gate | e _ _i _/ t Dumb Thug
District _ H _/ _ _ u Mute Sailor
___/ _/ v Vendor
A Templar Armory (Sir Auric) K Shakespeare's House
B Book Shop (Weng Choi) L Lost Street
C Cathedral (Lord Javier) M Machiavelli's House
D DaVinci's Workshop P Potion Shop (Quinn)
E Eduardo's Balcksmithy S Shylocke's Building
H House T Tavern
I Inquisition Building (Raphael) X Entrance to Sewers
* ================================ *
* 07.03.00 Barcelona Gate District *
* ================================ *
Barcelona is made up of three areas: the Gate District (where you are now),
plus the Temple District to the north and the Port District to the east.
Explore all three areas to find a whole slew of quests.
Hrubjub the Goblin
West of the city gates you'll find a pair of goblins, Hrubjub and Bludjund,
with a dead city guard. If you inform the pair that you're not a friend of
the guards, they'll give you a quest to scout the city for them. All you
have to do is walk inside the gate and then return to them to receive 100
If you decide you don't like the goblins, there are a couple things you can
do. The most obvious is to kill the goblins (for 50 exp) and then report
your deed to the western gate guard (for 50 gold). But if you're quick, you
can do a little better. Instead of killing the goblins, tell them you won't
report them but then do just that (for 75 exp). Then the gate guards will
rush over to kill the goblins, but if you can land the killing blow on them
both times (for 50 exp) you'll be able to tell the western gate guard that
you killed the goblins, and he'll react like he had no idea they were there
(and give you 50 gold).
"Ah, an unlucky witness to wicked goblin schemes, a morsel to be slain
lest it spoils our black goblin dreams!" -- Hrubjub
There isn't any way to kill the goblins *and* do their quest.
Amir and the Order of Saladin
You can find Amir east of the city gates. If you talk to him you'll learn
that a relic under the care of the Order of Saladin has been stolen, and that
he's worried that relics under the guard of the Knights Templar might be in
danger as well. He'll also let you know that because you're a Westerner,
you're not allowed to join the Order of Saladin, but that you can become a
Favored One. To see the quests involved in this process, please refer to
Scattered throughout Barcelona you'll find four murder victims. They'll all
have had their fluids drained, and they'll all have bite marks on their
necks. Here's where you can find them:
1. Outside Barcelona, east of the city gates.
2. In a house in the middle of the Gate District.
3. Near Shakespeare's house in the Port District.
4. In a house in the middle of the Temple District.
After you find corpse #1, you can tell the Captain of the Gate Guards (the
western guard outside the city gates) about it, and he'll give you 25-75
gold, depending on how much you noticed about the victim. You can also tell
Amir (of the Knights of Saladin), and he'll speculate that a daeva or demon
is performing the murders, and give you the Amulet of the Prophet (+3 AC, +4
slashing resistance). Note that the amulet is a quest item. Hang onto it.
Next to the house of corpse #2, you can find a woman hiding behind a bush.
If you talk to her she'll just run away to the Port District. Then, at some
point after you discover the body, a guard will appear in front of the house.
You can tell him about the woman, but nothing seems to come of it. Worse, if
you talk to the guard too much, he'll grow suspicious and attack you.
When you find corpse #4, you'll discover that it is indeed a daeva who has
been doing the killing, but nothing much will come of the encounter. This is
basically just a set-up for a later part of the game.
Weng Choi's Book Collection
When you enter Weng Choi's shop (along the northern edge of the district),
ask him what kinds of goods he sells, then ask him about his book collection,
and then offer to sell him any rare books you find. That will give you the
Here are the books you can find:
1. Art of Barter. This is a quest reward for completing Shylocke's quest to
collect money from Shakespeare (see "Shakespeare's Woes" in section
07.05.00). Note: You can also read it for +15 barter.
2. Book of Death. This is in Cortes' treasure cave (see "Cortes' Treasure"
in section 07.05.00). Note: You can also read it to gain +15 to the Tribal
3. Centuries. You can find this in a chest in the secret room south of
Torquemada in the Inquisition building.
4. Eloquent Works. This is a quest reward for completing Shakespeare's muse
quest (see "Shakespeare's Woes" in section 07.05.00). Note: You can also
read it for +15 speech.
5. History of the Crusades. You'll find this book in Shylocke's building, in
the chest closest to the desk (it's the "lead" chest, I believe). Shylocke
and his goons won't like it if you open the chest, so once again use sneak to
pick the lock on the chest without anybody noticing. You can also just pick
open the chest and then run out of the building to avoid fighting, but make
sure you've done Shakespeare's quests first, and make sure you don't kill
Shylocke (since that will earn you a negative perk).
6. History of the Dragons. This can be found on a shelf behind Leonardo
DaVinci in his workshop in the Port District. When you click on the shelf
the book will fall to the floor, and then you can pick up the book.
7. History of the Fell Spirits. You'll find this in a chest in the wererat
cave in the Slave Pit Exterior area.
8. History of the Inquisition. This is in a chest next to Sir Auric in the
Templar armory. If you're at least a squire with the Knights Templar, then
you can pick the lock on the chest and get the book without reprisal.
Otherwise, you need to be sneaking when you pick open the lock. A sneak
skill of 85 is enough. If you're not a thief, use a potion of stealth, which
you can usually find being sold by the skulkers in the Barcelona sewers.
9. History of the Necromancers. This is in a chest in the cavern area
beneath the woodcutter's house in El Bosque. You must be working on the
first Wielder initiation quest or the fourth Inquisition initiation quest to
get access to the cavern.
10. Poetry Book. This is in a chest in a secret room behind the Goblin
11. Tome of Geomancy. This is in a chest next to Brambles in La Calle
Perdida. Brambles won't mind if you pick open the chest and loot its
If you sell Weng Choi eight books (for 250 gold and 250 exp each) you'll
complete the quest and earn Weng Choi's Shaolin Secret perk (+20 unarmed, +20
evasion). But even if you only sell him one book, that will cause him to
consider you a valued customer, and you'll be able to browse his special
wares, including kegs of firepowder.
Quinn is the potion merchant located in the northern part of the district,
west of Weng Choi. Once your barter skill is high enough (around 30) you can
ask Quinn about the Inquisitors and then blackmail him. You'll get a 10%
discount on his wares.
El Guapo the Potato Thief
On the eastern side of the district, you'll find a building with smoke coming
out of the door. When you go inside, a man will demand you give up all of
your potatoes. Play along, and then either say that you have potatoes right
outside (20 exp) or that you can bring him loads of potatoes if he pays for a
cart (75 exp and 2 gold). You can then attack him if you want for 6 more
exp. As far as I know, there aren't any potatoes in the game.
"The spider falls into my... I mean the fly spins... you are captured!" --
el Guapo the potato thief
The Grumpy Port Guard
Near the exit to the Port District, you'll find a grumpy guard named Hector.
If your speech rating is high enough (25 is enough), you can ask him for
news, and he'll tell you how he was a door guard at the observatory and let
Galileo in when he wasn't supposed to. As a result, he was demoted to his
current unenviable position.
Raymundo the Merchant
Along the western wall of the district you'll find Raymundo the Merchant. If
you ask him about "unusual" merchandise and then about magical bows, he'll
show you his special stock: magical bows, crossbows, and ammunition.
Brambles is the tree in La Calle Perdida (to learn how to enter La Calle
Perdida, refer to section 07.07.04). When you talk to Brambles you'll learn
that a necromancer named Relican cursed him to become a tree, and that only
Relican can lift the curse. You can find Relican in the Slave Pit Exterior
area (see section 07.10.08). Once you've killed Relican, pick up the potion
of transformation that he drops, and then return to Brambles. You'll earn
1500 exp, 1000 gold, and receive Brambles' Patience perk (+5 lockpick, +5
sneak, +6 HP, +1 critical chance). Then Branbles will disappear.
Note: There isn't any way to help Brambles *and* join the Dark Wielders.
Search for the Five Ways Crystals
In La Calle Perdida you'll find a wielder named Jorge Vandorga next to a
large green crystal. (To learn how to enter La Calle Perdida, refer to
section 07.07.04.) Vandorga will tell you that the crystal will bestow a
magical enchantment on you -- once -- and that there are four other crystals
out there in the world.
Here are the locations of the five crystals:
1. La Calle Perdida: +1 to all Thought magic branches
2. Bounty Hunter Camp: +1 to all combat skills
3. Heart of Fire Entrance (Entrance to the Caverns of Nostradamus): +1 to all
Tribal magic branches
4. The Chamber of the Crystal (on the Antechamber of Lore level of the druid
shrine): +1 to all Divine magic branches
5. Shifting Dunes (the desert area just before Alamut): +1 to all thief
Once you've clicked on all five crystals, you'll gain +5 cold / fire /
electrical resistance, and you'll gain a rank with your faction (see section
07.07.06 for the faction bonuses).
The Way Gates
In the western part of La Calle Perdida (see section 07.07.04 for information
about how to enter the area) you'll find several way gates. If you consider
the gates to be positions on a clock, then they'll send you to the following
12:00 An island in the northwestern corner of the area. The small green
crystal there will send you back to the way gates. You'll also find a
mechanism that requires a lever. If you ask Pedro Guitterez (the
Keeper of Ways) about it, he'll give you the missing lever. Then when
you fix the mechanism, it will move a rock bridge and allow you to
access a northern island (from the center island). There you'll find
"a lost soul," the spirit of a man who died during the Fourth Crusade
(almost 400 years earlier). When you convince him to pass on (using a
speech-enabled dialogue option), he'll drop a random magic item and
you'll receive 500 exp.
1:30 The Crossroads.
4:30 Quinn's shop.
7:30 The Trapped Ether Plane. You'll quickly find that this way gate was a
trap, as a spellcaster taunts you and some undead attack you. Once
you've cleared this first island, activate the mechanism to create a
land bridge to the second. Defeat the undead there and then click on
the pile of bones on the ground. The spirit of a templar will talk to
you, and it should be straightforward to convince it to create a land
bridge to the third island. Clear the undead from the third island
and then click on the pile of bones there. This time the spirit of
Marco Polo will talk to you and give you a choice: you can either go
back to La Calle Perdida now or face the madman who is entrapping
people in this pocket of ether. If you choose the former, then you
can just click on the nearby yellow crystal to return to the way gate
station. If you choose the latter, then you'll need to talk to the
templar spirit again to get him to help Polo. Once you're ready to
leave (either back to La Calle Perdida or to face the madman), Polo
will ask you to take his spirit along, in the form of a pair of boots.
If you agree, you'll receive Marco Polo's Boots (+20 carry weight, +1
If you decided to take on the madman, then move to the eastern side of
the island. Step onto the first stone that has moved into position,
and that will cause a second stone to start moving. Between the two,
they'll create a land bridge to the final island. On this island
you'll find more undead to kill, but eventually you'll face the
madman. For this confrontation you have two choices: you can convince
him to commit suicide, or you can kill him. Either way you'll earn
257 exp, and you'll receive the Sword of Kublai Khan (4-11+3 damage,
+1 luck, +10 one-handed, negative karma). Then just go to the yellow
crystal on the third island to return to La Calle Perdida.
9:00 The Inquisition Chambers.
10:30 The Port District.
* ================================== *
* 07.04.00 Barcelona Temple District *
* ================================== *
Entering the Temple District
There are a variety of ways to get into the Temple District. If your speech
skill is high enough, you can bluff the guards into opening the gate for you.
If you talked to Squire Santiago or Acolyte Garcia (in the Gate District)
about the Knights Templar or Inquisition, respectively, you can do some name
dropping to convince the guards to let you in. You can even go through the
sewers to get into the Temple District, and then when you exit the Temple
District into the Gate District, the gate between the two will open.
The Murdered Woman and the Daeva
This encounter is handled in section 07.03.00 under "Murder Victims."
When you try to enter the observatory, you'll find that it's locked up
pending an investigation. There are three ways to get inside, coinciding
with the three factions you can join. If you're at least a squire with the
Knights Templar or an acolyte with the Inquisition, you can say you're there
on official business, and the guards will let you in. If you're with the
Wielders, you can bluff the guards by saying you're a part of the
investigative team, but that approach requires a speech rating of 35 (maybe
Inside the observatory, you can do three things: look through the telescope
to receive the Stargazer perk (+1 perception), remove the lens from the
telescope for the "DaVinci's Crossbow" quest (see section 07.05.00), and
claim a spirit left by Galileo for a Wielder initiation quest (see section
Note: You have to look through the telescope before taking the lens, or else
you won't be able to get the perk.
This building will start out locked, but once Shylocke returns you'll be able
to complete some quests involving him and Shakespeare (see "Shakespeare's
Woes" in section 07.05.00). Also in the building you can find the book
History of the Crusades in the chest closest to the desk. The book can be
used in Weng Choi's quest (see "Weng Choi's Book Collection" in section
You can find Machiavelli in his house on the northern edge of the district.
When you meet him, he'll ask you to act as a bodyguard and protect him from
assassins. If you agree, then as soon as you leave his house he'll be
attacked, so rush back in and kill the four assassins in the room with him
(for 111 exp each). Two of the assassins will be near Machiavelli, and two
will be by the door waiting for you. To keep Machiavelli alive, you need to
ignore the two assassins by the door and head straight for the other two.
When the assassins are dead, talk to Machiavelli. You'll receive 250 exp and
150 gold. If you then ask him about the assassins, you'll learn that he's
the one who helped the slavers to capture you and the assassins to find you.
That information gives you the option of attacking him. If you do, you'll
get 400 exp for his death. Otherwise he'll walk away. There doesn't seem to
be any reason not to kill him.
Cervantes and La Bestia
You'll find Cervantes in the grassy area on the northern side of the
district. Talk to him and agree to help him hunt down La Bestia. He'll then
rush off to battle, so follow him and then talk to him again. If you have a
high enough speech rating, you can convince him at this point to follow you,
but it's more fun to let him keep hunting for the beast. So follow him all
the way to the cathedral, and tell the guard there that Cervantes is under
your care. Then talk to Cervantes and tell him to follow you.
"A tree? Did you not see the creature clawing at me? My squire, you are
not seeing clearly if you thought I was fighting a tree." -- Cervantes
If you took the right conversation path when you met Cervantes, you'll have
learned that La Bestia appeared when Cervantes was near some windmills. But
if you didn't learn this, or if you just want some more background
information on the quest, then go see Leonardo DaVinci in his workshop in the
Port District. You'll find out that Cervantes swiped a magical quill from
DaVinci and inadvertently summoned La Bestia while he was writing his book.
So head out into the forest. You'll find La Bestia (aka Don Quixote) near
the windmills in the Barcelona Coast area. If your speech skill is high
enough (50 is enough) you can convince Don Quixote to merge back with
Cervantes, and you'll earn 1200 exp, 250 gold, and Gauntlets of La Mancha (+1
luck, +4 unarmed, +4 one-handed, +4 two-handed, +4 ranged, +2 AC, +1 unarmed
damage). If your speech skill isn't high enough, then you'll have to fight
Don Quixote. Your reward will be about the same, except you'll get 10 extra
exp for killing Don Quixote and receive 230 less gold.
Iquisitor Dominguez and the Mana Spirits
This is one of the Inquisition quests. Refer to section 07.07.01 for
Escaping the Inquisition
When you approach the western entrance to the Inquisition building, you'll
see a man fleeing from a couple Inquisitors. If you turn him in, you'll
receive 5 gold. If you misdirect the pursuers, then when you talk to the man
you can either blackmail him for 10 gold, accept a reward of 20 gold, or let
him keep his gold.
Inside the Inquisition Building
There are a bunch of minor things to do and see inside the Inquisition
1. There's a secret door in the southern corner of the foyer. It leads to a
chest that always contains a potion of extra healing.
2. If you go down the western staircase you'll find a guard standing next to
a chest. The chest contains the chalice necessary for a beggar quest (see
section 07.08.02). You can either sneak while picking the chest to get the
chalice; or, if your speech skill is 35, you can tell the guard he's wanted
upstairs, and then open the chest when he leaves; or, if your speech skill is
45 you can get the guard to open the chest for you.
Note: The guard will only start a conversation with you the first time you
try to open the chest. If you can't get him to leave at that point, then
you'll only be able to sneak while picking open the chest to get the chalice.
3. When you go down the eastern staircase, a "tithe inquisitor" will demand
to know why you're there. Tell him you have important information for the
Grand Inquisitor, and the tithe guy will not only let you wander around,
he'll unlock the door to the Grand Inquisitor's chamber to the east.
4. South of the tithe inquisitor you'll find a room with some jail cells in
it. When you enter the room a jailer will confront you, but if you say you
just want to look around, he'll let you. Also, if your speech skill is high
enough (35 is enough) you can claim to be doing an inspection for the Knights
Templar, and the jailer will give you the keys to the cells.
Note: If you don't get the keys, then you'll still be able to pick open the
cells, but you'll have to sneak while doing it or else the guards in the room
will attack you. If you get the keys, then it won't matter if the guards see
you or not.
5. In the room with the jailer, you'll find a chest with a scepter inside.
You can use the scepter to repair or destroy some of the crosses in the area,
to open or close some jail cells, and to prevent the crosses from draining
6. There are also four cells in the room with the jailer. In one cell you'll
find a Wielder. (His name is Faust, although he won't introduce himself.)
You can talk to him and not learn much, but if you open his cell he'll escape
and you'll earn 150 exp. In another cell you'll find an inquisitor who will
attack you. In the only other cell you can currently open, you'll find a
prisoner who'll ask you to release the ghost of his dead wife. He'll put his
spirit inside you, allowing you to wrench open the door to her cell (the
fourth cell in the room). Immediately go to the cell and open it (if you
wander off you'll lose the prisoner's spirit) to release the ghost. Then
when you return to the prisoner, he'll die but you'll receive 250 exp.
7. On the western side of the Inquisition Chambers, you'll find a cell
blocked by a blue forcefield. If you repair the cross just west of it (using
the scepter from #5) then the forcefield will go down. The cross you need to
repair can be difficult to see because it blends in with the floor, but just
move your mouse pointer around west of the forcefield, and you should spot
it. Beyond the forcefield you'll find a few cells where the prisoners will
attack you (and die quickly). You'll also find a staircase.
8. In the jail cell next to the blue forcefield cell, you can find a hidden
ring of the undead (+20 to raise undead).
9. In the Lower Inquisition Dungeon (down the stairs beyond the blue
forcefield) you'll encounter some weak terrors fighting a guard. If you use
mana at all then the first thing you should do is destroy the cross next to
the stairs. Then when you explore the area you'll find more weak terrors to
kill, plus Renaldo (see "Rescue Renaldo" in section 07.05.00). If you have
the potion from Bartolome then you can release Renaldo and gain 150 exp.
Lastly, you'll find some jail cells. Some of them have weak terrors in them
(good for exp), but two others are more interesting (see #9 and #10).
10. The Daeva of Pain. In an eastern cell in the Lower Inquisition Dungeon
you'll find the Daeva of Pain. It'll ask two things of you: to convince
Faust to come see it, and to free it by destroying the two crosses next to
it. If you haven't freed Faust yet, then if you tell him about the demon and
free him, you'll earn 200 exp and then 450 exp more when you get back to the
demon and see it kill Faust. This will also somehow release the demon, and
you'll receive the Debt of Brimstone perk (-250 karma but +1 critical chance
and +5 to the Tribal Necromancy branch). You can also just free the daeva
for the same exp and perk.
Note: You can (force) attack the daeva, and it'll just stand there and take
it, plus say some funny things. I don't think you can actually kill the
daeva, but if you attack it long enough you'll gain 50 exp and then 250 exp,
and both times you'll see the message "Your knowledge of fighting unearthly
creatures has increased." This isn't a perk or anything, and I'm not sure if
it gives you a bonus or not.
"Oh Dark Master, why must I be a training dummy for these witless bags of
flesh?" -- Daeva of Pain
11. Galileo. In a western cell in the Lower Inquisition Dungeon you can find
Galileo. He won't want to be rescued, but he'll ask you to free Faust. If
you do (even if it's to let the Daeva of Pain kill him) then Galileo will
grant you Galileo's Magical Battery perk (+50 mana), and you'll also earn 150
exp. Plus, if you talked to the grumpy port guard in the Gate District, you
can ask Galileo about the observatory, and he'll tell you that he stashed a
spirit in the globe there.
Note: If you're visiting Galileo because of the Wielder initiation quest,
you'll need to ask him about the spirit using the dialogue option marked with
the book (quest) symbol. Then he'll not only tell you about the spirit in
the observatory, he'll cast a spell on you so you can see it.
Also in the Inquisition building (on the eastern side of the Inquisition
Chambers), you'll find the Grand Inquisitor Tomas Torquemada. Speak the
truth to him and say you use your spirit for good, and he'll ask you to kill
the Goblin Khan in the forests west of Barcelona. You'll find the Khan in
the Goblin Camp area (see section 07.10.10). When you return from completing
the deed, you'll receive 1000 exp and 150 gold.
There's a perk called Torquemada's Divine Boone, but it didn't make it into
the final release of the game.
Note: There is a secret door in the southern wall of Torquemada's room.
You'll need a lockpick rating of 90 or so to open it, but inside you'll find
two chests. One of the chests contains the book Centuries.
* ================================ *
* 07.05.00 Barcelona Port District *
* ================================ *
North of the tavern you can talk to the fish monger, Carlos Desoto. You'll
learn that creatures named vodyanoi have eaten away at his business --
literally -- and that now he carves their skulls to make money. He'll even
offer to buy their skulls from you, if you should find any. He'll offer 25
gold per skull, but if your barter skill is high enough (22 is enough) you
can upgrade the price to 50 gold. Eventually, though, he'll only pay you 10
gold per skull.
You can find Shakespeare in his house in the northwestern part of the
district. Exhaust all conversation options with him to learn about his play,
his muse, and his dealings with the moneylender Shylocke. You should end up
with two quests: to get Shakespeare's muse back from Shylocke, and to
convince Shylocke to extend Shakespeare's debt.
Shylocke's building is in the middle of the Temple District, but if you go
there you'll find that the place is locked up, and a note on the door will
indicate that Shylocke is in the tavern, which of course is back where you
started, in the middle of the Port District.
When you arrive at the tavern, you'll find Shylocke in a heated debate with
the explorer Cortes. It's important that you side with Cortes, even though
that will upset Shylocke. If you don't side with Cortes, then he'll
disappear and you won't be able to do his quests.
Once Shylocke leaves in a huff, follow him to his establishment in the Temple
District. Apologize for siding with Cortes (if you get the option), and then
ask about Shakespeare's muse. Shylocke will demand 500 gold (or less, if you
sided with him over Cortes) but you can work the amount down to 300 if you
have a decent bartering skill (40 is enough). Then Shylocke will give you a
key and tell you the muse is in one of the chests on the right side of the
room. It's in the silver (middle) one. When you open the chest the muse
will go into your inventory automatically.
If your speech skill is at least 50, then go ahead and ask Shylocke about
Shakespeare's debt. You'll be able to convince him that Shakespeare's play
will make him a lot of money, and he'll decide to extend Shakespeare's debt.
(If your speech skill is under 50, you'll only get a dialogue option to call
Shakespeare a moron, and Shylocke will offer you a job to extract money from
him. Don't do it! You'll be able to get this quest after completing both of
Shakespeare's quests. If you do it now you'll fail Shakespeare's debt
"No doubt the man has some writing talent, but he lacks the common sense
to ever be successful." -- Shylocke
Return to Shakespeare's house and tell him the good news. You'll receive 500
exp for completing the debt quest, and you'll receive 500 exp plus the book
Eloquent Works (+15 speech) for completing the muse quest.
If you're female you now have to make a decision. The next time you talk to
Shakespeare he'll try to woo you. If you let him you'll receive
Shakespeare's Ring of Promise (+1 charisma, +10 speech) but you won't be able
to have a regular conversation with him after that -- he'll keep wanting to
kiss you -- and so you won't be able to complete Shylocke's quest, should you
take it. However, if you reject Shakespeare's advances as harshly as
possible (by always selecting the bottom dialogue option), then you'll be
able to have regular conversations with him, and complete Shylocke's quest.
So if you're male or a ring-avoiding female, head back to Shylocke and ask
him about work. He'll give you the quest to collect money from Shakespeare.
Once you go back to Shakespeare and threaten him enough, he'll leave to pay
off Shylocke. Then just return to Shylock to claim your reward: 500 exp, 300
gold, and the book Art of Barter (+15 barter).
Note: You can use both Eloquent Works and Art of Barter in Weng Choi's book
collection quest, but there are enough books available that you don't need
When you talk to DaVinci in his workshop, you'll be able to ask him about his
machines and his "latest invention," a repeating crossbow. He'll tell you
that he needs some gears from his steam engine, but that the steam engine
isn't cooperating. So click on the steam engine, and then select the "pull
lever" option. The machine will tell you that it needs a magic potion before
it can create the gears. So give it a potion (for 100 exp) and it'll give
you the gears. But when you give the gears to DaVinci (for 500 exp) he'll
tell you that he needs another component, a lens designed by Galileo, and
that you can find one in the telescope in the city observatory.
"*I* am the brains of this operation. I've helped him build all of his
inventions, but what thanks do I receive? Just more work, and the
occasional lubing, though that is nice." -- Steam engine
So head over to the observatory in the Temple District. If you can't get in,
see the "Observatory" section of section 07.04.00. Once inside, look through
the telescope to gain the Stargazer perk (+1 perception), and then take the
lens from the telescope. When you give the lens to DaVinci you'll receive
1000 exp plus the crossbow itself (same rate of fire as a longbow, +4
critical chance, +12% piercing damage).
DaVinci's Secret Chamber
In DaVinci's workshop you can find a viola organista, a muse / organ that you
can play. Also in the room is a toy horse inscribed with "For Cecca, my
childhood steed." If you play the notes C-E-C-C-A on the organista, you'll
be teleported to DaVinci's secret chamber, and you'll gain 1000 exp. (If you
play other notes, you'll see some funny lines from the steam engine.)
Inside the secret chamber you'll find three incomplete siege engines and four
chests. One of the chests will contain the Scepter of Bone, an item that,
simply by being carried, adds skill points to the Thought and Tribal